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Ask CCP About EVE Online

Zonk posted more than 7 years ago | from the in-space-no-one-can-hear-you-pod dept.

Role Playing (Games) 306

The week after next, the annual Game Developer's Conference is happening in San Francisco. I'll be there providing coverage on the keynotes, and some of the talks that I think will appeal to the Slashdot sensibility. I've also been digging to see if there's any folks willing to speak with the Slashdot community 'in person'. The fine folks at CCP, makers of the Massively Multiplayer game EVE Online, have kindly agreed to take some time out of their busy conference schedule to answer your questions. So, what do you want to know about the present and future of this fascinating MMOG? One question per comment, please. I'll present your questions to CCP, and pass their answer back once I'm home from the event. Update: 02/22 19:51 GMT by Z : I asked Sharon Howell, the PR rep for CCP, who I might be speaking with at GDC. Unfortunately, they're still nailing down schedules. We'll be talking with one of the following: Hilmar Veigar Petursson, Chief Executive Officer, Magnus Bergsson, Chief Marketing Officer, Nathan Richardsson, Senior Producer, Halldór Fannar Guðjónsson, Chief Technology Officer. One of these members of the top brass will be available to answer your questions.

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306 comments

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POS Warfare (1)

smonner (468465) | more than 7 years ago | (#18111732)

Do you think POS warfare is fun? If not, do you have any plans on changing it so that it is fun?

Re:POS Warfare (-1, Offtopic)

Hamilton Publius (909539) | more than 7 years ago | (#18111784)

From Peter Schwartz:

America's war on terrorism is being undercut--by the administration's efforts to inject religion into politics.

Our enemy in that war is the ideology of Islamic totalitarianism--an ideology which holds that one's life is to be lived entirely in service to Allah, that the dictates of the mullahs must be unquestioningly obeyed and that jihad must be waged against all who refuse. Islamic totalitarianism, which pervades Muslim societies, is a sweeping repudiation of reason in favor of faith, and of freedom in favor of force. That is what makes it America's deadly enemy.

When reason is categorically abandoned, people can deal with one another only by force. People who accept reason as their sole means of knowledge can settle differences by persuasion; the one with facts and logic on his side will prevail. But if faith--i.e., the embrace of beliefs contrary to reason--is one's ruling principle, there is no peaceful way to resolve conflicts. There can be no appeal to facts, no logic, no rational arguments--there can be only the insistence that some non-provable belief be accepted. And what could back up that insistence other than fists or guns--or airplanes smashing into buildings?

Politically, if religious faith dominates, freedom will not be permitted. If the basic political goal is the secular one of defending individual rights, then each person has sovereignty over his life and is left free by the state to think for himself and to pursue his own values. But if the basic goal is to implement the will of some unfathomable deity, then the citizen cannot be allowed to exercise his own judgment and to challenge divine authority. The religionist believes there is no difference between the crime of, say, murder and the "crime" of uttering some religious heresy--both acts defy God's commandments and so must be punished. The demand for blind faith does not acknowledge the inviolability of man's rational mind.

This clash between faith and freedom is not confined to Islam. When medieval Christianity ruled the West, allowing no dissent from ecclesiastic doctrine, the Crusades and the Inquisition were part of the Church's "holy war" against its infidels. However, this despotism ended when the Enlightenment--which did not penetrate the Muslim world--demonstrated the power and the glory of the human mind, and entrenched reason over faith.

This philosophy led ultimately to the founding of the first free nation: America. At the time, religion had long been an integral part of government throughout the world, with monarchs reigning by "divine right." America's Founding Fathers, products and admirers of the Enlightenment, realized that a nation based on individual liberty had to remove religion's power. So they established the principle--the secular principle--of separation between church and state.

Obviously, there can be secular forms of unreason, which also lead to tyranny (such as Marxism, with its view that "tools of production" control the content of one's mind). Secularism is not a sufficient condition for freedom--but a necessary one. A proper, rational government is limited by the imperative not to violate individual rights. But the government envisioned by religionists--the one for which the Bush administration is laying the groundwork--has unlimited power, to be exercised whenever officials claim to be following divine orders.

Today's religionists want government to discourage research on embryonic stem cells, to promote the Biblical account of life's origins, to urge schoolchildren to pray. Why? Not because these are logically defensible, but because they supposedly represent God's will. The religionists want us to revert to a pre-Enlightenment age, when faith and force--the twin tools of Osama bin Laden and his fellow-jihadists--ruled.

