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"Badass" Bug Infects and Kills Borderlands 2 Characters

An anonymous reader writes "BBC News claims that a feature in Borderlands 2 that can only be activated in modded XBox 360s has a bug that can cause characters to be permanently deleted when they die- even if they weren't the ones who activated the feature. 'The hidden option within the game, known as "badass" or "hardcore", is turned off by default but can be enabled by those that have modified or hacked their console. [..] When a player with an unmodded console joins a Borderlands 2 multiplayer game in which there is a character running in badass mode it too gets kicked into that mode. [..] Gamers who play alongside people who have modded their console "contract" the bug which deletes their character if they die during play.'"

189 comments

  1. Ah yes... Non-featured features... by Frosty+Piss · · Score: 3, Funny

    Or as most people call them, bugs.

    A âoefeatureâ that is not really a feature turns out to be âoebuggyâ! WOW!
    News at 11, 10 Easternâ¦

    --
    If you want news from today, you have to come back tomorrow.
    1. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0, Interesting

      Or as most people call them, bugs.

      A âoefeatureâ that is not really a feature turns out to be âoebuggyâ! WOW!
      News at 11, 10 Easternâ¦

      That depends on how deeply you look at this "problem", and from what side, now doesn't it?

      From a gamers perspective, it is a bug, or could even be defined as a virus.

      However, from Microsoft's perspective, sounds like it's "attacking" (or at least pointing the finger) at the very group they likely want to eradicate; those who mod their consoles.

      So, the question is...was this feature really all that undocumented? Hmmm...

    2. Re:Ah yes... Non-featured features... by maxdread · · Score: 5, Informative

      It would seem you lack basic reading comprehension skills.

      This doesn't just target the modders, it targets EVERYONE that happens to be in a game with people that enable this option.

    3. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Or as most people call them, bugs.

      A âoefeatureâ that is not really a feature turns out to be âoebuggyâ! WOW!
      News at 11, 10 Easternâ¦

      It's like playing hardcore mode in a roguelike. Permadeath. For whatever reason the host is able to enable it for everyone.

    4. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0, Insightful

      Wow.. what ever will we do? Is this the end of Borderlands 2 multi-player?

      If only the developers could write a single line of code that disabled this feature and somehow could get this code to us, the end users. Why, if that happened, this wouldn't be a story at all, but just a report of a simple bug in some game some people play, that temporarily inconvenienced a few players.

    5. Re:Ah yes... Non-featured features... by Selfbain · · Score: 5, Insightful

      I'd say the ability to permanently kill an opponent in multiplayer is more than a simple bug.

      --
      Well, it has never been successfully tested.
    6. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1, Insightful

      Yes, it would still be a story. The severity of the of the bug's effect and the novelty of the way players run across it both make it newsworthy all on their own. More so in combination. The fact that a bug is fixable does not in any way make it less newsworthy.

      And you know it. You are lying because you are a stupid little puke who's trying in vain to impress Slashdot with your clumsy attempt at being too cool to care about stuff.

      This is a bug. No ifs, ands, or buts. And certainly no other "perspectives".

      You will now shriek your inadvertent confession that I am absolutely and irrefutably right on every point. It is your only possible response.

    7. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1, Insightful

      No perspective ? What about :
      "Modders are evil people who's characters are infected with a virus that kills your characters permanently" .

      Because in effect, they are saying that because it's modded, it can be turned on, and turning it on causes problem for everyone.
      That doesn't mean everyone who uses a modded version turns it on, just that they can.

    8. Re:Ah yes... Non-featured features... by drkim · · Score: 3, Insightful

      However, from Microsoft's perspective, sounds like it's "attacking" (or at least pointing the finger) at the very group they likely want to eradicate; those who mod their consoles.

      It would seem you lack basic reading comprehension skills.

      This doesn't just target the modders, it targets EVERYONE that happens to be in a game with people that enable this option.

      Actually, you're both wrong.
      "When a player with an unmodded console joins a Borderlands 2 multiplayer game in which there is a character running in badass mode it too gets kicked into that mode."

      ...so the vulnerable group here would be user who don't mod their consoles.

    9. Re:Ah yes... Non-featured features... by Cabriel · · Score: 1

      And this is exactly why modded boxes should be banned from XBox Live.

    10. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Sounds more like a removed feature. I would speculate that hardcore was a planned and implemented feature and hardcore characters were probably only supposed to join multiplier games with other hardcores. With the feature disabled the online play separation also got removed or broke causing this issue.

    11. Re:Ah yes... Non-featured features... by mwvdlee · · Score: 0

      Well, "Bug" may indeed be an incorrect term here. "Virus" is more applicable.

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    12. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1, Interesting

      Yes, it's a feature game designers always take out when people start to whine. Stupid majority. Most games would actually be more like games if they would allow permadeath. Or at least severe penalty for dying. Borderlands just started to sound interesting.

    13. Re:Ah yes... Non-featured features... by hairyfeet · · Score: 1, Funny

      Uhhh...what idiots are putting their HACKED X360s on XBL? Seems like a good way to be banhammered to me. But on a positive note, just one more plus for us PC gamers, yay us!

      --
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    14. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1

      The severity of the of the bug's effect and the novelty of the way players run across it both make it newsworthy all on their own.

      Severity? Last week I heard of a bug that could have caused someone to actually be in a life threatening situation. It will probably not hit the news at all.

      This bug has a small impact on the spare time entertainment for some people, pretty much like the color of some celebrity's underwear. It shouldn't be newsworthy but for some reason it is still written about.

    15. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      From a gamers perspective, it is a bug, or could even be defined as a virus.

      Not a virus. A computer prion.

    16. Re:Ah yes... Non-featured features... by Agent+ME · · Score: 1

      Because they can trip on a few more bugs than other people?

    17. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Well it's no Therac-25 but it's still a "bug".

    18. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1

      Well it's no Therac-25 but it's still a "bug".

      Yes, it is clearly a bug and the Therac-25 problem is clearly newsworthy.
      A few days ago an editor I used crashed and I lost two lines of unsaved code. The crash bug in the editor is also clearly caused by a bug but it is no way newsworthy.
      That game companies releases unfinished products and charges full price for them is not really news but it could be deserving of an article. Highlighting a specific bug could serve as an example in said article. Having an entire news story dedicated to a specific bug on BBC News feels a bit "tabloidish" when they should have focused on the underlying problems and why game companies feel that it is acceptable that bugs like that reach the customers.

      This is more of a game related blog than a news story.

    19. Re:Ah yes... Non-featured features... by Kiraxa · · Score: 2

      You're forgetting that Microsoft charges 10000-30000 to push a patch. Its not something that most publishers want to do unless they absolutely have to.

      --
      http://phelannguyen.blogspot.com/
    20. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1

      if they would allow permadeath

      Allow, or force without choice and warning?

    21. Re:Ah yes... Non-featured features... by fisted · · Score: 1

      permadeath used to be a feature, back when 'gamer' wasn't synonymous with 'pussy'

      Oh snap, i gotta return to the combat zone ASAP, the screen went all black and shit! See ya later /.

    22. Re:Ah yes... Non-featured features... by Bengie · · Score: 3, Insightful

      That's all fine and dandy until you include things like "lag" into the equation. Joined a game with 30ms ping then find out they're on wifi when their signal goes to crap and you jump to 700ms?.. Died? So much fun!

    23. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 1

      For a programmer, it is a simple bug. For a 12 year old emotionally invested in the game, it's a life threatening bug.

    24. Re:Ah yes... Non-featured features... by jellomizer · · Score: 2

      Oh no my character got deleted. If only I could create a new character...

