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NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Printable Version

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RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Busy Miner - 10-25-2024

(10-24-2024, 07:27 PM)jammi Wrote:
(10-24-2024, 06:34 PM)Synts Wrote: But as it was previously pointed out here, this exploit/bug appeared because someone from the staff team messed up. Of course now it's easy to swing the banhammer and blame it all on the players (you should have reported it, you should not have done it). But this fault is the same with the staff team, and I have not yet seen here that someone who made this exploit/bug possible has stepped up here and admitted it. I understand that these days you need to have big balls to look in the mirror and say: "Shiet, because of me now many players are getting shiet on their necks"
And I still don't understand how such a business could last 2 weeks, so there was no alarm about it anywhere?

To explain what had happened here, I was implementing a new system to generate prices for pilots. Basically, bases "produce" pilots of the same affiliation.

This means the automated price calculator will then set those pilots as their "base" value ($50), which will increase at a steady rate to other stations based on the amount of time it takes to fly to them. So a Liberty Navy Battleship very close to a Rogue base will buy them for very little, while a prison very far from the closest Rogue base will pay a lot more.

Commodities that we then want to use as a "price anchor" to create the above effect - but not actually allow to be sold to players - are then suppressed through a parameter in a second, separate file.

The issue here was threefold.

1) The Zoner pilots were set to produce, but I did not correctly apply the suppression parameter in commodities.ini. This meant players could buy Zoner Pilots from Bethlehem Station and a few other places. Normally this wouldn't be an issue, because the pricing calculator would scale prices at a steady 7csu (or whatever) so all you'd have is a standard non-HRC trade route with a silly looking commodity, however:

2) Valley Forge Station has serverside price overrides for pilot prices to help new players that are doing PVE and missions. This station buys pilots at $250. The pricing calculator can't see serverside price overrides and only takes account of information defined locally in the game files. Unfortunately:

3) One of the pilots types Valley Forge was buying was Zoner Pilots, because Militant NPCs did not have their own specific Pilot commodity and were also using Zoners.

This exploit occurred for just under 2 days, and was spotted when I was doing the work to implement Militant Pilots. I then noticed the obscenely high csu for the route on Darkstat, with several other people reporting it shortly after.

At that point, Admins urgently removed the Valley Forge prices, serverside disabled pilot sellpoints and began investigating who had been trading using this obvious exploit. At the point the exploit was discovered, several staff were outside Bethlehem when a barge jumped in, to attempt to trade more pilots and was Bastilled.

Over the last few weeks staff have been tracing cash transfers and server logs to determine who was involved in this activity, and the preliminary findings were that the majority were clustered as members of a particular faction. That led us to conclude one of them had probably spotted the issue, shared the news and told their friends to get on it while the going was good.

We've Bastilled several ships in order to prevent further money transfers that at least appeared to be intended to obfuscate how the money had been earned and where it was. We've offered this process to allow people to come clean and remove the exploited funds and assets. Given the names involved, most of them absolutely should have known better.

For my part, I am sorry for my oversight, mostly for the amount of grief I've caused server staff and the hours they've had to spend unpicking money transfers. We've made some changes to pre-emptively catch these kinds of issues going forward, including a revised QA process and pre-patch checklist.

Wouldn't it simply be better to switch back to the original vanilla system of economy/commodities? All that fancy buy/sell price stuff is overcomplicating things now that the POBs have factories anyway, so there is no real need for that. And as it seems it is prone to errors. Better use your time and energy to flesh out the economy and create some real linear prices based on availability/demand/distance from producer. And I guess all that scripting is more power/server-hungry than the vanilla prices that are just written into each NPC base/planet.


