CCP Games releases findings on EVE starbase exploit investigation
Filed under: Sci-fi, EVE Online, Economy, Exploits, Forums, Game mechanics, Guilds, MMO industry, Crafting, News items

The EVE Online starbase exploit revealed in December has had a far-reaching impact on the game. Certain player-owned starbases in EVE were producing valuable, high-end materials that they shouldn't have been. Once a group of players picked up on this, they exploited the game on a massive scale, resulting in trillions of ISK (Interstellar Kredits, the game's virtual currency) that never should have existed being injected into the game. To date, this is the largest economic manipulation (via an exploit) ever revealed in EVE Online.
The starbase exploit was the first of several player-triggered drama bombs that hit the game in recent weeks, and resulted in a substantial amount of (in-game) market turmoil and player outcry over the issue. The game's subscribers wanted openness on the matter from EVE's developer, CCP Games, and they've certainly got that as of today. CCP Games posted the results of the exploit investigation, and the caveat "be careful what you wish for" may apply here, given the depth and complexity of the findings conveyed to the playerbase in today's dev blog, "War Makes Thieves and Peace Hangs Them."
This dev blog stands as an extremely thorough analysis of the starbase exploit and its effects on the game itself, from how player-owned stations (POS) work and why the exploit was so significant, to full disclosure on the economic ripples it's created in the game's setting of New Eden.
It's ultimately a presentation of the collective findings of several different departments within CCP Games and which is, quite frankly, beyond the scope of this post at Massively. What we offer up here is a rather basic summary of a complex issue, as "War Makes Thieves and Peace Hangs Them" exposes the nuts and bolts of the underlying game mechanics in a way this writer has never observed before from this particular developer.

CCP Games explains the scenario from the ground up, detailing the POS game mechanics for those unfamiliar with the industrial side of the game, and pointing out how the POS exploit worked. There's a fair amount of complexity to the issue but it's presented in a way that most players should be able to grasp, more or less, even if industry isn't your thing.
Once the developers figured out why certain starbases in the game were accruing materials they shouldn't have, they zeroed in on which ones were being used in the exploit and moved to eliminate them. EVE developer CCP Grimmi states: "The opening action on our part regarding the exploit included the total destruction of all the POS complexes involved. This entailed flying to each one and basically nuking everything in sight -- a fireworks show of epic proportions but with no witnesses except the GMs in the demolition team."
The aftermath of the exploit revelation has been an amalgam of account bans and some degree of economic fallout in the game. Effects have been felt by the game's playerbase in terms of Tech II production -- EVE's high-grade ships and modules put to use by those with higher degrees of skill than newer players. There have been some less obvious ancillary effects on the game as well, such as the negative impact on EVE's booster (drug) trade.
CCP Games lead economist Dr. EyjoG provides an exhaustive account of the impact of the exploit on EVE's market from 2005 right up until the exploit was revealed and subsequently dealt with. Most importantly, the dev blog explains what actions were taken against the exploiters (who have not been named by CCP and are not likely to be named and shamed in the future).
CCP discovered that over 200 reactors were being used to harvest materials which should not have existed. An estimated figure of how big the exploit has been places it at a staggering 6.7 trillion ISK. But that's just the ISK value of the exploit itself. The ISK put to use over the years actually changes the estimate, giving it an upper limit of roughly 12 trillion ISK.
Dr. EyjoG adds: "But putting that into some kind of perspective is necessary. On a daily basis the total trade on the EVE market (not counting contracts or direct trade) in 2008 was between 2.5 and 3.0 trillion ISK. That gives us an annual trade worth more than 964 trillion in 2008 alone. So the maximum value of the exploit in 2008 is only about 0.7% of the total trade in one year."