      Bah I remember the old days when you lost the game you needed to start over from the start. Perhaps if the game was setup like that you will have a lot more interesting strategies.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    25. Re:Ah yes... Non-featured features... by RaceProUK · · Score: 1
      --
      No colour or religion ever stopped the bullet from a gun
    26. Re:Ah yes... Non-featured features... by SleazyRidr · · Score: 2

      Either a life threatening bug or a life lesson, depending on your point of view.

    27. Re:Ah yes... Non-featured features... by GrumpySteen · · Score: 4, Informative

      Incorrect. Players with modded or unmodded consoles who join a multiplayer game with a character in badass mode get kicked into that mode. Having a modded console does not protect you from this bug. The article highlights the fact that an unmodded console to make it clear that it's not just modders who are at risk of losing their characters.

    28. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      FYI. Borderlands 2 is a co-op game and from my experience is usually played with friends to this isn't nearly as bad as if it was team fortress 2 or a competitive game with a bug like this.

    29. Re:Ah yes... Non-featured features... by Golddess · · Score: 1

      Yes, but the point I believe everyone else is trying to make is that, some where along the line, a user of a modded xbox explicitly enabled the mode. It isn't some bit of code that goes "oh, I'm running on a modded xbox, time to activate!"

      Also, if a modded xbox user can enable the mode, I would imagine they can also disable the mode. Unmodded xbox users are simply stuck with it. So in that regard, they are the vulnerable group.

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    30. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Having a modded console doesn't protect you from it, but you need a modded console to turn it off. So if you have an unmodded console, you're screwed. Therefore, the most vulnerable group *is* the players with unmodded consoles, as they can't correct the problem.

    31. Re:Ah yes... Non-featured features... by HaZardman27 · · Score: 3, Informative
      From you:

      use a wired connection

      From GP:

      then find out they're on wifi

      Let me make this more clear for you:

      then find out they're on wifi

      Don't participate in the conversation if you lack reading comprehension.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    32. Re:Ah yes... Non-featured features... by bluefoxlucid · · Score: 1

      No, it's not self-replicating code. This is a cascading failure.

    33. Re:Ah yes... Non-featured features... by Abstrackt · · Score: 1

      To be fair, game over in the good old days (i.e. Contra) only meant losing a couple of hours. It sucked but people knew what they were getting into. Games these days are so long that most people don't want to torture themselves by replaying the last 20-30 hours to restore their characters, especially when they weren't expecting it.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    34. Re:Ah yes... Non-featured features... by idontgno · · Score: 2

      Unmodded xbox users are simply stuck with it. So in that regard, they are the vulnerable group.

      Yeah. I don't play BL2, so I don't know the community, but I wouldn't be surprised if ambushing unsuspecting non-modded players with Badassed permadeath became (or already is) a griefing practice. Certainly seems lulz-ish.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    35. Re:Ah yes... Non-featured features... by jellomizer · · Score: 0

      Aren't games suppose to be fun to play. So replaying it shouldn't be torture?

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    36. Re:Ah yes... Non-featured features... by Gizzmonic · · Score: 1

      Yes, it's a feature game designers always take out when people start to whine. Stupid majority. Most games would actually be more like games if they would allow permadeath. Or at least severe penalty for dying.

      Games would be more like games if they included more of the least fun parts of reality? Did you develop "The Sims"?

      --
      (-1, Raw and Uncut is the only way to read)
    37. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Severity? Last week I heard of a bug that could have caused someone to actually be in a life threatening situation. It will probably not hit the news at all.

      Ignoring the fact that you made that anecdote up (and will now scramble to find something to justify it retroactively now that you've been called out on your bullshit), the fact that that bug didn't get reported would be a mistake, and doesn't mean that this one shouldn't be. And again, you know it.

      This bug has a small impact on the spare time entertainment for some people

      Permanent, non-consensual deletion of progress is not a "small impact". The fact that it involves a video game doesn't magically make it so. And you know that too.

      pretty much like the color of some celebrity's underwear

      You're using hyperbole because you know the facts are not on your side.

      It shouldn't be newsworthy but for some reason it is still written about.

      The "some reason" is that it objectively IS newsworthy.

      You have confessed exactly as I said you would, by providing no facts whatsoever and trying to support your previous lies with new ones. You will now do it again.

    38. Re:Ah yes... Non-featured features... by Abstrackt · · Score: 1

      To answer your first question, yes. To answer your second question, it depends.

      Whether you enjoyed the game up to that point or not, having your progress reset sucks. If you know it's coming, like in any roguelike, you just restart a little wiser. If you don't know it's coming the fun quickly stops.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    39. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Yes. That's the whole point. It affects everyone but also the modders.

      Let's say you're a modder. If some of your friends don't want to play hardcore, you now have a reduced pool of people with which to play. That affects them but, more importantly, it affects you. Let's say you infect some of your non-modding friends before they realize this is happening. Some of them are going to blame borderlands. More importantly, some of them are going to blame you for modding.

      You have to understand what the corporate attitude is here. It doesn't matter what happens to the non-modders as long the modders feel the pinch. If I'm a non-modder and I lose a character, I'll be upset but I won't stop gaming and I won't avoid buying borderlands 3 or 4 or 27. I'll just know I can't play with you. Since modders are a minority, this is more of a problem to modder than non-modders. Corporation wins, modders lose.

    40. Re:Ah yes... Non-featured features... by amicusNYCL · · Score: 1

      I'd say the ability to permanently kill an opponent in multiplayer is more than a simple bug.

      What is it, a complex bug? It sounds pretty simple to me, in fact it sounds like it's working as designed but in a non-user-friendly way (the server should indicate that it is in hardcore mode, for example, so that people know the consequences, and make them explicitly agree to join).

      It sounds like you need to watch the South Park World of Warcraft episode again and come back to reality on how important a multiplayer character really is.

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    41. Re:Ah yes... Non-featured features... by Zaphod+The+42nd · · Score: 1

      Which is what they do. They ban every modded xbox they are sure is modded. If they just banned everybody then nobody could play. They ban you if they detect you are running modded.

      --
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    42. Re:Ah yes... Non-featured features... by Anonymous Coward · · Score: 0

      Lol, because PC gaming is immune to hacking. That'd be great, for all four of you.

    43. Re:Ah yes... Non-featured features... by Selfbain · · Score: 1

      What is it, a complex bug?

      I didn't mean it wasn't simple programatically. I meant it's not simple in that it is a game-breaking bug.

      in fact it sounds like it's working as designed but in a non-user-friendly way

      This is occurring because of modded Xboxes tripping a condition that was not tested. This is not working as designed at all. There is no warning to the players because it is not supposed to happen.

      It sounds like you need to watch the South Park World of Warcraft episode again

      It sounds like you need to read the article.

      --
      Well, it has never been successfully tested.
    44. Re:Ah yes... Non-featured features... by skids · · Score: 1

      I have a feeling that, depite having watched LOTR several times and still enjoying it, if I kept watching it over and over and over, eventually it would become less fun.

      Same thing. To boot, most videogame stories and missions are pretty bland and rely on some sort of novelty that hasn't been unlocked in the game as of yet to make them interesting. Second time through, it is no longer a novelty.

    45. Re:Ah yes... Non-featured features... by Gallomimia · · Score: 1

      Shush you. Retards need practice at engrish too!

      --
      Sadly, a Libertarian cannot force his views on another, and freedom cannot spread as does the cancer known as religion.
  2. hehe by Anonymous Coward · · Score: 4, Informative

    quick! deploy a small update to fix that!

    Oh wait. there is no quick.. or small. when it comes to xbox updates.
    But on the pc even the pirate version of borderlands is upto update #6 now. lol

    tell us again how consoles are better... i always liked that joke. :D

    1. Re:hehe by Anonymous Coward · · Score: 0

      I think you answered your own question.

