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EVE Devs Dissect, Explain Massive Economic Exploit

In December we discussed news that a major exploit in EVE Online had just been widely discovered after being abused by a few players for up to four years, creating thousands of real-life dollars worth of unearned in-game currency. Representatives from CCP Games assured players that the matter would be investigated and dealt with; a familiar line in such situations for other multiplayer games, and often the final official word on the matter. Yesterday, CCP completed their investigation and posted an incredibly detailed account of how the exploit worked, what they did to fix it, how it affected the game's economy, and what happened to the players who abused it. Their report ranges from descriptions of the involved algorithms to graphs of the related economic markets to theatrically swooping through the game universe nuking the malfunctioning structures. It's quite comprehensible to non-EVE-players, and Massively has summarized the report nicely. It's an excellent example of transparency and openness in dealing with a situation most companies would be anxious to sweep under the rug.

28 of 139 comments (clear)

  1. Cool! by Kokuyo · · Score: 4, Interesting

    Makes me actually want to go and play the game. I mean, when you have a company that obviously does care, to a certain degree, you should go and help them out a bit. Only problem is, the game has a complexity level that has me reeling.

    1. Re:Cool! by DamienNightbane · · Score: 4, Insightful

      The problem is that they don't care. There are so many bugs in the game that have been complained about for years and not fixed that it's no wonder that such an obvious exploit managed to survive for four years. Frankly, CCP makes SOE seem competent.

    2. Re:Cool! by Rakshasa+Taisab · · Score: 2, Informative

      Before anyone posts the 'cliff of death' drawing...

      It is the complexity that keep one playing the game, day after day, year after year. So think of it like this; When you first learned to ride a bike, it was a rather complex task just to stay balanced, no?

      Learn to ride this bike, and you can have a lot of fun.

      --
      - These characters were randomly selected.
    3. Re:Cool! by NightRain · · Score: 4, Funny

      Only problem is, the game has a complexity level that has me reeling.

      That's not "a problem". That's what makes the game worth playing :)

    4. Re:Cool! by Sobrique · · Score: 4, Informative

      EVE is a large, single universe. It's adversarial at almost every level, and ... only the most trivial things can be done solo.
      The market is entirely player driven - barring a few very limited exceptions, everything there is player made and traded.
      What it's not, is it's not a PvE experience - they're looking at improving the PvE content in March, but as it is right now, if you want to go 'compete with the system' then ... well, frankly EVE just isn't particularly deep in that part of gameplay.
      What EVE is is a massively multiplayer PvP game. It's got a lot of 'strategy game' type elements - whilst you fly your own ship, and don't control much else, there's very definitely supply lines, logistics, intelligence, espionage, diplomacy, tactics, unit experience and morale. You don't necessarily get to be 'commander' but the really good corps and alliances are those with strong and effective leadership teams, at every level, but only when supported by competent and intelligent pilots.
      It's very open ended - you don't get told to 'go do this quest' or 'go level up' - this doesn't suit everyone, but once you grasp that it's just a case of 'go and do something you find interesting/fun/profitable'... well, that's the start of a giant space playground experience. I've been playing for ... 4, 5 years now, and I'm still not bored with it.

    5. Re:Cool! by N1AK · · Score: 4, Insightful

      Give up, because you're too stupid to use a computer.

      If only you would apply an alternative branch of this advice to your attempts at online communication. Congratulations you managed to flame someone. For the record, you could of gotten the same satisfaction thinking the thought and then you wouldn't have announce that you're a social pariah.

    6. Re:Cool! by HungryHobo · · Score: 4, Insightful

      OK, this just makes me want to play it more.
      If I learned to play Dwarf Fortress I can learn to play EVE.

    7. Re:Cool! by Dan667 · · Score: 2, Insightful

      Like what? I play Eve and have not had any problems for quite a while.

    8. Re:Cool! by Loki_1929 · · Score: 2, Informative

      Let's see, of the four times I've filed petitions, one was taken care of in seconds, two within a day, and the last (which would have required some digging into logs on their part) about a week. In all cases, staff was nothing but friendly and as helpful as they could be.

      I've played for several years now, and I've seen my share of bugs (as you see in any other software). Of all the bugs I've encountered myself, only two persisted very long (more than a week), and only one continues to be an intermittent problem today. The first was a bug (since quashed) which resulted in improper arrangement of items within a storage container. For some odd reason, they always wanted to occupy only a single column every time there was a session change until I resized the window for that storage container. That one lasted a couple of months. The other is a very intermittent issue that happens almost exclusively after combat wherein right-clicking for a context menu on an object in space doesn't work unless it has an icon (only man-made objects have these icons) on which to click. The problem will persist for less than a minute and then fix itself. It works fine if I right-click in the overview.