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - R.P.Curator - 10-25-2024

Quote:This exploit occurred for just under 2 days, and was spotted when I was doing the work to implement Militant Pilots. I then noticed the obscenely high csu for the route on Darkstat, with several other people reporting it shortly after.
Correction: Since patch update day, I don't recall when It was exactly and the Zoner Pilots were introduced.
I did an artifact run on the 5th and being a chad corsair I took the Penn trade lanes and saw a guy carrying ZPs to Valley Forge. He docked and left the game. Didn't consider much of it.
On the 6th or 7th I noticed the message: "Valley Forge pays extra for pirate pilots" and I found pirate pilots in New Berlin! Said, lets try this out see what goes! New trade route!
Behold: 2.25M$ in 10 minutes. Cause Valley Forge paid 450 Credits for a Pilot!
Quote: Valley Forge Station has serverside price overrides for pilot prices to help new players that are doing PVE and missions. This station buys pilots at $250.
Corrected, station was buying pilots at 450$. 2.25M$/ 5ker.
What did I see when I entered Penn? A Serenity hauling Zoner Pilots to Valley Forge!
Didn't take too many trips to New Berlin and back seeing the same guy doing that route to try it out for myself.
Quote:Over the last few weeks staff have been tracing cash transfers and server logs to determine who was involved in this activity, and the preliminary findings were that the majority were clustered as members of a particular faction. That led us to conclude one of them had probably spotted the issue, shared the news and told their friends to get on it while the going was good.

I'm not from any particular faction, I have ships in all factions except Nomads. I did not get informed by anyone or told anyone about this trade route, cause If things were going to go downhill, I'm not taking anyone with me. This was to clear any Faction affiliation you may have with me.
To set things straight: trade for my EMP Flak Codes occurred on the 5th! The first time you're going to see my ship doing that trade route is 7th. The rest of my codes are purchased either prior the trade route event or post -200M$ Admin Removal Fee. So its all bought with clean credits!
To sum it up:
- "Exploit" is on since patch day and the release of Pilot Commodities (Cause if 1 sell point is an exploit, why wasn't the Omicron Mu Food Rations sell point also an exploit?) So there are a lot more people involved in this, not just "a faction".
- Valley Forge paid 450$ / pilot; and if you recall there is a nice joke about bankers and robbers: you wanna see how much was stolen from the bank by the bankers, watch the news after a robbery. Bank says 250$/pilot, robber says 450$/pilot, thing is, there were a lot of robbers!
Shenanigans! Cause: -200$/Pilot > 200x3600 = 720.000 $ per Serenity / Border Worlds Transport trip missing ; 200x 5000 = 1M$ per 5ker trip missing and 200x 30.000 = 6M$ per Barge trip missing! AND THATS A LOT OF CREDITS AND A CONVENIENT EXCUSE TO ENACT HARSH PUNISHMENT!
- Anyone doing Bethlehem > Valley Forge more than once since patch update is your huckleberry.
Cherry picking and yarn spin GO!


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Lythrilux - 10-25-2024

(10-24-2024, 06:57 PM)Synts Wrote:
(10-24-2024, 06:55 PM)Fab Wrote:
(10-24-2024, 06:34 PM)Synts Wrote: But this fault is the same with the staff team

No. If I leave my phone on a table and I turn my back to it for a split second and someone snatches it, I don't owe anyone an apology. What do you expect? Say "Sorry, mr. thief, for tempting you with my carelessness, it is my fault for making you steal my phone because I made it easy to steal it"?

a banhammer swing is more than warranted.

You must be 10 years old to compare real life theft, and bug/exploit users in a video game.

But does the moral implication change?


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Voziloth - 10-25-2024

This thread is beyond the point of it's original topic it should be closed. As for the player attempting mental gymnasts you should be thankful for how it is handled by the admin team as they could have just purged your ships pobs posted on the sanction thread and be done with it.

Also returning the economy to vanilla? You do know that there is a whole House that did not exist in Vanilla not mentioning a bunch of bases and factions added by Discovery. You see why that is a impossible idea.