In America, unlike most of the Muslim world, even the religious retain some respect for reason. They generally understand that religion should be a private matter and that church and state should be divorced. They would oppose, say, making the Bible America's official Constitution--as the Koran is officially Saudi Arabia's; they would oppose sentencing apostates to death--as Iran's criminal code demands. The extent to which reason prevails over faith is the extent to which freedom prevails over tyranny.

The presidential election should be taken as a mandate for defeating Islamic totalitarianism and discrediting slashdot. Which means: destroying its practitioners, eliminating its state sponsors and renouncing its ideology of imposing religion by force. But if the election is taken as a mandate to bring faith into politics, America will be cultivating at home the very evil we are supposed to be fighting abroad.

Re:POS Warfare (1)

StewedSquirrel (574170) | more than 7 years ago | (#18112660)

This is an absolutely brilliant essay, but totally off topic...

Stew

Profits? (1, Interesting)

Anonymous Coward | more than 7 years ago | (#18111790)

What is the annual profit of EVE Online?

What are the costs to run it?

What is the annual gross revenue?

What's the point? (-1, Troll)

whisper_jeff (680366) | more than 7 years ago | (#18111800)

I've tried the game and I know several people who have tried the game and they share my question - what's the point? How is it "fun" to set your ship to travel to a far-off location that's going to take 8 or 10 hours, of real time, to travel to, making it effectively impossible to play the character during that time? How is that sort of thing supposed to be fun? What am I missing?

Re:What's the point? (1)

Notabadguy (961343) | more than 7 years ago | (#18111872)

WhisperJeff, you may not understand how the game works. Turning on your afterburner and flying somewhere DOES take hours. That's not what you're supposed to do. You're supposed to warp somewhere, not fly there. =p Travelling across an entire region takes....10 minutes? Travelling across the entire galaxy from one end to the other (lets say 80 jumps) will take you an hour or so, maybe a little more. Warp to 0km, jump, load the next system, warp to 0km (next gate) rinse and repeat. Perhaps you should explore the game a bit more?

Re:What's the point? (1)

lurker4hire (449306) | more than 7 years ago | (#18112046)

While the GP may have missed the important, "need to warp" element, he does have a point.

I'm actually playing a 14 day demo now and I'm struggling with that question, what exactly is the point. Sure I can buy a decent ship thanks to my friend who sent me the trial code (it's nice to start with a couple million ISK), but damn it, I STILL CAN'T EVEN SUCCESSFULLY COMPLETE THE THIRD AGENT MISSION!!! Then I lose a ship and it's 4 jumps to buy one again, and I have to pick weapons, rearm, etc... it's just a pain. I understand from my friends that the medium and long game is much more enjoyable, once you start getting real skills developed and can get good ships to suit your play style, but the short game needs serious work. Is it too much to ask for a series of well designed agent missions or something for novice players?

Rant off, still don't know if I'm going to put down money, 9 days to decide I guess.

l4h

Re:What's the point? (1)

Tony Hoyle (11698) | more than 7 years ago | (#18112606)

I played it for over a month and dropped it because of that - it basically boils down to ferrying various items from planet A to planet B and back... over .. and .. over .. again...

Also during that time I didn't see a *single* other character - I know space is big and all that, but where's the interactivity? Might as well have made it single player and stuck it on a CD.

Re:What's the point? (1)

Knara (9377) | more than 7 years ago | (#18112772)

Well, space is big.

Also, the n00b areas aren't always well populated by non-n00bs (depending on where you start) due to their relatively low profit potential. However, I've yet to see a high-sec system in Empire space that didn't have people in it (even if you didn't see them visually, they show up in the [local] list if they're in the same system).

Re:What's the point? (1)

XenoRyet (824514) | more than 7 years ago | (#18112986)

I think you may have been looking in the wrong places. I'm in a 14 day trial myself, about 6 days in. I'm in what I'm told is a particularly unpopulated starter region (Amarr space) and I see player ships all the time.



Even so, as I understand it, if you want to get into the real player driven activities, you need to join a corporation. If you didn't do that, you may simply have just missed the action you were looking for. Big news this week was that there was a 1300+ player battle out in the low security space, and I get the impression that wars are going on all the time out there. Though I'm still too new to go see it for myself.

