For 20 Years, This Man Has Survived Entirely By Hacking Online Games (vice.com)
An anonymous reader writes: A hacker says he turned finding and exploiting flaws in popular MMO video games into a lucrative, full-time job. Manfred's character is standing still in the virtual world of the 2014 sci-fi online multiplayer game WildStar Online. Manfred, the real life person behind the character, is typing commands into a debugger. In a few seconds of what seems to be an extremely easy hack, Manfred's virtual currency skyrockets up to more than 18,000,000,000,000,000,000, or 18 quintillion. I'm watching this hack in a demo video recorded by Manfred as I stand next to him in a Las Vegas bar on Thursday. Manfred, who asked me not to reveal his real name, says he has been hacking several video games for 20 years, making a real-life living by using hacks like the one I just witnessed. His modus operandi has changed slightly from game to game, but, in essence, it consisted of tricking games into giving him items or currency he doesn't have a right to have. He would then sell those items and currency to other players (for real money) or wholesales them to online gray markets, such as the Internet Game Exchange, that then would sell those goods to individual players. At the current exchange rate, Manfred estimates he has $397 trillion worth of WildStar gold. This is obviously an outlandish number, but, essentially, his income was only limited by the real-life market for the in-game currency. When I spoke to Manfred ahead of his talk at the Def Con hacking conference, he said he wanted to go in, give his demo, and go out "as a ghost," never to be seen or heard from again. He said he wanted to be "invisible," just like he's been for the past two decades. He said he's found more than 100 publicly unknown vulnerabilities in more than 20 online video games, making hacking and trading virtual goods into his full time job.
It was actually a pretty fun game. Stopped playing it though because of hackers. Every time you tried to gather a resource a hacker would zoom in, immediately harvest it, and fly off. Just got too annoying.
The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
Regardless of the ethics... This guy is risking his entire livelihood by doing a talk and interview. Amazing what people will risk for a little fame.
There are so many software engineering jobs that offer more mental challenge, more reward in terms of mental stimulation. And when he gets older...I doubt he is even saving for retirement.
...For everything wrong with MMO's these days. This guy is it. Good job, you and your kind have ruined most MMO's for everyone to make a buck.
The really sad part is they are destroying the very thing they're making money off.
No one likes to play an MMO that obviously been hacked numerous times and that game's internal economy has been completely wrecked by this behavior.
What is more astonishing is that he has actually SURVIVED entirely on hacking. No food, no water, not even any air or light.
We should breed this guy in case we go to "nuclear war with Russia" and dust him off when all the cockroaches like Miss Mash and BeauHD scurry around in the nuclear war threatening the remaining regular humans with their mutated airborne cockroach AIDS spores. This hacker can carry his own.
So there are loads of people who seem to find his exploits bad or wrong. But I think - great, go for it. Those MMOs are either overtly or covertly encouraging many people to spend huge amounts of time (and often, hard cash) for a meager award. The games companies are not much more than modern parasites - and 'Manfred' is merely a parasite's parasite.
Who, actually, gets harmed. The gamers want the cash - he can supply it at market rates - and the publishers are already horrendously bloated and fattened on the continual streams of micropayments.
Maybe because his name is a reference to the Prantagonist of Accelerando, but I, for one, am in favour of Manfred's profession.
This comment was written with the intention to opt out of advertising.
Comment removed based on user account deletion
I'm amazed that software engineers work on online games and do not understand that you can never trust the client.
I get that mistakes can be made, but this is generally a software design and architecture problem.
Having said that, today we found a flaw in our server that let someone sneak in number that caused an overflow in one of our APIs for our online mobile game. The net result was a huge positive value in virtual currency. Of course we found it because of rule #2: Make sure you have systems that detect anomalies on anything important. The easiest of which is something like virtual currency spikes, so that stood out like a sore thumb.
Clever game hackers know to fly under the radar, but their impact (even if they get away with it) is therefore limited. But even then you can detect exploits with more mysterious mechanisms, which I will not name. :)
David Whatley
Back in 2003 (or sometime before WoW) I was part of a hacking community that wrote RuneScape bots. I remember the day someone found an item dupe hack. This was actually the opposite, if you attempted to trade 0 of an item that wasn't stackable and you didn't actually have, your recipient would receive the item. Combine this with a spell that turned items into currency and you have a serious problem.
Someone decided to be a complete idiot/ass and did their best to ruin the economy. The devs put a bounty of a lifetime premium subscription on anyone who could tell them of how the hack worked. The person who tried to ruin the economy was the first and only instance I know of that got an IP ban.
Or maybe he sent a bunch of garbage to the server to trick it into thinking he ought to have 18 quintillion gold, and the client was subsequently updated to reflect that value.
I seriously doubt he could sell in-game goods if he couldn't convince the server that he had them.
To be clear, the idea that the game is accepting a gold value directly from the client is laughable. Everyone would be exploiting it if it were that simple. But any MMO is just of series of transactions between the client and the server, and their protocols and daemons can be exploited just like web servers.
If anything, the games are probably more vulnerable because web servers typically use standard protocols and libraries, which are audited and tested by security professionals. I doubt the net code on a random MMO is tested seriously for anything more than latency and reliability.
---
According to the latest ruleset, this post should be modded as Vorpal Flamebait +5.
Why is anything in a MMO except maybe basic movement done client-side?
Maybe movement and basic actions are all that is supposed to happen client-side.
How is it that a debugger can affect the currency attached to an account?
The client must interact with the server in some way to increment/decrement the currency in certain accounts. The server-side code that controls those interactions is probably riddled with security vulnerabilities. It's almost entirely custom code.
Think of how often Apache/IIS/PHP/etc vulnerabilities are discovered, and then recall that these products have been hammered by security professionals for years. And, most of the time, those professionals disclose their findings to the developer---something which I doubt is happening with MMO developers.
Shouldn't every transaction be started and logged serverside?
Gold is not the basis of all transactions. Spells use resources, crafting professions use resources, and health pools fluctuate.
Lots of things are happening 24/7, and it can be very difficult to determine what needs to be logged.
You'd think an account that suddenly increases in value by several billion, with no account receiving a similar decrease, would trigger an internal flag of some sort...
I would expect that from a real-world bank. In a random MMO, they have no reason to bother unless there is a noticeable problem.
In most MMOs, you can loot gold from dead NPCs, and you can spend gold to buy things from NPCs. You can often sell useless items to NPCs as well. In those cases, there are probably no accounts to send/receive money. The player's balance is simply credited/debited directly for the value of the transaction.
If Manfred found an exploit in the NPC shop protocol that allowed him to process sales for items he didn't actually have, then he could easily generate a lot of in-game money very quickly.
Banks have rigorous controls to detect this sort of thing, but no one is going to develop SOX-level controls on a whim. That level of auditing is seriously burdensome---in terms of both compute and personnel.
---
According to the latest ruleset, this post should be modded as Vorpal Flamebait +5.