Let's talk about the economy exploits. What's happening?
TL;DRA strike team is working on the known economy exploits and on how to escalate future reports, and is looking at limits on selling, inventory and exchanges, but the specific fixes can't be shared.
In terms of the economy in general, I think we're up to seven or eight right now. First of all, we have a strike team on this at the moment, looking at all these different things. There's a couple of ways in which there's been potentially duping, ways to earn rewards you're not supposed to have. And so we're looking at all these exploit vectors, right, to fix them; obviously, that needs to be prioritized. The big conversation that was spawned from that is: we're a game in development, but we're also delivering a live service, right? And so we don't have a framework for this, in that internally, when we get exploit reports, we don't necessarily automatically prioritize them. So the conversation that was spawned was, okay, well, there are going to be exploits, right? Every game has a series of exploits for the entirety of its life, right? No game has no exploits. And so the question is more, how do you respond to it, right? And so historically, exploits have always taken a lower priority to ongoing development, right?
I'm going to jump in. You're tense-switching between past and present. You're talking about the past right now.
The past. In the past, exploits would be bugs like any other. Depending on the severity, sometimes they got escalated. So now the conversation is about when we do get an exploit report, how do we deal with it? How do we escalate it? How do we respond to it? And so for the current ongoing exploits that we know about that have a damaging effect on the economy, currently we're dealing with them the same way we've dealt with the other hero strike teams. And so we're looking at each one of them and confirming the fixes, right? Because sometimes you fix an exploit, there's a second vector right away. So those are complicated fixes sometimes. So we're dealing with these things right away. But the big thing that this also puts in light is that even a minor exploit at the moment has a very large effect on the economy, because there are many limits that are not in place. And so at the moment, we're also looking at overall economy design and limits around selling, inventory capacity, exchange limits, ongoing active tracking of player trades and/or large purchases, things like that. Now, we want to make clear that we want the economy to be fun and movable, but we also need some protectionism behind it. And so that's what we're looking at at the moment. Now, I don't have all the solutions; I didn't write them out or show them. But this is the spirit that we're in at the moment on these economy exploits.
We can't tell you how we're going to fix it. We can't tell people what we're doing, because knowledge is power. If they know what we're doing, then they can run with it.
Yeah, well, every time it touches security, anti-cheat, economy, exploits, it falls into that area where we can't be as transparent as we'd like to be. And you're going to miss things. That's the main thing.