      99% of the bugs I've seen have been killed within days, unlike plenty of other games (hey there Dungeon Lords). So I'm curious what all these different bugs are in the game which have been complained about for years which I've somehow never managed to encounter throughout Empire, 0.0, low-sec space, mining, ratting, trading on the open market, fighting in fleet combat, and running missions.

      --
      -- "Government is the great fiction through which everybody endeavors to live at the expense of everybody else."
    9. Re:Cool! by Cornflake917 · · Score: 5, Funny

      Learn to ride this bike, and you can have a lot of fun.

      If Eve is a bike, then instead of having pedals and handlebars to control, it has complicated and unintuitive set of buttons that take a full day of tutorials to understand. Then once you get this bike, you have to ride the same trails over and over until you can get a better bike. Then once you get a better bike you ride a more challenging set of trails over and over, until the boredom is unbearable. Once you get a good enough bike to race against other bikes (or you just get sick of the trails), you find that all the veterans will always have better equipment, skills, and money then you. So only way to way to win at bike races is to get a bunch of friends, sit outside a gate, and beat the shit out of any unsuspecting bikers that come through, and then race them while they have broken legs.

    10. Re:Cool! by rokknroll · · Score: 2, Informative

      Use the many help tools available in game, including the EVE Wiki which is available in the ingame browser. Aurora (the female voice) also has a slew of informative tutorials available from the help menu. Eve wont hold your hand for you, if you cant take that then it's not your game. Eve is to WOW as Bash is to Windows basically, cant just click and hope, you need to read the man pages.

      --
      billy pilgrim *has* become unstuck in time!
    11. Re:Cool! by Cornflake917 · · Score: 2, Insightful

      I pretty much agree with everything you said. The problem is that Eve is that, since "dying" is punished severely (at least, compared to other games), PVP battles are rarely fair matches. If you have a decked out frigate and you run into the interceptor pilot who is in similarly fit rifter, he will run away and come back with an interceptor. Isn't one of the main rules of PVP in Eve "Never get into a fight that you aren't guaranteed to win?" Since many players follow this rule pretty well, the majority of your PVP in Eve is lopsided. This is what I mostly experienced when I did group PVP in RMR. I resubscribed to Eve last year to see if the faction warfare changed this. At that point of time, I found that it did not. If you like Eve, good for you. I just found the gameplay to extremely repetitive (even for an MMO), and slow.

    12. Re:Cool! by ThePsion5 · · Score: 2, Insightful
      Going by this analogy, WoW would be a Tricycle. It's a comfy, brightly-colored tricycle with a cute little horn.

      There's only one trail to ride, and it's in a large circular hallway with pretty wallpaper. Every hundred laps they change the wallpaper to something else pretty.

      Eventually they run out of wallpaper to show you, so instead they let you improve your tricycle! Every couple of dozen laps they give you a new streamer, or a thimble of paint, or a sparkly sticker for you to put on your tricycle.

      Not challenging enough? Well if you want the best stickers, paint, and streamers, you can join a group of twenty other people and ride together! Each of you has to ride a specific way and if someone isn't good enough no one gets anything. After a couple hours of riding like this, there's a small chance that one of you will get another sticker. Now, get ready to do the same thing your years and years and then you'll have all the best stickers you can have!

      Then you realize that you've been riding a tricycle over the same course a hundred thousand times.

    13. Re:Cool! by brkello · · Score: 2, Insightful

      How is it BS? You run boring missions over and over until you can run higher level boring missions that give more ISK and require a more powerful ship with more skills. Until you finally get to the top and decided to PvP. Then you get destroyed unless you outnumber people. Most of which is just sitting at gates and killing poor people who don't have a chance. That pretty much sums up Eve. Oh...devs cheat occasionally and they leave in bugs for years so their friends can take advantage of them. Miss anything? :P

      I am exaggerating a bit, but that is essentially Eve. They make you log in to change your skills rather than actually letting you queue them...which is dumb. Massive PvP happens rarely. The community on the forums is harsh and rude. And the only time it makes the news is when someone gets massively screwed over, horrible long-term bugs, and dev cheating (and not getting fired over it).

      It is a game that we all really want to love...a lot of potential. But watch the zero punctuation review...its like that. They somehow made a space MMO where you blow shit up as exciting as an excel spread sheet.