      It looks like the console version of Borderlands currently only needs one patch (which btw can be pushed out quickly on consoles, others have managed it on the 360 within 24 hours of such major issues, I don't know why the Borderlands folks are struggling), whereas you've stated the PC version is on patch 6.

      I mean seriously? The PC version is so buggy that it's already needed 6 patches?

      That's why many people think consoles are better - because things just work. No dicking around downloading and installing patches every 5 minutes, no, when they're genuinely needed they get pushed out to you with an option to accept or deny them.

    2. Re:hehe by fisted · · Score: 1

      What you say perhaps applies to consoles back in the time they were actually made of different components than standard desktop PCs. Now you've got the same, just arbitrary stripped down in terms of possibilities of doing anything else with it.

    3. Re:hehe by drinkypoo · · Score: 2

      What you say perhaps applies to consoles back in the time they were actually made of different components than standard desktop PCs. Now you've got the same, just arbitrary stripped down in terms of possibilities of doing anything else with it.

      That, sir, is complete bullshit. The only console for which that has ever been true is the Xbox, and even it had a new and improved GPU which wasn't available on PC, NV2A which falls between NV20 and NV25. Every other games console since the 8 bit era at least is made of either purpose-designed or at least purpose-customized components.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:hehe by Anonymous Coward · · Score: 1

      I think I'm running BL2 v1.1.0.3 last I looked. Guess how many patches I actually manually downloaded or installed? It does "just work" for me.

      So let's look at a more apples-to-apples comparison. L4D2 was patched on the PC a couple of times whereas the XBox port had, I think, two real patches. Was that because there were more bugs in the PC version? Nope! It's because the PC version could be patched easier and faster whereas the XBox version had to wait around a few months before the bugs fixed in the previous four months (and already deployed to the PC) were collected into one big patch.

      In short, you got me to respond, so keep trolling.

    5. Re:hehe by Bill_the_Engineer · · Score: 1

      What you say perhaps applies to consoles back in the time they were actually made of different components than standard desktop PCs. Now you've got the same, just arbitrary stripped down in terms of possibilities of doing anything else with it.

      A console has a defined set of hardware features and therefore much easier to develop and maintain. There is no need to support the many combinations of video hardware and drivers, memory configurations, CPU speeds, and OS versions that are found on PCs.

      Consoles generally have hardware designed with gaming in mind, but the well defined hardware and API specifications not to mention being better suited for use on your living room's television is what gives game consoles their advantage.

      --
      These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
    6. Re:hehe by Junta · · Score: 1

      While that's true on the hardware side, I think the more important piece is the software design. The console software generally pretty much looks verbatim like the desktop software. Back in the PS2 days and before, I think game companies exercised more discretion and were more conservative about releases (and online multi-player was by and large non-existant). Nowadays they are more aggressive because consoles allow and encourage updating of every little piece of software, and the multi-user facet has now made previously minor bugs major problems (like this case, in a purely single player context, this sort of behavior wouldn't matter at all).

      I know on PS3, if I pop in a game I haven't played in a month or two, there is almost *certainly* going to be a mandatory update to apply before the PS3 will even let me play it single player.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    7. Re:hehe by Anonymous Coward · · Score: 1

      No. You are wrong. THIS is the reason the xbox version only has one patch so far...

      http://games.slashdot.org/story/12/02/14/203247/xbox-360-game-patching-costs-40000

      It's not cheap. Not cheap at all. Or quick. Everyone involved has to sign off on it.
      No game company can afford to keep an xbox game upto date in this age of patch now fix later maybe. Especially when these companies seem to be run by the beancounters and middle managers.

    8. Re:hehe by drinkypoo · · Score: 1

      While that's true on the hardware side, I think the more important piece is the software design. The console software generally pretty much looks verbatim like the desktop software.

      Uh what? The console software only even has a desktop counterpart in the case of the Xbox and Xbox 360, and it's been substantially modified since it was Windows 2000.

      I know on PS3, if I pop in a game I haven't played in a month or two, there is almost *certainly* going to be a mandatory update to apply before the PS3 will even let me play it single player.

      That's what you're basing this statement on?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  3. Well... by klingers48 · · Score: 1

    Bugger.

  4. Russian roulette... by xanadu113 · · Score: 1

    Sounds like being forced to play Russian roulette...

    --
    -Myke
    1. Re:Russian roulette... by VortexCortex · · Score: 1

      Sounds like being forced to play Russian roulette...

      In Soviet Borderland, Bug Squash You!

  5. haaaa by Anonymous Coward · · Score: 0

    "When you die in the game, you die for real" LOL

    1. Re:haaaa by tinkerton · · Score: 1

      No, that was the first draft, but the legal department advised against that implementation.

    2. Re:haaaa by aicrules · · Score: 1

      Unlikely that it would have made it past unit testing.

  6. but it's hitting unmoded boxes by Joe_Dragon · · Score: 1

    but it's hitting unmoded boxes due to users joining others in a online game and getting a flag set on there character that is tied to unused / leftover code

    1. Re:but it's hitting unmoded boxes by gnapster · · Score: 3, Informative

      Right. Which is exactly the sort of thing that engenders ill-will towards modders. "What? My character died permanently? And this could have been avoided if the modder were in jail instead of playing Borderlands? I'm going to write my Congressman!"

      GP was suggesting that Microsoft is trying to generate this kind of social friction against the 1337h4x modding community.

    2. Re:but it's hitting unmoded boxes by mwvdlee · · Score: 3, Funny

      Right. Which is exactly the sort of thing that engenders ill-will towards modders. "What? My character died permanently? And this could have been avoided if the modder were in jail instead of playing Borderlands? I'm going to write my Congressman!"

      Only by people who are really, really stupid.
      I see your point.

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    3. Re:but it's hitting unmoded boxes by Anonymous Coward · · Score: 0

      More like its going to make everyone want to mod. All you need is a USB stick, then you can backup your character and mod it to kill everyone and keep your ass safe.

    4. Re:but it's hitting unmoded boxes by Custard+Horse · · Score: 1

      How long before a victim of permadeath launches a law suit, seeking damages from the modder (or MS!)?

      You can imagine the headline "modder takes plea bargain of homicide saying 'I'd rather take my chance in the big house than suffer punitive damages' "

      It is only a matter of time...

    5. Re:but it's hitting unmoded boxes by bickerdyke · · Score: 1

      I'm in favour that everyone should have the right to mod, hack and homebrew the hell of whatever they bought. But they shoud stay out of online games! At least as long as consoles don't sport a cheat-safe homebrew mode that allows your own stuff to run but still keeps games in a safe sandbox. But I don't think we'll ever see that.

      --
      bickerdyke
    6. Re:but it's hitting unmoded boxes by O('_')O_Bush · · Score: 1

      As opposed to generating that kind of social friction towards Microsoft for making that mistake? It's not like it was the mod communities' fault.

      --
      while(1) attack(People.Sandy);
    7. Re:but it's hitting unmoded boxes by Infernal+Device · · Score: 1

      > Right. Which is exactly the sort of thing that engenders ill-will towards modders.

      But what is the purpose of modding your console? If it's to allow them to cheat at online games, then I would argue that any ill-will is definitely earned.

      I'm having a little trouble coming up with any other legitimate reason for modding.

      --
      "My God...it's full of trolls!"
    8. Re:but it's hitting unmoded boxes by Anonymous Coward · · Score: 1

      To not be held hostage by region coding. To let it read burned discs. To mod a single player game.

      To use your device how you wish.