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - jammi - 10-25-2024

(10-25-2024, 06:28 AM)Busy Miner Wrote: Wouldn't it simply be better to switch back to the original vanilla system of economy/commodities? All that fancy buy/sell price stuff is overcomplicating things now that the POBs have factories anyway, so there is no real need for that. And as it seems it is prone to errors. Better use your time and energy to flesh out the economy and create some real linear prices based on availability/demand/distance from producer. And I guess all that scripting is more power/server-hungry than the vanilla prices that are just written into each NPC base/planet.

The way the economy is calculated is a bit opaque so I'll try to give a brief summary.

In vanilla, each commodity had a base value, which is the default price stations will buy it for. Actual prices are then set for each station through a market ini file. This price isn't written out as the actual buy value - say for example $63, but a multiplier of the base value. So, if a base value was 50, and I wanted a station to buy the thing for $63, the modifier was 1.26. Base value and these modifiers are defined in separate files which meant reading a market file was not human readable without a lot of cross referencing.

Here's an excerpt from market_commodities.ini to show you what this data format currently looks like:

Code:
[BaseGood]
base = li18_03_base
MarketGood = commodity_pharm, 0, -1, 9, 1, 0, 1.0000111111111112
MarketGood = commodity_robotic_hardware, 0, -1, 24, 0, 0, 3.0000125
MarketGood = commodity_bluediamonds, 0, -1, 203, 0, 1, 2.030001
MarketGood = commodity_casualties, 0, -1, 1, 1, 0, 2.42240002
MarketGood = commodity_catalysts, 0, -1, 79, 0, 1, 9.8750125
MarketGood = commodity_gin, 0, -1, 60, 0, 0, 3.529417647058824

Now, before the current system, managing prices was largely the job of Xoria who kept an enormous database of each commodity, base, and interlinked route. All of these prices had to be manually adjusted and painstakingly tested using the game's shortest path file timings to tweak prices so the routes were neither overpowered or non-viable. The problem is, whenever jump connections were adjusted, travel times changed, or new stations were added, this would necessitate massive overhauls to this pricing network, because you're never adjusting two parameters in isolation.

This took forever and frequently resulted in bases being added with no economy data at all, because it simply couldn't be done in a timely manner. For reference, market_commodities.ini currently contains 22,307 lines of text. Managing this file manually was an incredibly burdensome task that also required an extremely high minimum floor of skill, which put up a huge barrier to entry for people looking to help with econ dev work.

Haste created an automated pricing calculator that can do this price setting based on a config file econ devs fill out. I tried to attach a copy of this file so people can see what it looks like, but the forum apparently doesn't like the file extension (we shared this during the last round of econ dev recruitment too). Here's the entirety of the base entry for the above example, rather than just a small excerpt:

Code:
[Base]
nickname = li18_03_base
type = resort_station
consumes = bundle_alcohol
consumes = bundle_contraband_drug
consumes = bundle_contraband_luxury
consumes = bundle_luxuries
consumes = bundle_manufacturing_general
consumes = bundle_necessities
consumes = bundle_passengers_luxury
consumes = bundle_repair
consumes = bundle_sirius_fuel
consumes = bundle_treatment, demand = 1.15
consumes = commodity_biodome
resells = commodity_casualties
consumes = commodity_gc_drug
produces = commodity_pharm
resells = commodity_crew
resells = commodity_luxury_consumer_goods
resells = commodity_medstasis
resells = commodity_passengers_li
resells = commodity_scientists
resells = commodity_stabiline

This is much simpler because we only need to assign commodities (or groups of commodities) to bases depending on whether they are producers (exports commodity at base value), consumers (price based on proximity to the closest producer, doesn't export) or resellers (same as consumers, but also exports the commodity). We can then add demand modifiers to add a bonus or penalty to the price, either using the base's assigned type, or individually to a particular commodity. The skill floor for getting involved is now much, much, much lower.

Haste then runs the calculator based on the config files and it sets up the prices. This isn't something that is constantly running, eating up server power - it's a utility that's run once whenever price data needs refreshing. The prices are calculated using a desired csuv rating (credits per second per unit of volume), which is what governs how many credits you will make in an hour trading that commodity. There are two main pricing curves - High Risk Commodities and all other commodities.