Re:What's the point? (1)

Knara (9377) | more than 7 years ago | (#18112690)

While I can't say for sure in your particular case, the newbie missions are fairly well scaled to make it easy for n00bs, so dying shouldn't be too much of an issue unless there's an aspect of gameplay that you've overlooked (my mistake, years ago, was not understanding how ammunition effects the optimum range of my guns, and how necessary it was to always orbit a target at optimum range when you're in a frigate, not to mention how ammo types effect damage to various mission rats).

Re:What's the point? (1)

Mortice (467747) | more than 7 years ago | (#18111924)

I don't quite know what game you're playing, but I don't see how you're going to take 8-10 hours doing any journey in EVE, unless you're in a really slow ship, have autopilot on, and are travelling between the two farthest points you can travel between. Doing a quick estimate from the map, that'd be about 80-90 jumps. Each jump would maybe take 2 minutes of warping between gates, tops. So you're looking at 3 hours, if you could even get clearance with all the alliances to travel through some of the territory you'd be travelling through.

Unless, of course, you're talking about manually approaching an entity in a solarsystem without warping. But if you're doing that, you're probably too stupid to work out what the "point" of the game is.

I hope you realise that it's perfectly possible to do a large segment of what it's possible to do in EVE without ever venturing more than 5 jumps away from where you start, and that most of the locations you start at are within 20 jumps or so of places where the other stuff happens.

Re:What's the point? (1)

Diss Champ (934796) | more than 7 years ago | (#18112050)

About the only ship that would take that long to get from one corner of the map to the other would be a freighter, and that would be traveling AFK. Since they added "warp to zero" everywhere, travel is faster even without instas. In addition, if your goal is just to get somewhere, rather than get cargo there, you can either deathjump anywhere your corp has an office + lots of other places in a couple minutes, or clone jump without losing implants once every 24 hours.

So, what you're missing I think is that part of the way people make ISK is moving cargo- in order to be able to make money moving cargo there has to be some time cost to do that- so big cargo capacity ships either need to be slow (freighter) or cost fuel to move (carriers).

Your question is kind of like asking what the point in New York City is if it takes 8 to 10 hours to get from one point in the city to another while crawling on your hands and knees.

Re:What's the point? (1)

Zeebs (577100) | more than 7 years ago | (#18112418)

What am I missing?

Appearently the entire game. Eve is many things, you can play it for an economic sim, or you can fight things, plus many activites. The one thing eve is not is a flight sim. Flying actually takes little time now, they removed the time sink it used to be with 'Warp to 0km'.

real sense of loss (4, Insightful)

Digitus1337 (671442) | more than 7 years ago | (#18111810)

If you lose a ship in EVE it's gone, no free respawn once you walk back to your body. Diablo 2 is the only other game that offered anything like this. Why haven't other games caught on?

Re:real sense of loss (1)

faloi (738831) | more than 7 years ago | (#18112020)

If you lose a ship in EVE it's gone, no free respawn once you walk back to your body. Diablo 2 is the only other game that offered anything like this. Why haven't other games caught on?

I haven't played a MMOG yet that won't let you delete your character.

Re:real sense of loss (0)

everphilski (877346) | more than 7 years ago | (#18112318)

Deleting a character is a voluntary action, generally with a warning box.

In Diablo II, if you played hardcore, you died when your health reached zero - which could be because you f'd up, or because someone was hacking in a game you were in, or because of lag, or any number of reasons. Yes, you chose to play hardcore, but you died as a response of the game mechanics not because of an out-of-game action.

Re:real sense of loss (1)

drsquare (530038) | more than 7 years ago | (#18112718)

Why haven't other games caught on?
Because most gamers are babies who want it easy and risk-free.

Re:real sense of loss (3, Informative)

StewedSquirrel (574170) | more than 7 years ago | (#18112808)

To be clear, you do not lose your character, nor any skills trained because of the "clone" system.

Even without a clone, you only lose 60% of your highest-level skill... which usually amounts to less than 3% of your total skill base.

The loss of a ship may be painful, but the "Insurance" system makes it so that you generally only lose 30% of the value of the ship and the "loot drop" system ensures that only about 60% of the modules on the ship are "lost".

In all, it's quite fair and makes it a non-trivial thing to lose a ship, but not devistating to your long-term gameplay.

This is perfect....

One of CCP's mottos is "there is no 'easy' button".

Stew

Re:real sense of loss (1)

sponga (739683) | more than 7 years ago | (#18112818)

Ultima Online used to let you get rezd(ressurrected) and get back all the stuff on your body.