    9. Re:but it's hitting unmoded boxes by gnapster · · Score: 1

      No, of course we'll never see that. That would require manufacturers endorsing the modification of consoles. :c/

  7. First BTD by Flipstylee · · Score: 2

    Or Borderlands Transmitted Disease, i've been wary not to go screwing around with the public, shit's rough nowadays.

    1. Re:First BTD by arth1 · · Score: 1

      No, third, actually. The first BL has two of them.
      Yes, really.

    2. Re:First BTD by Anonymous Coward · · Score: 0

      Yea they apparently didn't learn from the first game. Hell, they never even fixed the transmission of broken quests in BL1 multiplayer.

  8. It's worse than that by Anonymous Coward · · Score: 5, Insightful

    It hits anyone who is in a game with anyone who has ever been exposed to it. So if player A enables it, plays with player B, and player B plays with player C, and I play with player C, I'm infected, and anyone that plays with me is also infected and a carrier.

    1. Re:It's worse than that by arth1 · · Score: 4, Insightful

      What's remarkable is that after having similar problem with "contagious" bugs in the first Borderlands, they did not safeguard against the possibility in BL2.

      In the original, two missions could be left in an unfinishable state, and everyone who played with someone with this condition would catch it too. Luckily, one of the two was a beginner's mission, and most people would already have moved the storyline past that point, and the rest get around it by recreating the character. The other one, though, was nasty.

    2. Re:It's worse than that by Kyusaku+Natsume · · Score: 1

      At least this is not in the level of the fictional world of Sword Arts Online where the player is the one who dies. Still, a serious level of a bug and lack of security in the xBox 360 software.

      --
      Mexico: 100% conservative's America now!
    3. Re:It's worse than that by drinkypoo · · Score: 4, Insightful

      What's most remarkable is that a bug like this is possible at all. It reveals that the game developers did some seriously stupid shit. Nothing that another player has done to their profile should affect what happens to my profile.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:It's worse than that by MacGyver2210 · · Score: 2

      the game developers did some seriously stupid shit

      That's a bit harsh. This is something people have to rip apart and mod their console to activate. It is not something the game devs intended to be able to do in the first place.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    5. Re:It's worse than that by Minwee · · Score: 2

      It reveals that the game developers did some seriously stupid shit.

      It's really quite simple.

      If _I_ am playing on "Badass", "Iron Man" or "Hardcore" mode, then I have chosen to play in a game where I can only die once. Once I turn that switch on, it's stuck and there is no backing out. Every time I start a play session, it is set to "Badass" mode. It's a feature of the game world, not specific to my character.

      This includes multiplayer games. I can't cheat by joining a co-op game with someone who is non-"Badass" and enjoy the benefits of their "Nicebutt" lifestyle. Because of that, any game that I join is automatically set to "Badass".

      Since there is no "Temporary Badass" setting, Badassery will spread from one player to another. It should be obvious that this has undesired consequences and should not be happening.

      This is why the feature was _disabled_ before the game shipped. It is _not possible_ to enable it without having modded the game to enable it. Gearbox did the right thing by removing "Badass" mode from the game. Stripping out every single bit of code which was affected by differing game modes could introduce new bugs and would require weeks of testing, so simply preventing the feature from being turned on was the best way to resolve the issue.

      So, a feature was planned, coded, tested, found to be problematic, and disabled before the game was released. Which of those steps was the "seriously stupid shit"?

    6. Re:It's worse than that by drinkypoo · · Score: 1

      That's a bit harsh. This is something people have to rip apart and mod their console to activate. It is not something the game devs intended to be able to do in the first place.

      While you have a point there (and it's one that's been made widely in this thread) it points to some very bad decisions being made somewhere along the line. Perhaps (my guess) the behavior of some important function was changed dramatically somewhere along the line, and since this code was never intended to be accessed by the user, it was never updated to reflect the new meaning of the function. Maybe a function that used to apply to one user was made to apply to all users, and a new function created to apply to just one user, it's a likely guess anyway. But at the same time, why does the design of the game even make this possible? Why does the game simply accept back the save game handed to it by the remote server without validation? Hacks happen, they blindly trusted the security of the 360, which is a bad decision any way you slice it.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:It's worse than that by LordLimecat · · Score: 1, Interesting

      Which of those steps was the "seriously stupid shit"?

      The part where the game still checks to see if a supposedly disabled setting is on or off, and still has active functions to enforce permadeath?

      Im no programmer-- but this isnt difficult. Somewhere there are a series of functions that get called @ death. One of those does the permadeath stuff. That should have been either ripped out, commented out, or neutered prior to release, if they really did not want that mode ingame.

    8. Re:It's worse than that by Culture20 · · Score: 1

      Never trust the client. The server should not take data from the client for a disabled feature. Passing this setting on to the other clients is a lesser mistake, but one which should have been considered as well.

    9. Re:It's worse than that by mekkab · · Score: 4, Insightful

      p>Im no programmer-- but this isnt difficult. .

      You sound exactly like the manager who told the coder "just get rid of the setting but don't rip out all the other code behind it. We'll have to retest everything and we don't have budget or schedule for that. This isn't difficult. "

      --
      In the future, I would want to not be isolated from my friends in the Space Station.
    10. Re:It's worse than that by Darinbob · · Score: 1

      Some decisions are very important when the software is important or handles important data. However this is a game.

    11. Re:It's worse than that by LordLimecat · · Score: 0

      Why would you have to retest "everything" if youre only modifying the permadeath function? Comment out the parts that do stuff, replace the function with

      func _invokePermaDeath()
            return(1)
      end func

      If that change involves retesting "everything" or even some non-trivial subset, youve done something wrong.

    12. Re:It's worse than that by Minwee · · Score: 3, Insightful

      Why would you have to retest "everything" if youre only modifying the permadeath function?

      That depends. Do you want your company featured on TheDailyWTF.com or not? It's full of stories about PMs and business owners who insist that changes be made without adequate testing, and none of them end well.

      When you start working with big projects, large teams, and looming deadlines, you realize that nothing is ever that simple.

      If you spend an afternoon writing a program that makes the screen flash and types "Hello, World!" over and over again until someone kills it, then yes all you need to do is comment out a line or two and everything will work perfectly.

      When you are dealing with hundreds of thousands of lines of code, interdependent modules and inheritance diagrams that resemble buckyballs, all written by dozens of people over several years time, things get complicated.

      If you honestly think that you can make changes to a product without needing to test them then you may have a future in high-frequency trading, but I advise you to be a little more careful in truly competitive markets like gaming.

    13. Re:It's worse than that by Anonymous Coward · · Score: 0

      You always retest, Duh! Why are you arguing, I thought you were not a programmer.

  9. mega lolz by slashmydots · · Score: 1

    This is so similar to The Ring, it's not even funny (the movie, not the Xbox hardware failure)

    1. Re:mega lolz by ConaxConax · · Score: 1

      Not quite! The Ring works in the way that showing it to someone else, ie/ passing it on, means that you won't be killed, unless you re-infect yourself. In this bug, even if you pass it on, you remain infected and vulnerable to permadeath unless you mod it out of your own account. Perhaps it's a bit like an extremely contagious STD, and that by engaging in an orgy with someone with this STD all participants catch it and and are able to pass it on and can only lose it if they medicate themselves (mod their saves).

  10. Not that I have any inkling what's really going on by Anonymous Coward · · Score: 2, Insightful

    But I wouldn't be surprised if this was an attempt to go after people with modded consoles that went terribly awry.

  11. Wait... by Velorium · · Score: 4, Insightful

    Wasn't South Park's WoW episode like this?

    1. Re:Wait... by BradleyUffner · · Score: 1, Insightful

      Wasn't South Park's WoW episode like this?