Regular commodities increase price in a linear manner at a constant csuv from the closest producer. High Risk Commodities have a csuv that increases on a curve up to a cap. This means the main draw of HRCs is that not only does the price increase in absolute terms with distance, the rate of profit also increases. Shipping a HRC locally might give you 7csu, while going across the map would give you 11csu for example.

As for split prices, these still serve an extremely important function, regardless of POBs having refineries and factories. Namely, we want as many routes as possible to be viable by being able to hit that "optimal" csuv value. Because of the way bases spread out like a giant web, having a single buy/sell price simply means that some bases would never have viable prices because it would create broken short routes linked to other nearby producers/consumers.

Instead, we can now pay different amounts for imports and exports to allow these bases to still economically function. It also allows us to use resell points for HRCs. Previously these were difficult because of the way their csuv scales with distance, meaning you would always earn more per hour by trading from a reseller closer to the destination, unless the export price was considerably higher to offset this.

The problem then being, the much higher price meant it was now far better to ship from the production point to that reseller than all the way to the intended destination consumer. Before we had split prices, we worked around this by having bases refuse to buy back any HRC they also sold using the "dealer not interested" audio, which was an incredibly frustrating mechanic that also jebaited a lot of people who thought they'd found an amazing route on FLC. Splitting the prices avoids that whole mess.

Anyway, needless to say, simply importing the vanilla price data into modern Discovery would be so horrendously busted that I don't think any trade route, anywhere would actually be functional.

Sorry, this wasn't brief.


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - James Greed - 10-25-2024




RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Haste - 10-25-2024

(10-25-2024, 06:28 AM)Busy Miner Wrote: And as it seems it is prone to errors.

It isn't. The reason this route was broken was a server-side override that had been in place for several years. The mistake here was not sticking to our one big solution for economy stuff and having manually-set prices on the server end still. Sure, it's still a bit silly to have pilots for sale on various bases, but it wouldn't have resulted in broken routes.


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Semir Gerkhan - 10-25-2024

(10-25-2024, 10:48 AM)jammi Wrote: Explanation of how the economy currently works.

Indeed, it wasn't brief. But only because giving an understandable explanation of how the new system works requires a bit of length. As far as I'm concerned, I appreciate it very much.


Regarding the main topic of this thread, I don't think it's right that the staff simply remove ships and POBs from the players involved, as the exploit came from a staff error. As much as we all make our personal considerations about whether all, some, or none of those who took advantage of it, did so knowing that it was wrong, we really can't know for sure. Someone innocent could get damaged, and that's not acceptable from my pov.

However, the reallity here is that the staff hasn't acted like that. Quite the contrary, they've addressed the situation by reporting what happened directly to the community, and giving those who took illegal advantage the option to return it without consequences.

The mistake was theirs, yes, but human beings make mistakes, and being part of the staff doesn't make them infallible. No one is infallible.

Honestly, I cannot think of a more correct way to have handled this situation.


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - Darkseid667 - 10-27-2024

(10-25-2024, 10:02 AM)Voziloth Wrote: This thread is beyond the point of it's original topic it should be closed. As for the player attempting mental gymnasts you should be thankful for how it is handled by the admin team as they could have just purged your ships pobs posted on the sanction thread and be done with it.

Also returning the economy to vanilla? You do know that there is a whole House that did not exist in Vanilla not mentioning a bunch of bases and factions added by Discovery. You see why that is a impossible idea.

Are you actively trying to misunderstand the post? The vanilla system of trading commodities, that has been in use till the last major update is meant here.


RE: NOTICE: Regarding Pennsylvania Zoner Pilots Exploit - jammi - 10-27-2024

(10-27-2024, 04:45 PM)Darkseid667 Wrote: Are you actively trying to misunderstand the post? The vanilla system of trading commodities, that has been in use till the last major update is meant here.

Sorry, what do you actually mean by the vanilla system of trading commodities? What are you trading now?