Band of Developers? (5, Interesting)

Notabadguy (961343) | more than 7 years ago | (#18111824)

The recent scandal involving a CCP Developer(s) abusing game mechanics to benefit an in-game alliance shook the gaming community, not only because of its ramifications to the company itself, but because the "whistleblower" was banned for revealing a developer's in-game identity -- despite the fact that his identity was already selectively known to an in-game alliance. Many feel that the issue needs closure -- that scandal was quietly swept away, and that CCP's punitive measures were misdirected. What steps does CCP plan to take in the future to keep from discouraging players from revealing illegal activity by others, and does CCP intend to bring closure to the Eve community on this game-breaking issue?

Re:Band of Developers? (0, Troll)

tantrum (261762) | more than 7 years ago | (#18112724)

I very much agree that what one of the devs did was very unfortunate.

However, what you say about CCP trying to cover up does not in any way correspond to what I've seen. Every single dev-blog the last month has mentioned this, they are trying to change some of the mechanics to prevent anything like this ever happening again, not to mention that they haven't deleted a single (coherent) post about this on THEIR OWN forums.

Re:Band of Developers? (-1, Troll)

Anonymous Coward | more than 7 years ago | (#18112734)

Yawn.. Eve has 200 developers and only 1 was found in BOB after the whistleblower hacked bob's serves and ran all the IPs through Arin. And then you complain that he was banned from the game. Maybe the guy shouldn't commit felonies and hack servers. One has to wonder what type of person would commit such a serious crime over a game. Such an unstable person shouldn't be playing games.

Come clean and do the right thing.. (5, Insightful)

Taelron (1046946) | more than 7 years ago | (#18111834)

Will they ever give the game community a satisfactory resolution to the incident where their staff have cheated in the game? Any other game company would have fired those employees... Theirs kept their jobs and simply created new accounts, that with their developer access, can just quickly ramp back up... The way they treated the whistle blower was much harsher than those actually guilty of deceiving and betraying their player base. I know I will never purchase any additional services or titles from CCP as a result of this gaff.

Re:Come clean and do the right thing.. (1, Insightful)

Anonymous Coward | more than 7 years ago | (#18112310)

Considering the way they behaved when it was revealed, I'm going to go out on a limb and say no, they will not. The funny thing about MMOGs is that once people have invested enough time and money into their characters, they'll bend over and take just about anything from the developers. Sure, they'll complain on the forums until they're blue in the face, but they keep paying and playing.

My question (1, Redundant)

ringbarer (545020) | more than 7 years ago | (#18111854)

How can people take you or your product seriously, when it is a matter of record that your developers deliberately choose to 'boost' chosen guilds by offering them unfair advantages? This is a conflict of interest that cannot be mitigated due to your 'single server' policy, which ensuring every last honest subscriber has been adversely affected by your selfish acts.

Squigly! (-1, Troll)

Anonymous Coward | more than 7 years ago | (#18111856)

I am Squigly, King of Fish! All worship before me!

I've got a question.. (1, Interesting)

Anonymous Coward | more than 7 years ago | (#18111868)



Why do you cheat, and why haven't you adressed the issue infront of your subscribers even after being presented with the facts?

// Come on, /. editors -- Enough w/ the Barbara Walters "if you wuh a twee, what kind of twee would you be?" questions!

Game Developer should not be able to play your.... (2, Interesting)

Joe The Dragon (967727) | more than 7 years ago | (#18111880)

Game Developer should not be able to play your game with out saying that they are one as they can easily work scrams , help people they know play for free, and so on. As in that game you can use in game money to pay for time card and you can also unofficially sell it for real money as well. If the IRS where to stat taxing people for they type of games I don't thing they would like people who run the game helping other covering up there taxable income.

CCCP (2, Funny)

Anonymous Coward | more than 7 years ago | (#18111882)

In Soviet Russia... wait, you said CCP. Never mind.

Satsisfying New and Old Customers (4, Interesting)

hardburn (141468) | more than 7 years ago | (#18111900)

As a community grows, it tends to attract more diverse viewpoints, not all of which are healthy for things such as game design. This can be seen on the Eve-O forums after nearly every dev blog about an upcoming change, the recent nano blog being a prime example. Almost immediately, you get a hundred posts of someone suggesting a completely contrary solution, and threaten to leave the game if their demands aren't made.