      No

    2. Re:Wait... by Anonymous Coward · · Score: 0

      No, in the South Park episode, one basement-dwelling middle-age slob's character became an unstoppable menace, killing everyone around him. He was eventually killed when the top brass at Blizzard conveyed an ultra-powerful sword to Stan's father, who in turn transferred it to one of the boys.

    3. Re:Wait... by tisepti · · Score: 4, Insightful

      No. Though wow did have another similar bug.

      http://en.wikipedia.org/wiki/Corrupted_Blood_incident

    4. Re:Wait... by Anonymous Coward · · Score: 0

      No, but there was the bad blood (?) plague in WoW. It was supposed to be limited to a very small region, but a bug allowed the whole world to be infected. Even NPCs could get it. It's very interesting.

    5. Re:Wait... by Anonymous Coward · · Score: 0

      No. Though wow did have another similar bug.

      http://en.wikipedia.org/wiki/Corrupted_Blood_incident

      that was the best thing ever to happen to WoW, regardless of what people thought. Even NPCs died.

    6. Re:Wait... by Anonymous Coward · · Score: 0

      Yes, it was. The guy in the South Park episode could permanently kill other players, which normally is impossible.

    7. Re:Wait... by Anonymous Coward · · Score: 0

      I don't thing corrupted blood thing was the same.

      EverQuest had a similar issue when viral debuffs were introduced. A raid leader would give the call to gate out, most players would gate to the guild lobby which generally has anywhere from 50 to 150 players in it, most of whom are AFK just soaking up mass buffs. The zone also has a magus that can teleport you to several other zones, which could also be infected by the viral but was flagged not to take damage. So what happened was: players ran to the magus, got infected, infected the magus at the destination, died back to the lobby, repeat for about an hour or two until the servers were brought down for a rollback and to disable the viral until it could be fixed.

      Sadly corrupted blood, from what I heard was handled much better. The incident in EverQuest could have easily been solved by high level paladins casting just one single spell over and over again until it stopped spreading. That actually the normal procedure at the end of the event the viral comes from, everyone gets in tight and paladins repeated cast that spell to make sure everybody gets cured before moving on.

    8. Re:Wait... by Geirzinho · · Score: 4, Insightful

      The corrupted blood incident is actually better described as emergent behavior in a complex system.

      The Blizzard developers didn't make a mistake, they just didn't think about all the consequences that debuff would cause in a world-like environment. And researchers had a field day studying the CB spread of the epidemic:)

    9. Re:Wait... by niado · · Score: 1

      The incident in EverQuest could have easily been solved by high level paladins casting just one single spell over and over again until it stopped spreading. That actually the normal procedure at the end of the event the viral comes from, everyone gets in tight and paladins repeated cast that spell to make sure everybody gets cured before moving on.

      Part of why corrupted blood was so terrible (read: hilarious) was that it could not be dispelled. The only way to remove the debuff was to die or wait it out.

    10. Re:Wait... by idontgno · · Score: 1

      The Blizzard developers didn't make a mistake, they just didn't think about all the consequences that debuff would cause in a world-like environment.

      I don't know if I can agree with that. The mistake Blizz made was not considering the particular corner case that enabled this in-raid debuff to escape to the larger world: a player character's combat pet (hunter or warlock, back then) goes into "time suspension" when dismissed, and carries all debuffs applied to it up to that moment into suspension. That's a known mechanic in the software, and there had already been at least one earlier exploitation of that effect to carry an in-raid area-of-effect damage mechanic outside of the raid it was designed for...so Blizz had some warning that it was possible.

      Failing to think of exploitable corner cases is pretty much the canonical definition of a game design mistake.

      A cyincal systems architect friend of mine has a very acute observation: "There are no lessons learned, there are just lessons."

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    11. Re:Wait... by Darinbob · · Score: 1

      It was incredibly irresponsible of Blizzard to have such a feature without first consulting with the nations top chaos theoreticians to discover if such behavior could emerge. By releasing this feature prematurely Blizzard has cost players many tens of gold!

    12. Re:Wait... by Darinbob · · Score: 1

      Oh the humanity! I mean undeadity! I mean gnomity! Whatever...

    13. Re:Wait... by BradleyUffner · · Score: 1

      Yes, it was. The guy in the South Park episode could permanently kill other players, which normally is impossible.

      You need to watch that episode again.
      http://en.wikipedia.org/wiki/Make_Love,_Not_Warcraft

      He can kill anyone, but it isn't not permanent.

  12. Re:You're Missing The Point by OverlordQ · · Score: 1

    The story is that the developers of Borderlands 2 have decided that players who mod/hack their console are a market segment worth developing for.

    Or it's for use in a later patch/expansion.

    --
    Your hair look like poop, Bob! - Wanker.
  13. Up the ante... by Andy+Prough · · Score: 1

    Die in the game - take a taser blast to the butt from XBox. Wonder how many "hard core" gamers would prefer that over character deletion?

  14. Re:You're Missing The Point by Linsaran · · Score: 5, Interesting

    My gut feeling is that the 'badass' code is probably either legacy settings they intended to include but decided not to for whatever reason, or it is a feature that they were going to unlock at some point in the future. I doubt that they included that setting specifically for moders, it's likely that moders just happened to be the ones who discovered it.

    --
    In a bit of shameless internet panhandling, I accept Litecoin Donations at Lbd2oH9QsthD1GfuUXPyka12YxvWJYnBVf
  15. Re:You're Missing The Point by Anonymous Coward · · Score: 2, Informative

    Uhm. No. Developers usually develop stuff halfway, then some higher-up decides that it needs to be cut. So they leave in the code, but remove every way of getting to it.

  16. or more likely by Anonymous Coward · · Score: 0

    They couldn't get hardcore mode working properly so they disabled it for everyone, and didn't realise that modded X-Box consoles could re-enable it.

    1. Re:or more likely by _Shad0w_ · · Score: 2

      I suspect they didn't care what a modded 360 could do. What I further suspect is that they didn't realize was that it would cause collateral damage.

      --

      Yeah, I had a sig once; I got bored of it.

    2. Re:or more likely by Anonymous Coward · · Score: 0

      Except you might misunderestimate what trolls & griefers will do for lulz. Intentionally hacking games to cause such mischief and distress to other gamers is not an exception to this rule. The fact that it affects saved games or characters would just be gravy to them.

  17. Re:You're Missing The Point by artor3 · · Score: 1

    ...what? Are you serious?

    The developers didn't intentionally leave in that code as a perk to console modders. Why would they reward console modders by letting them force permadeath on other people?

    It's a bug, and it's one that can ruin people's fun, so they should be made aware of it. That's it.

  18. How to avoid the bug by artor3 · · Score: 4, Informative

    How to avoid the bug, from the Gearbox forums:

    We also advise that before ceasing play, users always select "Save and Quit" from within the pause menu while their character is alive. If after the death of their character players find themselves at the main menu of Borderlands 2 instead of respawning in-game, be sure to immediately select "Continue" to resume playing as that character.

    The bug only affects the Xbox version, not PS3 or PC.

    1. Re:How to avoid the bug by Agent+ME · · Score: 1

      The bug only affects the Xbox version, not PS3 or PC.

      Are we sure it's not just that no one has bothered discovering a similar counterpart bug yet? (Though those platforms could have patched it out already.)

  19. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    This "badass" feature sounds trivial to implement, its a take on Hardcore mode from old RPGs like Diablo. They probably put the code in then said "Wait, this is Borderlands, you will die dozens of times before you get the first skill point." so then they disabled it without actually removing it. Probably much of the same process that went into removing "Hot Coffee" section from GTA then people unlocked it with a PAR or GameShark.
    This however, doesn't explain why the host can set that. You'd think it would be set up to not let a regular character into a hardcore game, but then they took it out so they probably didn't get that far.

