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About This Page About This Page: This is a discussion on exploitation within the Jumpgate Evolution General Discussion forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Sigh. The word 'exploit' has many meanings. In computer-games, it has another group of specific meanings. Using the word 'exploitation' in the sense of 'to exploit your natural environment'
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Old 11-27-2007, 06:18 AM   #16 (permalink)
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Re: exploitation

Sigh.

The word 'exploit' has many meanings. In computer-games, it has another group of specific meanings. Using the word 'exploitation' in the sense of 'to exploit your natural environment' in the context of a multiplayer game is valid, but also confusing.

In the context of computer games 'exploitation' usually means 'to use the environment created by the game's designer, for your own gain, in a manner that the designer did not intend.' The part about 'programmer's intention' implies cheating, or gaining an advantage over other players.

So, you're either using semantics to justify your in-game actions or, as is more likely, trolling.
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Old 11-27-2007, 06:43 AM   #17 (permalink)
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Re: exploitation

Technically, the long-honored tradition of power-leveling by spawning flux on demand by repeated jumping in and out of a sector is an exploit.
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Old 11-27-2007, 06:49 AM   #18 (permalink)
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Re: exploitation

One man's exploit is another man's way forward.
What you are doing isn't really an exploit. It's simply playing within the game mechanics, however poorly thought up. Farming as such was not an exploit.
Now if you were to intentionally disconnect with the knowledge that you could reconnect at another part of space to gain an advantage, that would be an exploit. Unfortunately people still do this in Jumpgate Classic.

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Old 11-27-2007, 07:25 AM   #19 (permalink)
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Re: exploitation

Quote:
Originally Posted by Algore View Post
. . . if you were to intentionally disconnect with the knowledge that you could reconnect at another part of space to gain an advantage, that would be an exploit. Unfortunately people still do this in Jumpgate Classic.
I don't see the difference between the two. Both are the result of design and/or programming flaws.
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Old 11-27-2007, 07:30 AM   #20 (permalink)
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Re: exploitation

Exploit:
1. Use to one's advantage; "He exploit the new taxation system"; "She knows how to work the system"; "he works his parents for sympathy".
2. Draw from; make good use of (resources).
3. Work excessively hard.

I exploited the Webster dictionary to get the definition to the word exploit

With this definition the original post makes complete sense. However, from the beginning of MMO gameing exploit has taken on a more negative meaning.
1. Using the environment in a way the developers did not intend.

Example: finding a loophole that lets you duplicate Items or currency.

Personaly, I firmly believe it is the responsability of the developers to close these loopholes quickly as they come to light. Players are going to play the environment as it stands.

Responce to original post:
How well you can exploit (posative definition) the environment is what defines you as a noob or a vet. Some people can find the most optomal ways to do things than others. Realy good MMOs have an environment complex enough but simple enough to create a mix of noobs and vets.
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Old 11-27-2007, 07:44 AM   #21 (permalink)
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Re: exploitation

Quote:
Originally Posted by Bingofuel View Post
Personally, I firmly believe it is the responsibility of the developers to close these loopholes quickly as they come to light. Players are going to play the environment as it stands.
That's the rub, right there. Players don't define exploits, programmers do. How many times has it been said that it comes down to 'programmer's intentions'?

Clearly, unless one of us is claiming to be psychic, that means it's up to the programmers to define what is an exploit and what isn't. We just play the game, they make the rules.

If it were an exploit, the programmers would say so. If they don't, then it's business as usual.

Shortcut <> Exploit
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Old 11-27-2007, 08:00 AM   #22 (permalink)
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Re: exploitation

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Originally Posted by Tim View Post
That's the rub, right there. Players don't define exploits, programmers do. How many times has it been said that it comes down to 'programmer's intentions'?

Clearly, unless one of us is claiming to be psychic, that means it's up to the programmers to define what is an exploit and what isn't. We just play the game, they make the rules.

If it were an exploit, the programmers would say so. If they don't, then it's business as usual.

Shortcut <> Exploit
My sentaments exactly.

Most negative exploits were unforseen by the developers. Untill the masses start playing the game these exploits won't be found. But it is the responsability of the developers to code new rules that shut the exploits down before significant damage is done. Just stating something is an exploit without changeing the code will not make the exploits go away. People will continue exploiting the exploit.

For years the devs were saying the matter farms were an exploit, but people kept the farms going untill the code was changed to kill the matter farms. I'm pretty sure this dev team now realises only action will stop negative exploiting.
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Old 11-27-2007, 08:05 AM   #23 (permalink)
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Re: exploitation

Quote:
Originally Posted by Bingofuel View Post
For years the devs were saying the matter farms were an exploit, but people kept the farms going until the code was changed to kill the matter farms. I'm pretty sure this dev team now realizes only action will stop negative exploiting.
For that specific example, the dev's never said it was an exploit. There was no official word either way, that's a major part of the reason it was such a hotly debated issue.

Now, if dev's _do_ come out and state that a given action is an exploit, they don't necessarily have to recode things. often times, recoding isn't a viable option. I would think that as long as there are in-game repercussions for using the declared exploit, that seems close enough.
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Old 11-27-2007, 09:44 AM   #24 (permalink)
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Re: exploitation

policing the community takes man power, manpower cost money. Man power is not even handed. It also doesn't stop negative exploiting. People will exploit an exploit and continue to do so despite any repercussions. I have played enough MMO games to know it be true.

It is by far more efficient to change some code and make things fair for everyone. Changing code to close holes is always the viable, cost effective, and efficient option. There is no reason why the game can't police itself through good coding. If the coding is good there should be no reason for GMs to exist except for dynamic events.
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Old 11-27-2007, 10:12 AM   #25 (permalink)
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Re: exploitation

Quote:
Originally Posted by Ambrosius View Post
I don't see the difference between the two. Both are the result of design and/or programming flaws.
2 what?

Btw, I just exploited the forum post button to post this response. Oh, and I exploited the quote function too. In fact, this morning I exploited toilet roll to clean my ass. Tomorrow, when I work out how the toilet roll exploit works properly I won't have any skid marks on my boxers.

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Old 11-27-2007, 10:13 AM   #26 (permalink)
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Re: exploitation

Quote:
Originally Posted by Ambrosius View Post
I don't see the difference between the two. Both are the result of design and/or programming flaws.
One would have got you banned on the EU server. Ill give you a clue. Its not spawning flux, and it really should be classed as cheating.
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Old 11-27-2007, 10:17 AM   #27 (permalink)
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Re: exploitation

Quote:
Originally Posted by dailatron View Post
One would have got you banned on the EU server. Ill give you a clue. Its not spawning flux, and it really should be classed as cheating.
Lots of things could get you banned on EU.

Or is killing people an exploit now?
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