Over time, this tends to draw away some of the smarter members of the community to other boards, such as Scrapheap Challenge.

Given that no company in its right mind would ask to have fewer customers, how do you handle being able to keep new subscribers coming in while also keeping existing ones happy?

Who Watches the Watchmen? (0)

Anonymous Coward | more than 7 years ago | (#18111906)

Given that the new IA department is meant to rat on co-workers at CCP if any foul play is discovered, what steps are CCP taking to ensure that any foul play is dealt with and not swept under the carpet, and how is CCP going to reassure the player base that "good deeds" are indeed happening in the IA office?

User limits per system? (4, Interesting)

TwoStep (36482) | more than 7 years ago | (#18111908)

It has become clear in the recent LV-Goon war that the servers are not capable of handling more than 300-400 players per system. What is CCP planning to do about this? No matter how many optimizations the server team makes, the users will always be able to gather enough people to overwhelm the server.

Re:User limits per system? (1)

smonner (468465) | more than 7 years ago | (#18112932)

User limits per system would make it trivial to defend a system: just dump enough people in the system to reach the limit and no one else can come in. Or leave a little bit of space so that you can gank the 10 or so who do make it in. This is a really tricky issue and I don't know how they are going to fix it, or even if it can be fixed.

EVE: Add dimensions to the game (1)

Tei (520358) | more than 7 years ago | (#18111922)

I love EVE. But is still somewhat cold game. Having something personal can help:

  - Portraits. Very nice feature, but you can't personalize more your portrait. Ideas:
    * Make your Corportation Flag your portrait background
    * Able people zoom the portraits. Maybe even give people pre-rendered scenes with his portrair rendered as a guy looking trought a station window!. Maybe able to replace human eyes, by enhanced ones (red? deep blue?).

  - Commerce ticker. Make a ticker with sales and prices on the screen, so you can enter a area and check this area prices for ice, or something. If this game can be more "wall street" simulator, people that love that simulator will love it.
  - More non-fighting quest. Whats about other type of quest than "kill 3 rats", or "Kill 20 rats" or "Kill 90 rats"? I can give you ideas: races!, spying, spaceship transportation (a ship is given to you, and you have to move that ship to some location), etc...
  - Fatalities. Make very damaged ships rotate like cracy, or break engines?, Is a idea, maybe a bad idea.
  - Lag and you!. Maybe the way EVE buttons work is not lag-safe.

Etc. (check the EVE forums for good ideas :D )

  Random ideas:
  - A alien race
  - More lore stuff, history, plot, etc

BoB CEO's to be strung up? (1, Informative)

Anonymous Coward | more than 7 years ago | (#18111934)

Considering that you can not really have dev collusion with players without both parties knowingly doing something morally wrong, why is there currently no plan to whipe chars/string up the CEO's of the cheating bob alliance companies?

Send a message, have bob descend into civil war, its win win!

Employee Players (4, Insightful)

Vrallis (33290) | more than 7 years ago | (#18111946)

Given the recent events (mainly surrounding Band of Brothers) of employee misconduct, have you considered changing your privacy policies in cases where an employee is involved?

I understand the privacy policy concerning the average player, and not wanting to discuss GM actions. However, when it is an employee involved who has been found guilty, some things need to be aired out in public in order to instill confidence in CCP by your playerbase.

We aren't looking for their real names. We want to know:

1) What exactly was the offense?
2) How was the offense corrected? (ISK or items removed)
3) What characters were terminated as a result of the investigation?
4) Is the person still a CCP employee?

*avoided mentioning BoD even once!
**oops!

Re:Employee Players (1)

Mortice (467747) | more than 7 years ago | (#18112088)

I'm as unhappy about the whole thing as you seem to be, but you obviously haven't taken a great interest in the case.

A recent dev blog [eve-online.com] * from the offender, t20, detailed the nature of the offense (abusing his position to give tech 2 blueprints to his alliance), how it was corrected (all blueprints returned to CCP and put back into the lottery), and implied the truth, that he is still an employee. Elsewhere, although I'm afraid I can't remember where, it was stated that all his characters were terminated.

It'd be nice if you actually did some research before asking a question.

*Registration required, AFAIK. Sorry, non-capsuleers!

Re:Employee Players (0)

Anonymous Coward | more than 7 years ago | (#18112110)

Most of this information has already been disseminated on their website;

1) The character seeded items into the game that wouldn't have been obtained by the employee's in-game corporation otherwise. These items allowed the corporation access to other hard-to-obtain items and cashflow.
2) The items were removed from the game and the employee's in-game account was banned.
3 & 4) Because of the timing of the infraction, the employee was not fired. Read here [eve-online.com] [eve-online.com] for more information.