  20. Re:You're Missing The Point by Gaygirlie · · Score: 5, Informative

    The story is that the developers of Borderlands 2 have decided that players who mod/hack their console are a market segment worth developing for.

    Talk about misguided claims. The "badass mode" discussed here is just the same as "hardcore mode" in any other game, including Diablo II and III and so on. The developers simply didn't remove all the code relating to the hardcore mode, they just didn't include it in the menus for the game. The hack involves manually toggling the hc mode on via config files, nothing else. It has absolutely nothing at all to do with developing for modded consoles.

  21. no big deal by aquabat · · Score: 2

    Truly badass players don't die anyway.

    --
    A republic cannot succeed till it contains a certain body of men imbued with the principles of justice and honour.
    1. Re:no big deal by Mateorabi · · Score: 1

      You obviously haven't played BL. I don't even think there is an achievement for beating it without dying because I don't think they considered the possibility. Probably only slightly easier than beating nethack.

      --
      "You saved 1968." - Ms. Valerie Pringle to the crew of Apollo 8

    2. Re:no big deal by arth1 · · Score: 2

      Finishing BL without dying isn't hard - I did that on playthrough 2.

      Completing BL, on the other hand, is hard. Killing Crawmerax is not easy without exploiting glitches. The description for that optional mission is, IIRC, "You. Will. Die."

    3. Re:no big deal by queazocotal · · Score: 2

      NetHack.alt.org - one player was consistently able to ascend 13/13 games.
      _major_ caution.

    4. Re:no big deal by c0lo · · Score: 1

      Truly badass players don't die anyway.

      Yes, they do... the antibiotics abuse is to blame.

      (grin)

      --
      Questions raise, answers kill. Raise questions to stay alive.
    5. Re:no big deal by Zordak · · Score: 2

      Probably only slightly easier than beating nethack.

      I can consistently beat Nethack without dying, and have done so many times. My infallible strategy involves a minor tweak to one line of the source code, in the grand tradition of Captain James T. Kirk.

      --

      Today's Sesame Street was brought to you by the number e.
    6. Re:no big deal by Anonymous Coward · · Score: 0

      In all likelihood though, that is far from his first scoreboard account. You see records like that in other Roguelikes like Dungeon Crawl Stone Soup, even though the players responsible for them has actually been playing for more time than most people spend in highschool.

    7. Re:no big deal by jonadab · · Score: 1

      Let me guess: you added a boolean not to the conditional that checks to see whether you're playing in non-scoring debug mode when you die, so that if you're not it treats you as though you were and asks you if you want to die (yes/no)?

      --
      Cut that out, or I will ship you to Norilsk in a box.
    8. Re:no big deal by Zordak · · Score: 1

      More along the lines of:

      //if(hp <= 0) death_routine();
      if(hp <= 0) hp = 1;

      --

      Today's Sesame Street was brought to you by the number e.
  22. Re:You're Missing The Point by pclminion · · Score: 4, Interesting

    I can think of a couple of possibilities. One, is mistaken exchange of AND/OR in an expression. I've done that one, it's hilarious and depending on the likelihood of various components of the expression, hard to find in testing (though code review might catch it -- people, have other people look at your code!) Two, some mixup in the way that a property is queried or set, so that the property is accidentally merged into the different player objects. For instance you meant to write SetForPlayerObject() but instead you wrote SetForCurrentPlayerSet() which might do something subtly different, but again, hard to find in test, especially if the bug only involves some obscure feature that's intended to be disabled (lesson #2, do not disable code, yank that shit out of there)

  23. Re:Not that I have any inkling what's really going by _KiTA_ · · Score: 1

    But I wouldn't be surprised if this was an attempt to go after people with modded consoles that went terribly awry.

    No. It's a partially completed feature, a Hardcore mode that either wasn't finished or left to be padded out as DLC. There's some code left in the game for it, including a check to see if anyone has the mode enabled, but since it wasn't finished it just enables it.

    Bit of faulty logic, easily fixed, although apparently the game outright deletes your character data upon death with the mode enabled, so if you have already been nailed by it, too bad.

  24. Re:You're Missing The Point by tlhIngan · · Score: 1, Insightful

    We hear all this talk of how modded/hacked consoles are bad for the game developers and industry as a whole. If that's the case, why would the developers include a feature that can only be used on such a console? The real story here is not that your character may get deleted. Your character is not real. The story is that the developers of Borderlands 2 have decided that players who mod/hack their console are a market segment worth developing for. That's a real problem for the console manufacturers with real consequences because it flies in the face of their claims.

    The bigger question is how Microsoft let multiplayer play on hacked Xbox360s

    It's generally considered that Microsoft scans the Xbox when it connects to Live, and since the Xbox can't run unsigned code, it's trusted.

    With this, connecting a modded Xbox to Live is generally a good way to get console banned on your account because Microsoft detects the mods. Especially since Microsoft pushed an update recently.

    Now, it could be possible to hack your savegame though and make the necessary mods to your character, causing the dormant code to be "woken up". In this case, you're running signed game code (though untested, obsolete game paths), so your Xbox is completely original, you just hacked your save game. In which case it's a developer problem...

  25. Re:You're Missing The Point by _Shad0w_ · · Score: 1

    I would guess the process was thus: feature was developed, at some point in the development cycle it was decided not to include said feature; it is far easier to just disable the portion of the software that controls the enabling or disabling of the feature than it is to actually go and remove all the code related to the feature - partly because a lot of the time someone will reverse the decision in n month's time anyway. This doesn't just apply to games, it applies to pretty much any form of software; I've had to do it countless times.

    --

    Yeah, I had a sig once; I got bored of it.

  26. Why does this happen? by goombah99 · · Score: 4, Insightful

    I'm assuming that this happens because the server is trusting client stored data. That's approximately the same as not validating ones inputs in a fill-out-form. Why in this millennium would anyone ever trust data stored on a client without validating it first? Isn't this 2012? Or is there some other way this could happen?

    --
    Some drink at the fountain of knowledge. Others just gargle.
    1. Re:Why does this happen? by Anonymous Coward · · Score: 0, Funny

      Why in this millennium would anyone ever trust data stored on a client without validating it first? Isn't this 2012?

      Which part of "Microsoft product" did you not understand?

    2. Re:Why does this happen? by DarwinSurvivor · · Score: 2

      It's also common on consoles and is one of the reasons they spend so many resources locking them down. Some PHB a long time ago decided that if the client is locked down, they can trust the data coming from it. Apparently IT forgot to tell said PHB that there is no such thing as a locked down consumer product or that devices can be spoofed!

    3. Re:Why does this happen? by bloodhawk · · Score: 2

      Borderlands is NOT a MS product. The only MS product really involved here is the console and that has been specifically modded to ignore the hacked data.

    4. Re:Why does this happen? by Anonymous Coward · · Score: 0

      Borderlands 2 isn't a client. It's a server.
      idk if thats relevant though.

    5. Re:Why does this happen? by Anonymous Coward · · Score: 0

      Because they haven't met Bobby Tables?

    6. Re:Why does this happen? by Nemyst · · Score: 2

      Funny you should use that comparison... Borderlands 2 also has (or at least had, I'm unaware whether this was fixed) a form validation bug. When you trade with somebody, you can input a negative number for the money you "give" them as part of the trade. The other player, however, only sees 0 if the value is negative. If you trick the other player into accepting the trade, the money is actually taken from their character without warning. As if that wasn't enough, should the value you've drained be larger than the other player's bank, you get the money anyway! Just enter -9999999 and never be worried about money ever again.

