Some additional info the article doesn't address or skims over:
The accounts were suspended for 3 months.
They only suspended accounts that were overly abusing the system. Players that duped on accident, or a small number of times were not punished except for the removal of some of their in-game currency and maybe a ship or two that they bought with the earnings they made from duping.
This is the first time that Star Citizen players have had a wave of suspensions like this for an exploit.
This is most likely because of how this exploit affected the servers. In Star Citizen, abandoned ships stick around forever on a particular instance, so other players would need to hijack/tow/destroy/salvage them to get rid of them. The players abusing this exploit would duplicate ships with cargo (that could be sold) as fast as they possibly could, leaving more ships behind than what the servers can normally handle well.
This also happened around the time of a free fly event where anyone could try out the game for a bit without having to pay. So the game wasn't performing as well as it could have been during this event. Although, tbh, this game usually struggles during free flight events anyway.
Besides updates where overall performance has tanked for a bit, if you generally have issues playing this game then that's more likely a hardware issue.
This game is not optimized and requires a beefy CPU (Performs best using an AMD with 3D v-cache ), a fast SSD (HDD will tank your FPS with all the streaming of assets that needs to happen), and a decent GPU.
The game has been running well since they got rid of the dupers, even with Xenothreat running... now if they would just fix the UI so I can see who I'm shooting at when there are targets/friendlies all over...
This actually might be a good use case for a proof of steak open ledger, kind of like a cryptocurrency, but no crypto required.
Every item in game would have a chain of custody to an origination event, duplicates would be trivially obvious, you could see where bugs are duplicating things, or at least the time they got duplicated.
Incrementing and integer in a database is fine, and efficient, but but when you start to make it a currency, then you have fungibility issues and chain the custody issues like we're seeing now.
Obviously this can always be addressed by writing perfect code and accounting for every origination in the code, but if the programmers aren't perfect, moving to a ledger makes more sense
More like inventory management and less like cryptography. It's an open ledger, which is commonly used in cryptography, but is also useful in inventory management
Right now star citizen has a database, and they control the values in the database, but these duplication glitches mean some of the code which has authority to change these values is doing it incorrectly. So the database itself just has extra integers added all willy nilly.
An open ledger, would provide a chain to custody for every new item in the game, at least the money, making these duplication glitches either impossible or, trivially obvious when they happen
There's no reason this could not be implemented on a traditional database no need to make it open, or using distributed ledger technology, but distributed ledgers exist, and depending on how they program, could be just drop in to their program.
Plus an open ledger would mean all of these space cowboys would keep an eye on it and raise hell when they saw something fishy
It shouldn't have anything to do with client-side code.
The universe infrastructure has a database now, that database now needs to track where money comes from and where it goes, so instead of saying you have a dollar and somebody else loses a dollar it says Bob sent you a dollar.
Or for the ships, instead of duplicating a ship, you update the title record of the ship to say who the current owner is, with a history of all the previous owners.
Something like this would just be cool for MMOs with craftabke items. People.could confirm you made it and now you're a virtually famous item designer or blacksmith or whatever.
Except it's a ledger, not a db. Devs can't alter the ledger, only provide transactions. You get scammed by a player, someone hacks your account and steals your stuff. The devs might be able to give you replacement stuff, but they can't take it from the hackers or who you traded to.
This gets worse with crypto where each item is unique. The devs can't then just make more money/items to replace your loss.
Okay, so I was around for this, so I saw what was involved and the outcome. To do the exploit involved filling your ship with some valuable cargo and then leaving it parked in a spot where it was technically not landed, in order to intentionally glitch the cargo grid. This would then let you sell the same cargo over and over.
The result of this was huge amounts of ships littering the landing zones in a completely unintended way, which would tank both the FPS of anyone else in the area and the server tick rate. This in turn makes the game look worse, it hampers efforts to test other things, etc etc.
As for the testing of exploits argument, CIG did say in their announcement that such is actively encouraged. They only suspended accounts for people who were doing it over and over and over and over and over. Basically anyone who was just using it to grind huge amounts of in-game money and making the play and testing experience for everyone else worse. Most of these people weren't even reporting the bug.
Probably a lot of them were selling the credits on ebay, which… yes, is a thing, sadly. Even though progress is still being wiped occasionally, there's still gold farmers. There's actually a warning you have to click through every single login for this, but I've seen people argue for it, the idiots.
BTW, it's in alpha right now, not pre-alpha (which I don't personally believe is a thing).