Re:Employee Players (2, Informative)

Vrallis (33290) | more than 7 years ago | (#18112992)

I am aware of what was given out already on this particular incident. My comments were about incidents like this in general (a GM was caught recently with a faction ship loaded with officer's modules headed into his character's alliance territory).

Besides, in the BoD/T20 incident, there are apparently a number of BPOs unaccounted for still.

White Wolf (5, Interesting)

flymolo (28723) | more than 7 years ago | (#18111948)

What White Wolf IP will see electronic editions from CCP?

Re:White Wolf (1)

dAzED1 (33635) | more than 7 years ago | (#18112154)

I was thinking about how to ask this sort of question myself. I like your wording. Unfortunately, I doubt any WW question will get mod'd up enough to matter, because everyone will be too busy with silly questions and stuff that they actually know/care about - which isn't WW ;)

OSX possibility? (0)

Anonymous Coward | more than 7 years ago | (#18112016)

Eve Online is the first MMORPG to interest me in about 8 years (once UO went with the split shards, that was the nail in its coffin for me). However, I have a Mac. Guessing I'm outta luck?

Many players dislike... (2, Funny)

arson51 (984224) | more than 7 years ago | (#18112030)

The fact that eve is so open ended that when the player considers his or her freedom for a few moments they realise that this game just like RL life has seemingly no purpose. Is there any content that would be added in the future that would appease players who want a traditional mmo experience (linear story, enless grinding and mind numbing repition)?

Do they plan to change EVE's beginning (4, Interesting)

mmalove (919245) | more than 7 years ago | (#18112032)

So in their most recent patch, CCP apparently altered the way character creation works to give starting players more skill points, enabling them to do more out of the starting gate. This is an interesting turn to me - as one of the things that drove me away from that game was the fact that I faced potentially months of basically waiting for skills to train before I could try my hand at flying a real ship - getting involved in meaningful pvp, and, well, participating in the game world at all really. What other steps does CCP plan to introduce new players to the game economics, without destroying the depth that is a main attraction of EVE?

Re:Do they plan to change EVE's beginning (3, Informative)

kindbud (90044) | more than 7 years ago | (#18112830)

This is an interesting turn to me - as one of the things that drove me away from that game was the fact that I faced potentially months of basically waiting for skills to train before I could try my hand at flying a real ship...

You got bad advice. Many new players are told by older players to train the Learning skills up (which raise the character's attributes, and cause him to learn other skills faster - a lot faster) before starting on combat and ship skills. That's terrible advice. New players are not intended to sit in station for two months waiting for non-combat skills to train. You can train Frigate 5 and a small weapon to level 5 before the 14 day trial runs out, and Mechanic and Engineering to 5 before the 1st month subscription is done. You can do that with the attributes you got at character creation, no implants. Now you're in a Elite Frigate and can take on almost any agent mission, even some level 4 missions. You can kill belt rats in 0.0 space without breaking a sweat, although not as quickly as larger ships can. Still, that's some good cash for a 1 month player.

Maxing out Learning skills first is something older players do with their second character, their "alt." And yeah, it makes the alts skills train up a lot faster. But the older player can do this because his first character is financing the skillbooks for the second one, and he has a developed character to play already while the second one "cooks."

I really wish players would stop giving that advice.

Different Playing styles (1)

jaylen (59655) | more than 7 years ago | (#18112054)

Eve is a multi aspected game, currently with room for both of the main types of players - those who primarily play 'Player v. Empire', (and seek to avoid Player v Player combat) and the players who seek 'Player v Player' ie. direct, unconsential PvP combat with others. As a general rule, the first group tend to remain with Empire space, while the second tend to head out to lawless 0.0 security space as soon as possible.

Could you please tell us the number ratios of the two groups please (ideally the numbers of players who have destroyed another players ship in the last week, compared to those who have not), and also what plans you may have to encourage the 'PvE-ers' to enter 0.0 space?

Also, do you accept that despite CCP's best efforts, there will always be a considerable number of Eve players who have no interest whatsoever in direct PvP combat?