    7. Re:Why does this happen? by Anonymous Coward · · Score: 0

      I've worked on and heard of high-profile console titles where trusting the client was common practice. This is one of those things that's only obvious if you're aware of the issue (many developers aren't), AND have the realization that it applies to the code you're working on. There's also a tendency for console devs to think bad client data is less of an issue on console, but this clearly blows that notion away.

      It's 2012, and Chase has a maximum limit of 8 characters for passwords, and they were happy to mail it back to me when I forgot it. We will never reach a point where all software engineers will know all the horror stories and never do anything foolish.

    8. Re:Why does this happen? by Anonymous Coward · · Score: 0

      How does the blame lie with the PHB or IT? Since when do they train programmers? Let's not blame other groups for EVERYTHING.

    9. Re:Why does this happen? by Zaphod+The+42nd · · Score: 1

      I'm assuming that this happens because the server is trusting client stored data. That's approximately the same as not validating ones inputs in a fill-out-form. Why in this millennium would anyone ever trust data stored on a client without validating it first? Isn't this 2012? Or is there some other way this could happen?

      Wrong. This is happening because in Borderlands 2, there aren't dedicated servers like in Call of Duty. When you play multiplayer, you host a local server yourself. Then everybody else connects to your server as a client. The server is not trusting client stored data, but the server ITSELF can be modded and compromised.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    10. Re:Why does this happen? by Zaphod+The+42nd · · Score: 1

      This has absolutely nothing to do with trusting clients. Its the fact that the game is hosted on local servers, not dedicated servers. If the person hosting the game is modded, then the server is modded. The clients aren't trusted, but they don't have to be, that has nothing to do with it. Its the server. They don't use dedicated servers like Call of Duty, but personally I hate those.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    11. Re:Why does this happen? by Zaphod+The+42nd · · Score: 1

      No, you're right, although you're not explaining it fully. The game is ad-hoc rather than central server. Instead of having dedicated server boxes which host games for clients to join, instead one player hosts a local listen server where they are both a client and server, and then everybody connects to their server. The reason why this matters is it means that if you mod your xbox and you host the game, then the server is modded. Everybody else talking about clients is full of shit.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    12. Re:Why does this happen? by Zaphod+The+42nd · · Score: 1

      This has nothing to do with trusting the client. Its a game that uses local listen servers, not dedicated servers. That's it. It has nothing to do with the client.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    13. Re:Why does this happen? by Darinbob · · Score: 1

      This is also just a game. If there were a loss of customer privacy data then I would be concerned about the minimum necessary levels of security. But there's no reason to worry about hiring security experts or implementing best practices when it's just a fictitious character at risk. Things will be patched and nothing of value will have been lost.

    14. Re:Why does this happen? by Anonymous Coward · · Score: 0

      On xbox live, it's a dedicated server. RTFA much?

    15. Re:Why does this happen? by DarwinSurvivor · · Score: 1

      FTFS

      When a player with an unmodded console joins a Borderlands 2 multiplayer game in which there is a character running in badass mode it too gets kicked into that mode.

      This has NOTHING to do with moded servers, only moded players playing with non-modded players.

    16. Re:Why does this happen? by Vreejack · · Score: 1

      I think what happened was that they assumed certain data was unimportant or safe enough not to need validating. Standard game options probably fall in that category. Unfortunately, permadeath was mis-characterized as a standard game option, perhaps because at one point it was considered so. This obviously causes problems for people who unwittingly join such a game, which is probably why the option was disabled. They didn't worry about it because there was no legal way to enable that option. Oops.
       

      --
      "Will future ages believe that such stupid bigotry ever existed!" -- Ivanhoe
  27. Re:XBox 360 is a virus?! I knew it! by EGSonikku · · Score: 1, Funny

    As an Xbox 360 owner I have to ask, how is your Skyrim DLC going? ;-)

    --
    - "Scientia non habet inimicum nisp ignorantem"
  28. Also known as... by EGSonikku · · Score: 2

    Nethack mode?

    --
    - "Scientia non habet inimicum nisp ignorantem"
    1. Re:Also known as... by gronofer · · Score: 1

      Roguelike. Seems perfectly reasonable to me for a "badass" mode to feature permadeath.

    2. Re:Also known as... by StupiderThanYou · · Score: 1

      Agreed. Rogue has been out over 30 years, and finally console games have caught up.

    3. Re:Also known as... by jonadab · · Score: 1

      Indeed, a lot of NetHack players would consider this the only legitimate way to play. Anything else is cheating -- unless you're a developer legitimately operating in non-scoring debug mode in order to test new features or attempt to reproduce bugs.

      Oh, you _died_? Well, then, the game will consider possibly leaving a tombstone with your name on it and how you died so that potentially up to one future player will see it and know your fate. Do you want your possessions identified? You know that unidentified iron ring you were carrying, that you couldn't get Slinky to step on? Turns out he was just being fickle. It was actually an uncursed ring of poison resistance and probably would have saved your life. Too bad you weren't wearing it.

      Well, anyway, back to the character creation screen with you. Do you want NetHack to automatically select a role, race, gender, and alignment for you?

      --
      Cut that out, or I will ship you to Norilsk in a box.
    4. Re:Also known as... by Anonymous Coward · · Score: 0

      So if I dig in scag droppings I might get all my dead character's gear back, mostly cursed?

  29. In BSG Terms by fm6 · · Score: 2

    When you die, you don't get uploaded, 'cause the stupid humans have taken out the ressurection ship.

    1. Re:In BSG Terms by pronostick · · Score: 1
    2. Re:In BSG Terms by fm6 · · Score: 1

      Either you've been hacked or there's some weird significance to Romanian toy robots.

  30. Re:You're Missing The Point by donscarletti · · Score: 5, Informative

    They didn't include it.

    Game programming involves a lot of seperation of policy and mechanism. Policy is the rules behind the game, things like leveling up, binding items, calculating damage, UI layout, etc. Mechanism is the tech that holds it together, things like 3d rendering, database transactions, network layer, physics simulation, particle simulation, font rendering, etc.

    Generally speaking game programmers work on the mechanism side of the spectrum and game designers work on the policy side, but where they meet is determined by the individual team, generally speaking there will be a core engine handled by specialist engine programmers on the very mechanism extremity, some core systems handled by game programmers built on top of that, with policy written in a scripting language that interfaces with those. Mechanism is hard to implement and moves slowly, good game programmers will focus on making the interface for this very clean and flexable to allow policy to change rapidly while leaving the mechanism clean and undamaged. This allows the best play experience to be developed with the minimum expense of programmers (who are the only game developers who regularly get 6 figure salaries, so the fewer the better).

    Programmers almost never remove mechanism, since the policies controlling them get turned on and off on an almost daily basis and a seasoned programmer will never fully trust a designer who confidently says "oh, we won't need that anymore". It is the norm to be told "hey, you know that thing we got rid of 6 months ago because testers hated it? We want it again!", so programmers just tend to leave everything in there in the assumption it will come back.

    Anyway, games are shipped with maybe 1/3rd of the the functionality turned off by scripts and config as a general rule, unless you have a programmer dominated studio where the attitude is "I wrote it, it's going in". What you're seeing here, as with Hot Coffee and every time you see hidden content/functionality coming back through fan mods is just a product of standard operating practice, there is a lot of vestigial functionality lying around since code and resources in modern games are just too big for any individual to keep track of. You turn something off, make it unable to turn on and it's not there. If some idiots want to mod their consoles and screw with the game, turning stuff on and off like a trained monkey at a switchboard, well, that's pretty much what most game designers do for a living and designers still get their name on the credits, so I don't see why we can't give credit to the Hot Coffee modders for "creating" that feature from nothing.

