The Elder Scrolls Online "Dupe Bug" Takes Guild Banks Offline - Update

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wooty

Vi Britannia
Aug 1, 2009
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Hmm, if it were me running the show, I'd just ban the ones who took part this mass duping. Then maybe make some minor adjustments to the costs of things. (I really have no idea how this stuff works, but thats what I'd do if its possible.)

Off topic: Its too bad you can't dupe a load of items and then use the gold to buy something to do. ESO feels like the most hollow game I've played in a while. I'm just thankful that a friend of mine lets me use his account to try it out.
 

shintakie10

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Sep 3, 2008
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Permabans so soon after launch for a bug that was reported multiple times during beta and was supposedly piss easy to do seems...harsh.

I'm always down for banning cheaters. They ruin the game for legit players all the time, but man. Its not a good look for your not even a month old game to have to whip out the banhammer on a large scale already.
 

faefrost

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Jun 2, 2010
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Scrumpmonkey said:
This game feels like it was made in 2004. They are working on 10 year old logic and, if the visuals are anything to go by, 10 year old game systems. I look forward to 12 months from now when it is free to play.
That's been my takeaway of the whole game. It feels like it was created by a very good but totally inexperienced team, with no real reference to all that has been learned and evolved in the genre since around DAOC. The game has problems that others solved 10-15 years ago.
 

VoidWanderer

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Sep 17, 2011
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I find the 'punish those who used the exploit' comment amusing. This is a bug that was apparently discovered by accident, and they probably would've 'tested' the bug to make sure it wasn't a glitch, would they get banned too? They technically did use it.

I say, fix the bug and leave things alone.
 

faefrost

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One other take away from this is Zenimax and TESO apparently did not build in a more modern set of monitoring tools and feedback loops to prevent this sort of thing. (Once again pointing to developers very skilled at RPG's with no background in online games and player management in such.) modern MMO's have careful back end monitors. They know how much gold or items of certain quality are supposed to enter the game world over time. They carefully track this rate and sound alarms the minute thresholds are exceeded. Heck DAOC used such systems to detect and neutralize such an exploit the day after their much beloved Darkness Falls dungeon was patched in. With TESO this has obviously been in game and been active since the last several weeks of Beta testing. So it's been in play for several weeks of live game. That's a pretty good hint that managements monitoring tools are minimal and not up to task.
 

Pinky's Brain

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Mar 2, 2011
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An item transfer should never create new items to begin with ... item transfer code should only ever creates new references, but not new items. That way no matter how much you screw up the transfer code it will never dupe, just create duplicate references which will show up in some sanity check code fast enough.

Memory is dirt cheap, lets say a player has 100 stacks of 100 items in his inventory ... so that's 80 kB extra data per player as compared to just maintaining an item ID and a stack size, lets say you have 10000 players ... that's still less than 1 GB of data, 1 GB of memory to solve one of the most common and destructive bugs in multiplayer games with inventories and economies.
 

TechNoFear

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Mar 22, 2009
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A-D. said:
Trying to gain some intellectual high ground by referring to fallacies doesnt really work well in your favour.
It articulates why your position is untenable and logically inconsistent.

I note you do not actually rebut any of my points, nor answer any of my questions, you only continue the 'tu quoquo' attack.

A-D. said:
If the only option to "win" the argument is to consider everything said a fallacy, then we may as well not even debate about any topic ever and never speak in general and i am not referring to this topic specifically, im talking generally.
Another 'slippery slope' logical fallacy....

In general; your argument must be consistent, as well as being able to stand up to logical scrutiny.

I was demonstrating that your argument does not withstand even the briefest logical scrutiny.

BTW the counter argument for both 'slippery slope' and 'strawman' arguments is to simply expose them, as they are not worth rebutting.

Your entire argument assumes that the company can 100% identify the duped items AND the player who duped the item AND what benefit the cheater gained from the duped item (ie gold).

If this is not possible your solution will not work.

Your solution also ignores that the duped item may have provided other benefits (XP, PvP rewards / rankings, etc) that will not be lost once the duped item is removed.

This means that the cheater will still profit from the duping and so will have not be motivated to stop exploiting in the future.
 

TechNoFear

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Mar 22, 2009
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faefrost said:
One other take away from this is Zenimax and TESO apparently did not build in a more modern set of monitoring tools and feedback loops to prevent this sort of thing.



With TESO this has obviously been in game and been active since the last several weeks of Beta testing. So it's been in play for several weeks of live game. That's a pretty good hint that managements monitoring tools are minimal and not up to task.
I agree, to some extent. I am not a fan of security through obscurity.

However I know how hard it can be to find a bug, especially in multi-threaded, real-time systems.

I have spent 3 months on a small code base (250,000 lines) trying to find a bug (ESO would be in the millions, if not 10's of millions of lines).

In the end I moved 2 lines (not changing a single character) and the bug was fixed.
 

A-D.

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Jan 23, 2008
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TechNoFear said:
A-D. said:
Trying to gain some intellectual high ground by referring to fallacies doesnt really work well in your favour.
It articulates why your position is untenable and logically inconsistent.

I note you do not actually rebut any of my points, nor answer any of my questions, you only continue the 'tu quoquo' attack.

A-D. said:
If the only option to "win" the argument is to consider everything said a fallacy, then we may as well not even debate about any topic ever and never speak in general and i am not referring to this topic specifically, im talking generally.
Another 'slippery slope' logical fallacy....

In general; your argument must be consistent, as well as being able to stand up to logical scrutiny.

I was demonstrating that your argument does not withstand even the briefest logical scrutiny.