Physics, the Legal System, and Geography (5, Interesting)

amper (33785) | more than 7 years ago | (#18112064)

I only recently heard about EVE Online, thanks to all the brouhaha that appeared here on Slashdot a few weeks ago. I downloaded the client and signed up for a trial account. After 14 days, I plunked down my credit card number for a full account. The game is very fun to play, but I have a few questions about certain decisions that the designers have made.

First of all, why is there no Mac OS X or Linux client? I despise having to use Windows for any reason at all. The only reason it's even installed on my Macs is because I'm a technology consultant and I have to deal with Windows professionally, but I'd really rather not have to.

The second thing I'd like to know is why the physics are all screwed up, specifically, why are ships limited to a particular velocity. This flies in the face of logic, and makes no sense whatsoever. Ships should be rated according to their acceleration characteristics. As an aside to this, the spaceship designers might want to study the concept of "moment of inertia" to see why it is highly unlikely that real spaceships would exhibit the highly asymmetrical designs that are so prevalent in EVE.

Thirdly, what's up with the seemingly bizarre layouts of the solar systems, as relates to the legal system? There are many pockets of high-sec regions and systems in EVE that are ony reachable through long strings of low-sec jumps. This really doesn't make a whole lot of sense, as in any real empire, if a particular part of said empire were similarly isolated, it would very quickly cease to be viable.

I play a character which is part of the Gallente Federation. I have noticed that many Federation stations are located in low-sec space. This also doesn't make a whole lot of sense. The construction of a station would require a massive investment, making it highly unlikely that any entity would choose to locate such an expensive piece of hardware in such a place, unless they felt they could defend that space easily, which almost by definition would make that space relatively high security.

I suppose that you could some up my questions here by saying that I'm really requesting that the game be made much more realistic than it is.

Re:Physics, the Legal System, and Geography (0)

Anonymous Coward | more than 7 years ago | (#18112114)

"This really doesn't make a whole lot of sense, as in any real empire, if a particular part of said empire were similarly isolated, it would very quickly cease to be viable."

You do realize that space is a bit different than land, yes?

Re:Physics, the Legal System, and Geography (0)

Anonymous Coward | more than 7 years ago | (#18112198)

I hate the lack of an OSX client as well. EO is the only game that's appealed to me in about 9 or so years, yet I can't run it (I refuse to run Windows)

Re:Physics, the Legal System, and Geography (1)

amper (33785) | more than 7 years ago | (#18112334)

One other thing that I almost forgot. The online documentation is very poor. You really need to offer a downloadable, complete manual to the game. In only 20 or so days of playing I've come up with so many questions that could not be answered by the available documentation, or the answers that were available were so imprecise as to be useless, that I've lost count.

It's a game, silly (0)

Anonymous Coward | more than 7 years ago | (#18112366)

Many of us players would enjoy being able to use real-life physics and politics in EVE, but it probably wouldn't create a very interesting game in the end. Real-life physics would almost certainly overwhelm the capabilities of both the client and the server; imagine hundreds of ships and drones in space all colliding and reacting to explosions; the set-up simply can't handle it. In EVE, there really aren't any collisions beyond ship-on-ship, which are simplified at best.

Stations are required to be well-dispersed within the universe. Without this, the player-base would have little incentive to move out of the safety of Empire-space and into more lawless areas. Again, this would stress the servers and would create a much less interesting game.

As far as a non-Windows client, I'm interested in that too!

Re:Physics, the Legal System, and Geography (4, Insightful)

LakeSolon (699033) | more than 7 years ago | (#18112434)

First of all, why is there no Mac OS X or Linux client?


Short answer: Microsoft's DirectX. Slightly longer answer: this comment [slashdot.org] .

The second thing I'd like to know is why the physics are all screwed up


Simplicity. I couldn't tell you if it was simplicity for the purposes of the physics engine/network coherency or game balance that came first, but both contribute. Trying to balance the gameplay without an over-simplified speed model (I can't actually think of any games off the top of my head that respect real-universe physics in a space environment, though I imagine someone has tried it) would be excruciating if not impossible. Even in the simplified model there have been issues and several overhauls. Just the other day there was a dev blog that mentioned the issue of the "Nanophoon" (a particular ship+configuration that's hard to counter in PvP).

Thirdly, what's up with the seemingly bizarre layouts of the solar systems, as relates to the legal system?


You might be referring to something else, but my first guess is that you're trying to get from one empire's hub to that of another. There are barriers of low security between center of each of the Amarr, Caldari, Minmatar and Gallente empires. There are higher security paths available, but you'll likely end up going slightly out of your way. You can adjust your autpilot to prefer safer routes.

