![]() ![]() He estimates that the accounts of 95 per cent of the affected users have been restored, but he acknowledges that "some people are still unhappy". The spokesman says that the company pushed out an update to restore inventories and that it's also responding to emails, voicemails, and forum posts from individual users complaining about the state of their accounts. ![]() The trouble is that the script also removed legitimate paid-for items from the accounts of an estimated 70,000 players, and the company is still struggling to appease an army of angry customers. So, Kabam's engineers wrote a script to remove these illegitimate items. The following morning, the company realized that tens of thousands of players were creating an "astronomical" number of these digital game pieces, causing a kind of power imbalance across its virtual world. With its update to Kingdoms of Camelot – a Facebook game that has 2 million active users – Kabam inadvertently introduced a bug that allowed players to gift each other virtual goods for which they would ordinarily have to pay (real) dollars. But that same day, engineers pushed out an update to one of its massively multiplayer Facebook games that would challenge the tiny startup's ability to cope with its own success. On August 4, Kabam turned up in The Los Angeles Times, lauded as a small social gaming company "quietly gaining momentum" in an arena dominated by giants like Zynga, Electronic Arts, and Disney.
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