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Posts with tag banning

Lame scams still profitable in Guild Wars, over 1000 bans every week

Filed under: Fantasy, Guild Wars, Exploits, Game mechanics, MMO industry, Opinion


Would you fall for this? (Please say 'no'...): A complete stranger approaches you on the sidewalk outside of your bank and shows you a rare coin he says is worth twenty thousand dollars. "I want to just give this coin to you," he says, "but I don't want anyone to know we did this... tax issues, you see." The stranger suggests putting it in your safe deposit box, but because he's so concerned about privacy, he wants access to your safe deposit box to be sure the rare coin gets there, with no one the wiser. The problem is that he can only get in there with your express permission...

We're guessing 99.99% of you would never get suckered by something asinine like this, but why then do people fall for the exact same thing in the virtual realm? Specifically, it seems that Guild Wars players regularly turn over their login info to account thieves in hopes of getting something for nothing, as mentioned by Ravious over at Kill Ten Rats. This ultimately leads to a continuous deluge of stolen accounts, tears, and rage.

Continue reading Lame scams still profitable in Guild Wars, over 1000 bans every week

178 starbases involved in EVE Online's multi-trillion ISK exploit

Filed under: Sci-fi, EVE Online, Bugs, Events, in-game, Exploits, Game mechanics, News items


The last several days have brought us some news of a rather significant exploit in the sci-fi MMO EVE Online. The game boasts a dynamic virtual economy which is in many ways integral to the game itself. (Inter Stellar Kredits, or ISK, is the currency upon which EVE Online's economy is based.) When rumor broke of a multi-trillion ISK exploit in the game, it raised a few eyebrows. However, when CCP Games themselves confirmed it and announced they would launch an investigation into the matter, it became more serious, as reflected by the economic impact on the market in the game. (Remember kids, internet spaceships are serious business... EVE tends to have more drama than the average massively multiplayer online game.)

CCP Games provided an update on the investigation today, stating that 178 starbases were discovered exploiting the issue and have been destroyed. This is the first time they've been willing or able to put a solid number on how extensive the exploit was, in terms of the scope of the operation. CCP stated: "We have also banned all those we have found directly involved and all accounts we have found to be connected to those players. The investigation is still under way and will take a while to conclude." Also part of the investigation is the Internal Affairs aspect, which some players have been following. CCP Games reports that they haven't found links between any of their own staff (or the Council of Stellar Management, for that matter) and the starbase exploit. See the official announcement from the EVE developers for more details on how the investigation is progressing.

CCP Games on the extent and impact of EVE's starbase exploit

Filed under: Sci-fi, EVE Online, Bugs, Exploits, Forums, Game mechanics, News items


Massively has been watching the issue of a significant starbase exploit in EVE Online, through which some players reaped vast financial rewards, as it went from rumor to confirmation from the developers themselves. Unlike your average run-of-the-mill exploit in most massively multiplayer online games, the exploit in question has had a significant impact on EVE's virtual economy -- the backbone of the game itself. All players in EVE interact in one vast galaxy, and their actions in the sandbox can create ripples felt by their fellow players, which has certainly been the case in this past week.

EVE Online's developer CCP Games has opted to hold off on responding to most press inquiries for comment on the issue, having issued a statement on the matter and then focusing on the investigation and a weekend meeting with EVE's player-elected community representatives, the Council of Stellar Management (CSM). The minutes from that meeting are now available, and several of EVE's developers took part in the discussion: namely CCP's Lead Economist Dr. EyjoG (Dr. Eyjólfur Guðmundsson) and CCP Arkanon -- who heads up the company's Internal Affairs division, which investigates the CCP Games staff themselves, hopefully ensuring that no CCP employee can abuse their influence over the game.

Read on for Massively's highlights of the state of affairs in EVE Online, in the wake of the starbase exploit.