BTW the counter argument for both 'slippery slope' and 'strawman' arguments is to simply expose them, as they are not worth rebutting.

Your entire argument assumes that the company can 100% identify the duped items AND the player who duped the item AND what benefit the cheater gained from the duped item (ie gold).

If this is not possible your solution will not work.

Your solution also ignores that the duped item may have provided other benefits (XP, PvP rewards / rankings, etc) that will not be lost once the duped item is removed.

This means that the cheater will still profit from the duping and so will have not be motivated to stop exploiting in the future.
And yet, you continue in cherry-picking snippets of my comments to gain the advantage by ripping them out of their actual context, especially context relevant for the latter part of my statement. But yes, i am apparently arguing illogically when i point out that Zenimax might want to actually keep as many players as they can to actually make a profit, rather than having to shut down the game this soon in its lifecycle. Mass-bannings actually hinder this simple logic, if you have to ban a massive amount of users, since apparently this exploit is so easy, so widespread that it has utterly ruined the economy on both servers..how do you fix this? If essentially it has become so bad that everyone is equally affected, regardless if they duped or not, how do you propose to fix this?

Banning does not work. Sure the dupers are gone, what about the millions of gold they may have already spread around? What about the people who gained tons of money, not having to dupe at all? You assume that only the exploiters are guilty, if their handiwork is easily spread around. If you ban everyone who duped these items, to gain gold, exp or whatever, yet ignore the problem that they may have been spreading said gold, items and so forth around to people who had not to dupe themselves, they keep their items, never having duped?

And yes, Zenimax can tell who duped and who didnt, based on records found in the database, every action, every transaction of gold between players or to NPCs is found in there. You can even tell how often you used which attack from just looking in the database where everything is, and has to be, recorded by the game. If you think that somehow this does not happen, then you'd be rather suprised by the fact that it does happen. Even your chat is logged, all those IM's? Those comments in trade channel? Thats all logged seperately, now whether Zenimax or its employees have free access to this is another matter, but yes they can actually check logs to identify exploiters and cheaters.

So we come to the solution, simply check who has too much gold, remove it. Check who has too many items of a certain kind, remove them. Take away that which was gained from the exploit, rather than removing the player as such from the game. Even if your argument were true, that they gained EXP boosts from some items, it doesnt matter really. So you have a bunch of high-levels running around? And? I have seen people grind to max-level in under 1 week in WoW, this was before Burning Crusade came out by the way. You think ESO is different? I bet you that there is at least one max-level right now. The difference is, my solution keeps people playing and paying Zenimax, your solution means they cant play and wont pay. Now, from a business perspective, which is the better solution? But alas, you considered this "ad hominem", so please, ignore it again.
 

Schmeiser

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Nov 21, 2011
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Why are they banning those people? There's been a lot of bugs like this in WOW since i played it and i can't remember them banning a huge number of the playerbase. They usually just take your items and gold and whatever you got from the bug (which is the right way to do). I don't really exploit glitches(i'm too nice for that shit) but i can understand people that do. It's something the dev fucked up especially if it's a bug that's been there in the beta.

If you download programs or hacks (like the GCD hack in wow) then go fuck yourself and hope you get banned for a lifetime
 

Atmos Duality

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Mar 3, 2010
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Zenimax, I say this as a friendly bit of advice:
*Never* rely on the "Honor System" to enforce rules that are supposed to be in coding.
Ultimately, it only hurts the population of your game, and your reputation.
 

faefrost

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Jun 2, 2010
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TechNoFear said:
faefrost said:
One other take away from this is Zenimax and TESO apparently did not build in a more modern set of monitoring tools and feedback loops to prevent this sort of thing.



With TESO this has obviously been in game and been active since the last several weeks of Beta testing. So it's been in play for several weeks of live game. That's a pretty good hint that managements monitoring tools are minimal and not up to task.
I agree, to some extent. I am not a fan of security through obscurity.

However I know how hard it can be to find a bug, especially in multi-threaded, real-time systems.

I have spent 3 months on a small code base (250,000 lines) trying to find a bug (ESO would be in the millions, if not 10's of millions of lines).

In the end I moved 2 lines (not changing a single character) and the bug was fixed.
That is kind of my point. It is very hard to find a bug. To go through the code and try and pin down a reported error. BUT it is incredibly easy to monitor a live game, if you took the time expense and effort to put the proper tools in place to begin with. You can't track every bit of code behavior. But when you are just eyeballing it that's what you are doing. You can however log everything, and run constant analysis. watch certain key metrics for player behavior. Know how much gold it should be possible to enter into your game world in one day. Know how much is in fact being produced. Have alarms go off if category B exceeds category A. The back end management tools are the hidden secrets of MMO's and other online games. They are what differentiate a solid popular well balanced FPS from an exploit and cheater driven mess. They are a key element of what make an MMO a polished fun experience vs one that leaves that impression of "not quite ready for release" and they are the most often overlooked, underfunded, or neglected piece of a new entry into the market as they race to hit a release deadline.
 

Eve Charm

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Aug 10, 2011
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Man half the fun of an starting MMO is the crazy economy at the beginning and finding ways to make tons of money, Legitimately...

If you duped an Item or two by accident, fine, if you did it hundreds of times, you deserve to be banned or at least everything but the very basic equipment taking away from your character.

I don't get why people are trying to defend it, Exploiting a bug is still cheating and I haven't seen a single terms of service of a MMO that hasn't outright stated that Exploiting bugs will get you banned.

If anything this game will soon to be Free to play banning a decent amount of your paying customers tho.