      --
      Support a great indie game: http://www.abaddon360.com
    14. Re:Cool! by ShakaUVM · · Score: 2, Informative

      >>Every couple of dozen laps they give you a new streamer, or a thimble of paint, or a sparkly sticker for you to put on your tricycle.

      Yeah, that's WoW in a nutshell. I logged on for the first time in ages because I saw that there was some quest that'd put "Elder" in front of your name. Okay, cute, I thought.

      Then I looked at the requirements to get it.

      (http://www.wowwiki.com/To_Honor_One%27s_Elders)

      Then I logged off.

  2. Now... by Anonymous Coward · · Score: 5, Insightful

    They should find and fix exploits in the real economy.

    Earth-online.

    1. Re:Now... by roystgnr · · Score: 3, Insightful

      What exploits in the real economy? This exploit was only possible because in a computer game the wealth generated was pretending to correspond to something real, but in actuality was just numbers in a centrally-controled system that can be incremented and decremented out of thin air.

      </irony>

  3. Re:They still don't get it though by Sobrique · · Score: 3, Insightful

    Really? You'd say allowing people to willfully exploit until a bug can be fixed is a good thing for a game? To incentivise your playerbase to keep 'decent' exploits hidden for as long as possible, to maximise their gains?
    No, I don't think so. EVE GMs don't ban you for 'finding' an exploit. They're banning people for blatantly abusing said exploit. Sure, exploits 'shouldn't exist' but they do, and they always will.

  4. Re:They still don't get it though by Olix · · Score: 5, Insightful

    Internet Spaceships are SERIOUS BUSINESS for a lot of the people in EVE, who tend to be much more in to the game than players of other MMOs. If the Devs didn't come down hard on this, the forums would be in open revolt.

    Note how, at the end of the article, they are careful to inform us that no Devs were involved in carrying out the exploit. The last time a big story like this broke, it was to do with a Dev cheating, and the players were in uproar.

    Eve is all about breaking the 4th wall. Hell, CCP employ a real, Phd-equipped economist to analyse their game, and provide market analysis every few months. The spy scene in Eve is quite famous too - most of that is carried out through mechanics outside of the game. Eve is not WoW, the userbase demand a completely different treatment of bugs such as this, that could potentially effect the balance of in-game politics.

  5. Re:They still don't get it though by Sobrique · · Score: 4, Informative

    EVE has a single universe, and a notable penalty for failure. Those two things mean that 'something like this' can have far reaching consequences across the universe and gamedynamics. It's not really like someone item duping on a PvE server, where ... well, actually that guy over there cheating doesn't have much impact on your game. The magnitude of this exploit is such that alliances can rise and fall with the amount of cash in question - and when an alliance falls, there's another player on the receiving end of the sackbeating.
    To use an analogy, no one really cares if you've got god mode on in single player Doom. Maybe you find that more amusing, but no one really cares. Face off on someone in a deathmatch though, the fact that they're invulnerable and you're not ... well, takes a lot of fun out of the game.
    And yes, they're quite careful about the devs thing, because of that scandal. If they _hadn't_ mentioned it, then the question would have been asked. From what I've seen over the last ... year or more ... internal affairs is scrupulous about it, because the vast majority of CCP employees are as much EVE addicts as the player base.

  6. Re:They still don't get it though by Rakshasa+Taisab · · Score: 4, Insightful

    Let's say you rent a safety-deposit box, and use it normally for a few months. Then you cancel it and... through some weird oversight they forget to take back the key and access.

    So the day after, you take a look in the safety-deposit box, and find it stacked full of money. You go to report that the situation.

    However, the guy you're talking to is one of the spanish janitors they got working there, and he doesn't really understand what you're talking about. He's not a banker, he's just there to clean the floor.

    So what do you do? You take the money, and return the next day. Oh my, there's even MORE money in there. And you kinda realize the bank is using that box for storage, so you're not really stealing it from other people using the bank. And as long as you don't go strolling out of the bank with bundles of money sticking out of your pockets, they'll have a hard time catching you.

    I guess you could be stupid enough to think the magic money is clean. And the close friends you told about the safety-deposit boxes, they're also all that stupid.

    The exploit was pretty much the equivalent of the above.

    --
    - These characters were randomly selected.
  7. Re:They still don't get it though by ^BR · · Score: 4, Informative

    Smart developers do not have an adversarial attitude towards the people that pay their salaries.

    Who pays their salary more? The odd 150 cheaters or the 150k non cheaters expecting the cheats to be banned? They'd lose more customers if people got the idea than cheating wasn't kept in check than they lost with that round of bans.