    As for this bug, I'd be more critical because it's implemented wrongly. If a modder could have turned it on, then a game designer could have switched it on, seemingly at random before shipping, since he "is an expert in game theory, emergent narritive and human machine interface, why won't anyone take me seriously as a professional?" The golden rule for programmers is to never throw sharp toys into the playpen.

    --
    When Argumentum ad Hominem falls short, try Argumentum ad Matrem
  31. Re:You're Missing The Point by flimflammer · · Score: 1

    Like everything else in the world, Microsoft's detection isn't perfect.

  32. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    Probably a feature that got cut because it sounded better on the drawing board than it did once it was tested. Game developers these days seem to be missing the point behind having player selected permanent saves and auto-saves as separate entities.

  33. Well, well. by Anonymous Coward · · Score: 0

    Reminds me of the bad ol' days of PSO.

    At least it's a merciful death, rather than a NOL'ing.

  34. Easy way of explaining this: by Anonymous Coward · · Score: 0

    Its like AIDS.

    Once only rumored in the modded community, it can now be transmitted unknowingly by both modded and non-modded users alike.

    It will result in permanent death, and currently has no known cure.

  35. Re:You're Missing The Point by houghi · · Score: 1

    I am great-full for your insight, because I thought companies always left code in that hackers, cracker and moders could find and get those people to buy their hardware or software and that THAT was the real reason Windows made it so big and not Linux (and BSD even less).

    --
    Don't fight for your country, if your country does not fight for you.
  36. Or as Microsoft would call it.... by Anonymous Coward · · Score: 0
  37. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    I really don't post here that often, but cmon guys.

    Think of any other hardcore mode e.g Diablo -- hardcore players only play with hardcore players. The problem here is since it was never implemented, you don't filter out hardcore games, and can join them. When you join somoene's "hardcore" game, you too, are hardcore.

  38. So yeah by Hsien-Ko · · Score: 1

    Don't play with those damn Smurfs

  39. In game quote... by Anonymous Coward · · Score: 0

    "watch out we got a badass here"

  40. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    Best written description of software development I've seen here yet. Kudos.

  41. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    so programmers just tend to leave everything in there in the assumption it will come back.

    That's what source control is for. You should always pull unused code out of the codebase; you can get it back easily enough.

  42. What about PC? by Dunge · · Score: 0

    If it's easy to activate this mode on xbox, it's probably easier to do it on PC?

  43. hardcore mode by cigawoot · · Score: 1

    Sounds like this should have been implemented at the start. A hardcore mode would have been fun.

  44. more of a unfound bug as hardware interlocks where by Joe_Dragon · · Score: 1

    more of a unfound bug as hardware interlocks where in the Previous models and the software was designed so that it was realistically impossible to test it in a clean automated way.

    The system noticed that something was wrong and halted the X-ray beam, but merely displayed the word "MALFUNCTION" followed by a number from 1 to 64. The user manual did not explain or even address the error codes, so the operator pressed the P key to override the warning and proceed anyway.

    The older models had hardware interlocks that masked their software defects. Those hardware safeties had no way of reporting that they had been triggered, so there was no indication of the existence of faulty software commands.

  45. Re: use a wired connection by DocSavage64109 · · Score: 2

    Some of us have wired connections that aren't 100% reliable. For the most part, my cable modem (time warner) does fine, but due to the technology involved, it could go bad at any time for reasons outside my control. I actually lost a character when I was playing in a perma-death guild thanks to my cable-modem dropping at an inopportune time.

  46. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    Your post is interesting and informative, aside from your utter dismissal of game designers as an integral part of the development process.

    I am praising you with faint damnation. I think you could have written this without sounding like a smug toolbag. B+, and only because of the generalized ad hominem stuff.

  47. Whine, whine, whine by smooth+wombat · · Score: 1

    People on here talk big about being able to do what they want with the system's they by, how it's no one else's business what they do once they own it and companies shouldn't try to lock things down.

    Congratulations, now you're seeing why this attitude of, "I'll do what I want because it doesn't hurt anyone else" is false. Your modding your equipment has now caused others to be affected. Regardless of the fact that this is only a game, your actions are now rippling down to others (the only time trickle down works).

    Getting hung by your own petard isn't much fun, is it?

    --
    We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
  48. Re:It's worse than that (Not Really) by Anonymous Coward · · Score: 0

    Except Borderlands 2 doesn't use a dedicated server. One client is used as a host, the other clients connect to them. That's true for both the console and PC versions. So my unsubstantiated guess would be that for the 'infection' to be passed on, the game host has to be 'infected'. So essentially the clients getting infected are being told by the server it's a hardcore game, and to set the hardcore flag.

    In all likelihood its the reason the feature was never released. It's too easy to pass it on to others who just don't understand what's happening to them when they agree to join that game.

  49. Re:It's worse than that...a Fatal Virus by BoRegardless · · Score: 1

    Whether deliberate or not, this is a perfect example of a virus gene flip that results in no person being immune.

  50. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    While those are both reasonable possibilities, Occam's Razor suggests that the developers simply never got around to implementing the "non-hardcore players cannot join hardcore instances" code - the way 'hardcore' is generally done in these sorts of games is that each instance is hardcore or non-hardcore, and the setting of each instance is determined by the setting of the player that instantiated it.

  51. Article is misleading by Zaphod+The+42nd · · Score: 1

    The bug doesn't infect you just because you played with somebody who had the bug. They have to be hosting the game, I'm almost positive. Then for you to share it with somebody else, you'd have to host the game, etc. If you don't know you have the bug, then I could see this happening.

    Still, they don't even mention if the bug is "saved". I don't think it is, there's lots of local server variables you can modify on the PC by editing RAM address values (like with Cheat Engine) and you can modify all kinds of things like making the game temporarily harder and increasing the drop rate. These values are not saved to the character. That said, badass *could* be something that is saved, but the article isn't clear. Has anybody tested? I think we're jumping the gun here, assuming the worst.

    --
    GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
  52. Microsoft's Response by Anonymous Coward · · Score: 0

    "Why are y'all looking at us? We would never create a bug that casts XBox 360 modders in a bad light. No sire-ee. Not us."

  53. Re:You're Missing The Point by Anonymous Coward · · Score: 0

    Anyway, games are shipped with maybe 1/3rd of the the functionality turned off by scripts and config as a general rule, unless you have a programmer dominated studio where the attitude is "I wrote it, it's going in".

    I've worked on 5 titles so far: two yearly sports titles iterations, one novel "xtreme" sports game, one exercise title, and one FPS. Every team (excepting the two yearly sports titles ones) has been run quite differently, but I've never seen anywhere near 1/3 of the functionality of a game being "turned off" by scripts or config files. Of course there's old, inactive code sitting around; that happens on any project. That doesn't mean the code actually does anything, or is anything more than a stub, and certainly all of that code doesn't translate to anywhere near "1/3" of the game's "functionality" (never mind the portion of it that's actually accessible by script-side).

  54. Re:You're Missing The Point by pclminion · · Score: 1

    That doesn't explain why joining a hardcore game persistently sets the player's hardcore flag. Wouldn't that flag be set because the player chooses to set it, not because they joined a game that has that flag set? I really really doubt this behavior was intentional.

  55. Re:Ah yes... Crying Children by Gallomimia · · Score: 1

    Oh fabulous. The days when your children cry about their games blowing up in their face and you're not allowed to cuff them and make them shut the fuck up. Bring back the ruler beatings in our schools!

    --
    Sadly, a Libertarian cannot force his views on another, and freedom cannot spread as does the cancer known as religion.
  56. Behold Virology in action by DiEx-15 · · Score: 1

    This sounds more like a virus than a bug.

    So that leads me to wonder if/when the game maker will patch it to prevent further spread. After all: Some players may not want to lose their characters permanently.