Continue reading CCP Games on the extent and impact of EVE's starbase exploit

An update on the EVE Online starbase exploit

Filed under: Sci-fi, EVE Online, Economy, Exploits, Crafting, News items

In the wake of last week's revelation of a market disrupting exploit in EVE Online, a growing number of players have been calling for increased transparency on the situation. EVE's developer CCP Games has stated they've discovered seven player-run corporations taking advantage of the player owned station (POS) exploit, which yielded a vast amount of materials used in the EVE Online's manufacturing (crafting) system. Three of those corporations were in two alliances, and over 70 accounts have been banned thus far in connection with the exploit. The starbases used in the exploit have been destroyed by CCP, and they've stated that the corporations in question are now effectively inactive following the bans.

CCP Games has not released the names of characters, corporations, or alliances linked to the exploit, but a player named "moppinator" of the AMT. corporation (part of Ev0ke alliance) stepped forward and issued the following statement on the extent of his alliance's involvement:

Continue reading An update on the EVE Online starbase exploit

Blizzard bans Battle.net accounts before WotLK launch

Filed under: World of Warcraft, Fantasy, Exploits, Game mechanics, MMO industry, News items, Legal

Blizzard recently announced that they'd be switching over to a new centralized account system, tying together the company's online games through Battle.net. Existing World of Warcraft accounts are essentially replaced by Battle.net accounts, and will allow for the tracking of achievements across the Blizzard titles. But some players, roughly 350,000 of them, found another unexpected feature arrived with the Battle.net account integration: bans.

Gamesindustry.biz reports: "Blizzard has revealed that is has closed over 350,000 StarCraft and Diablo II accounts which were found to be using third-party hacks. The company further revealed that the Diablo II CD keys associated with the closed accounts are now barred from playing on Battle.net for 30 days and warned that repeat offenders face a permanent ban." Check out the full report over at Gamesindustry.biz, along with a statement from Blizzard about the bans.

Flying Lab banning for RMT already

Filed under: Pirates of the Burning Sea, Launches, New titles

In an almost "news of the weird" situation, word came out yesterday evening that the fine folks at Flying Lab are already seeing grey-market gold selling in their still-in-pre-launch game Pirates of the Burning Sea. While any MMO veteran knows just how pervasive gold selling is in any game, this is perhaps the first time we've heard of them opening up shop quite so openly before a game is even officially launched.

As Aether states, "we will [be] following up with the appropriate disciplinary actions, which could include confiscation of the resources in question, and ultimately banning accounts that sell or buy these illicit resources." We certainly wish Flying Lab the absolute best of luck with stamping it out -- and hopefully keeping chat channels clear of the spam that seems to be everywhere these days. But you have to admit, the fact that the gold-selling companies are getting this brazen before official launch isn't exactly a good sign.

A Brazilian court bans EverQuest

Filed under: Fantasy, EverQuest, Culture, Events, real-world, MMO industry, Politics, Legal, Education, Virtual worlds

In a classic moment of governmental insanity, word has gone out that a court in the Brazilian state of Goias has put a ban out on Sony Online Entertainment's EverQuest. The consumer protection agency for the country has apparently picked up on the ban, and is noting it on its official website.

Kotaku readers have been writing in to that site, expanding on this decision and a similar one that has been handed down on the tactical shooter Counter-Strike. This ban technically applies to the whole country, as decisions made in one court system are technically the law of the land throughout Brazil. A reader noted that at the moment only the state of Goias is applying the ban, as other court leaders seem to think the decision may be flawed.

Fascinatingly, EverQuest isn't even commercially released in the country of Brazil. Even more interesting, reader comments seem to indicate this is a forced ban: copies of the game reported being 'taken' by the police. The ban (on EQ, anyway) seems to stem from the moral ambiguity of many of the quests:

As for EverQuest, Procon states that it "takes the gamer to complete moral conflict and 'heavy' psychological conflicts; for the tasks that are given to them could be bad or good. (...) Violent videogames that use violence are capable of forming agressive individuals, making it evident that is strong its influence on psyquism, reinforcing aggressive attitude against certain individuals and social groups".

Further commentary is available at Rock, Paper, Shotgun.

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