  8. Real fast summary by arkham6 · · Score: 5, Informative

    There was a bug in the way items were produced, making free items.

    The economy reacted accordingly by decreasing the market cost for these items.

    Items that need these free items were also accordingly cheaper.

    When discovered, the costs of the free items and the items requiring them shot up due to market speculation and decreased supply.

    The economy in general will have some bumps, but will eventually recover.

    The perpetrators have been shot.

  9. YOU miss the whole point though...... by Anonymous Coward · · Score: 3, Informative

    EVE provides a realistic, persistent world that is NOT totally controlled by the people that programmed it.

    Game events depend on the players in many more ways than a simple MMO like WoW. (Not that WoW is simple but in comparison to EVE it plays like a kid's game in the simplistic play.)

    It's more like the difference between driving an R/C car and an airplane. The Car (WoW) is more 2D in the gameplay. You're restricted to forward, back, left, right. All the characters pretty much play the same. With EVE, the sheer complexity of the skills and economic systems makes the gameplay extremely rich and absorbing.

    In fact, that's the downside to EVE. It, like all MMO's becomes a timesink of immense proportions.

    One of the best features is the fact that dying can bring with it immense setbacks, wiping out months/years of work and finances. That's an ever present edge that most all other MMO's lack. Keeps you glued to your seat during firefights. :)

    As for the complexity? The game has one of the best tutorials and new-game experience of any game I've ever played. They know it's complicated (but then so is life) so CCP has gone to great lengths to make it EASY to learn how to play. It takes time and talent to play well. :)

  10. RTFA you POS by ghmh · · Score: 5, Informative

    If anyone is wondering what POS is short for, it's "Player Owned Station".

    Personally I think the article reads a lot better if you instead use "Piece Of Shit":

    CCP Games explains the scenario from the ground up, detailing the POS game mechanics for those unfamiliar with the industrial side of the game, and pointing out how the POS exploit worked.

    The proper order in which to evaluate a POS is essentially breadth-first traversal....

    POS Reactors are complex beasts, but not quite so bad as POS Control Towers.

    and so on.

  11. Re:Where's the HOW? by andrewd18 · · Score: 2, Informative

    Something like having a requirement to make a reactor (have a resource), then make it, then remove/reuse the resource without the reactor being shut down / removed, then rinse n repeat?

    Basically, yes... someone removed the resource silo link when the reactor was running, and the reactor continued to create material after the resources were cut.

  12. Re:Where's the HOW? by FlameWise · · Score: 3, Informative

    Quoted from the "incredibly detailed account" linked in the OP:

    Reactors always need inputs, right, guys? Right. Let's save cycles here and just not evaluate this reactor! I mean, it'll never get evaluated and thus never come online, right? ... Right?

    Oops.

    So, presume you've run a few cycles of your POS. Your reactor is humming along nicely. It has produced stuff this cycle. It has produced stuff last cycle. The Control Tower is running all of your stuff in the right order. Everything is fine. Until something unexpected happens.

    The user cuts off all the links to the reactor.

    The Control Tower, crazed by its optimization logic, careens through the production code. Wide-eyed, it reaches your reactor first. In its addled eyes, it sees only that the poor reactor has no links.

    The Control Tower speaks.

    "We can't stop here! This is bat country!"

    Onward the Control Tower drives, speeding towards the silo at the far end of the reactor's link.

    The reactor has not been evaluated. It does not know that another cycle has passed. It still remembers, fondly, grazing on inputs during its previous, un-bugged production cycle. Without this information, the silo goes ahead and adds another cycle's worth of goods to its stack.

    Free stuff has entered the system.

  13. Re:Where's the HOW? by andersa · · Score: 2, Informative

    The starbase production contains several steps.
    At the start of the run it is determined which structures are active.
    When it has been determined which structures are active, the next step is for each structure to perform one work step. One structure reduces its material stack. Another structure produces an item. Yet another structure adds the item to its output stack.

    The bug was in the algoritm that determines if a structure is active or not.

    All structures are assumed to be chained together in a particular order. Reactors must have an input silo with materials ahead of it in the chain and an output silo behind it. Because it was assumed that a reactor would not be online if it didn't have an input silo ahead of it, it was skipped during the check if it was first in the particular chain of starbase structures.

    The exploit worked because you could remove a structure from ahead of the reactor chain while it was online. The reactor therefore became first in the chain while still being online and since it was now first it would be skipped in the activation check. The reactor would therefore remain online forever, producing materials during each production run, but without consuming any reactants.