exploiters

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  • The Daily Grind: Should players be blamed for using exploits?

    by 
    Justin Olivetti
    Justin Olivetti
    05.10.2014

    There's no doubt that exploits are controversial and often very destructive to the fabric of a massively multiplayer game. They can throw economies out of whack in mere hours and decimate entire cities. But the question that's on my mind today is whether or not players should be blamed for using them. In my opinion, the onus for maintaining the game's codes and rules is fully on the developers. Thus, if an exploit is found, it's the fault of the devs for not closing that loophole or forseeing that problem, not the players who take advantage of it. Now, I would certainly advocate that any players who find an exploit consider not being jerks and leaving well enough alone, but I also don't think that exploiters should be singled out for blame while the devs paint themselves as victims. You made the game, you made the rules. If a player can do something in a game without hacking or botting it, that's within what you created. It's up to you to make sure that your boundaries are ironclad, not me. What do you think? Should players be blamed for using exploits? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Neverwinter Days: The great economic collapse of 2013

    by 
    Justin Olivetti
    Justin Olivetti
    05.23.2013

    So funny story: In planning out in advance what I wanted to talk about in this biweekly Neverwinter column, I had selected something that recently caught my eye about the game and made me happy. That something was the Neverwinter Gateway, a web portal that allows out-of-game players the ability to fiddle with their character sheets, auctions, professions, guilds, and mail. I thought -- and I still do -- that this was a nifty service that deserved a day in the sun. As I was getting set to write that column, Neverwinter's economy exploded and then imploded over the course of a weekend, thanks to a nasty exploit that involved, yup, the Gateway. Suddenly my topic had to shift from "isn't this a neat tool?" to "check out what the tools are doing with this tool." Seeing the economy effectively destroyed in a matter of hours and how Cryptic Studios dealt with this PR nightmare might be old news at this point, but it's definitely worthy of reflection, analysis, and speculation as to how trust can be rebuilt in this fledgling title. Let's get cracking -- we have a lot of ground to cover!

  • The War Z devs to players: 'What should we do with cheaters?'

    by 
    Elisabeth
    Elisabeth
    04.14.2013

    The War Z devs are considering an interesting take on punishing exploiters. They've been tossing around the idea of allowing people who've been banned for in-game cheating to play on special "jail servers." These servers would be isolated from the game's general servers and would be populated entirely by cheaters. On these servers, cheats would not be interfered with -- that is, exploiters could keep on using their cheats. This has the potential to help the dev team; being able to observe the cheats folks use and run "anticheat experiments" without worrying about banning innocent players would probably give the team a lot of valuable information. On the other hand, though, those cheaters are totally jerks and why should they keep getting to play, right? So the dev team is putting the issue in the hands of the players by posting a survey to see whether the idea is even worth pursuing. You can read the full rationale on the official forums. [Thanks to Paul for the tip!]

  • The Daily Grind: When does a clever loophole become a bannable exploit?

    by 
    Bree Royce
    Bree Royce
    01.07.2012

    Trouble has been brewing this week over a Star Wars: The Old Republic "exploit" in which people use seemingly legitimate (but perhaps unintended) game mechanics to tip the balance of the game in their favor. Of course, this is nothing new to veteran MMO players, who have seen hundreds, even thousands, of such loopholes and bugs spackled and patched since first MMO came online. Entire World of Warcraft guilds have been banned, however temporarily, for "exploiting" poorly coded raid AI, for example. I've always felt that it's the game company's responsibility to counter loopholes before anyone takes advantage of them; the onus should be on the developer, not the player, to set the rules of the game using hardcoded mechanics. The players can't be expected to suss out the game-designers' intent, after all. Other gamers believe that "exploiters" really ought to know better and deserve whatever punishments the game's GMs mete out. What do you think? When does a clever loophole become a bannable exploit? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • SOE hands out suspensions to over 700 players as 'a first warning'

    by 
    Matt Daniel
    Matt Daniel
    12.14.2011

    A couple of weeks ago, Sony Online Entertainment threw down the gauntlet to the ne'er-do-wells of EverQuest, telling them simply to "stop now." Well, as often is the case with the scum of the MMO world, many didn't listen to SOE's ominous words of warning. On Friday, December 9th, they paid the price... in blood! [Insert maniacal laughter here.] SOE has since suspended over 700 accounts "for a number of days by way of a first warning." Community Manager Piestro closes out with another word of caution: "Remember that these suspensions are merely the first wave, and further action is on the horizon. We will not rest, but will instead continue to gather data and take action as necessary on behalf of the entire player base. Don't cheat -- it's not worth it." Also, it still makes you a jerk. In still other EQ news, SOE has announced that it is tweaking the rate of experience gain on progression-locked servers.

  • EverQuest to hackers: You've been served

    by 
    Matt Daniel
    Matt Daniel
    12.02.2011

    In a suitably ominous speech on the EverQuest forums, Sony Online Entertainment's Piestro delivered a word of warning to the cheaters, hackers, and exploiters of Norrath: "Stop now." Piestro goes on to reveal that the team has been quietly performing some clandestine work that helps "[detect] cheaters quickly and accurately." This should be good news for fans of the old-school title who enjoy playing the game on a level field. Hackers, however, should back down at once, because -- as Piestro warns -- "there will be no second chances." Also, because cheating makes you a jerk.

  • The Daily Grind: If presented the opportunity to cheat, would you?

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.26.2009

    Programming errors occur, we know that. No one's perfect, and game designers are no exception. The wrong buttons are pressed, the design is faulty, or the code just performs functions that no one expected it to perform. (We know how much the latter happens.)Sometimes, however, these things go unnoticed. They stay under the surface of the game for a while, until one person just happens to stumble upon a magical secret -- an exploit. That coding error has now turned into a possible source of major profit or a quick solution to something that was extremely difficult.Today's question is, if you stumbled upon one of these opportunities, would you cheat or would you report it to the developers to fix it? Why would you choose your answer? Drop your opinions into the shiny white box below, and let us hear all of your anecdotes and passionate text speeches.