The exploiters hid their tracks by engaging in the trade of high-end items and minerals, which prompted EVE developer CCP Diagoras to address player concerns that guilty parties found a way to evade detection and avoid punishment. Specifically, CCP Diagoras addressed the concern players had that once the exploit was discovered, players could have begun taking down their starbases in order to avoid detection. CCP Games used a database backup to assess the situation as it was roughly a week before the exploit was revealed.
The POS exploit in question is viewed by CCP as a "duping exploit" under their Suspension and Ban policy, and the players involved have been punished accordingly: permanent bans for those directly involved, removal of items and currency from those who benefitted from the exploit.
CCP Grimmi writes, "Users directly involved in the exploit were permanently banned. Direct involvement meant that the character had a director role in the corporation using the exploit or was directly involved in servicing the POSes in the exploited state. Others that were found to be involved in moving the exploited good and laundering the ISK also received bans for their part. A number of players who had benefitted directly from the exploit were also banned. The total number of users banned in relation to the exploit of POS reactors is 134."
There were seven corporations in total (directly) involved with the exploit, for different purposes. Two of them were involved in real money trading (RMT) -- selling ISK to other players for real money -- while others used their ISK proceeds to fuel their in-game activities. Some valuable items in New Eden were removed from the game, including motherships and titans (EVE's superweapons) and over 30 Tech II blueprint originals (BPOs), not to mention vast amounts of ISK.
Given how involved in the game EVE players tend to be, concerns have been voiced by subscribers whether or not CCP knew about the exploit and did nothing to fix it, with the most outspoken players wondering if CCP employees themselves were involved. The company operates an Internal Affairs department that investigates such allegations, and concludes that no CCP employee -- or member of the player-elected representatives, the Council of Stellar Management (CSM) -- were involved in the exploit.
The fact that this exploit was able to exist for so long has forced CCP Games to re-evaluate their systems for detecting issues like this, and they're overhauling their bug reporting tools and company procedures to ensure an issue on this magnitude cannot occur again. CCP's findings are presently being discussed by the players themselves on the game's official forums and on the Scrapheap Challenge (unofficial) forums as well.



















Reader Comments (Page 1 of 1)
Ghede said on 5:45PM 2-10-2009
You are aware that POS has an entirely different meaning to most people right? I was reading about the POS mechanic and thinking... "I thought they thought that EVE was a good game?"
It took me a minute to realize it meant Player Owned Starbases.
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James Egan said on 6:03PM 2-10-2009
It is a rather unfortunate acronym, but that's what they're referred to. My first mention of them as anything other than "starbase" had an explanation right before (POS).
Ghede said on 6:28PM 2-10-2009
... So it does. I looked through three times to try and find it, and as soon as you mention it, I see it. Bleh. My vision automatically left-aligns when I'm searching for things.
Mr Rodgers said on 6:34PM 2-10-2009
I kept thinking Point of Sale...
Jay said on 7:10AM 2-11-2009
Oh, I thought it was "Piece of shit"
Yoh said on 8:10PM 2-10-2009
Hahaha, CCP and EVE never ceases to amuse me with their scandals, always worth a laugh....haha.
Only in EVE......... if the gameplay was so damn catatonic, I'd be playing right now.
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ethereal.wolf said on 8:27PM 2-10-2009
i doubt the bans had much effect, multiple accounts are extremely common in EVE due to the way skill training works. alot of the unbanned people probably still have the majority of their assets, due to laundering through the market, multiple times over. i like EVE but it certainly has its flaws.
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Firebreak said on 10:52PM 2-10-2009
Those are actually users banned not accounts, so you can imagine how many accounts that would be. I saw one person guessing at around 500, but since they would not be paying for the accounts but using game cards bought with in game money it could be a lot more then that.
ethereal.wolf said on 12:32AM 2-11-2009
have they explicitly made a distinction between users and accounts?
Firebreak said on 4:07PM 2-11-2009
This is the first time they have ever used the term users in anything official every other time something like this, in similarity not scale, they used accounts. This might have been just poor wording on their part but I kind of think it was intentional. A couple of people on Scrapheap, an EVE fan site, who were banned in this whole thing talk about everything they had in game being gone including their accounts and their corp. It makes me think this was actually effective.
InfamousBrad said on 11:22PM 2-10-2009
Nice. Very nice. 134 people perma-banned, resources that were exploited for deleted no matter who ended up with them, and they're revising their fraud detection systems to catch similar problems more quickly in the future. I wish the rest of the MMO industry were paying attention, because THIS is how you deal with exploiters. If Sony had been this hard on botters and other exploiters, I'd still be playing Star Wars: Galaxies. If EA were this hard on geometry exploiters and keep lord hacks, I'd still be playing Warhammer Online. Kudos, CCP!
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