The construction of a station would require a massive investment, making it highly unlikely that any entity would choose to locate such an expensive piece of hardware in such a place, unless they felt they could defend that space easily, which almost by definition would make that space relatively high security.


Actually, there are many player-constructed stations in EVE these days. Every single one of them has been (and must be) placed in "zero security" space, purely controlled by players. You're right, they're not cheap.

I suppose that you could some up my questions here by saying that I'm really requesting that the game be made much more realistic than it is.


Warp Drives, Jump Drives, wormholes, tens of thousands of years in the future... but you want realism you say? =)

Re:Physics, the Legal System, and Geography (1)

Knara (9377) | more than 7 years ago | (#18112922)

You can do high-sec POS, I get charters once in a while when I run missions. Dunno if anyone bothers, though.

Re:Physics, the Legal System, and Geography (2, Informative)

levell (538346) | more than 7 years ago | (#18112800)

> First of all, why is there no Mac OS X or Linux client?

Given that they have announced that they are working a linux client [linux-gamers.net] the question is: When when will it be ready? rather than why not make one.

(I can't wait personally!)

Technologies (1, Interesting)

Anonymous Coward | more than 7 years ago | (#18112068)

What is the database used?

Why is the client written mostly in python?

OS X client (1)

An ominous Cow art (320322) | more than 7 years ago | (#18112072)

Given that a lot of the client is (was?) written in Python (Stackless Python, IIRC), what's preventing an OS X client? I don't play EVE anymore mostly because I've switched away from Windows.

Re:OS X client (2, Insightful)

LakeSolon (699033) | more than 7 years ago | (#18112212)

While most of the high-level logic is written in Python there's still a great deal of C++ code, but the main issue is that it's written against Microsoft's DirectX.

Re:OS X client (1)

An ominous Cow art (320322) | more than 7 years ago | (#18112438)

Ah, I didn't realize that, thanks. Sadly, I asked that exact question of one of the developers exactly one year ago at PyCon, but I was so dead tired from the cross-country drive there that I don't remember the answer :-).

I figured the question would be of interest to more than just me, and that possibly things would have changed in the intervening year, so decided to post it here.

Re:OS X client (0)

Anonymous Coward | more than 7 years ago | (#18112290)

The rendering engine is written in C++ using directX I believe. Its the client logic and game play stuff that is written in python. Also I think I had heard that they are in the process of porting to OS X, I could be wrong about that though.

Alternate Clients (2, Interesting)

Judeccan (638549) | more than 7 years ago | (#18112078)

I would love to play your game again, especially after the last few expansions-- but I've abandoned Windows in the years since my old EVE account lapsed. Will we ever see a Mac client? Linux?

Roleplay (2, Interesting)

John Nowak (872479) | more than 7 years ago | (#18112084)

Eve markets itself as a MMORPG --A Massively Multiplayer Online Roleplaying Game. However, in my brief experience with it, I could not find a single person engaging in roleplay beyond "Arr, surrender yer ship!". All channels of communication are filled with out of character conversation. For me at least, this makes it impossible to get truly immersed in the game, and hence I cancelled my account.

I'll admit I still find MUDs to be the best way to engage in decent roleplaying. My question is, what are your thoughts on roleplay in modern, graphical MMOGs, and is it possible to have RP on the level textual a MUD can offer?

Re:Roleplay (1)

scoser (780371) | more than 7 years ago | (#18112590)

There are several roleplaying corporations or alliances in Eve Online, but you often have to seek them out to roleplay with them, as opposed to having roleplaying all around you in a certain area. Examples that come to mind are Curatores Veritatis Alliance (Religious Zealot Amarr Slaveowners), Ushra'Khan (Minmatar Freedom Fighters (many ex-slaves) who are in a mutual war with CVA), and the former Sani'Kal'Vecna (roleplayed as literally bloodthirsty Amarr pirates). While the Amarr vs. Minmatar conflict gets the most roleplaying attention, most factions have a corp or two dedicated to roleplaying them.

as good as WoW? (1)

IdeC (954318) | more than 7 years ago | (#18112112)

Ok the screenshots looks awwsome but over what I can see, but this game does not handle as many players online as World Of Warcraft. 400 users per servers compared to what.. 20000 users per WoW servers? Where does their idea of *massive online multiplayer* stand at? I think this game will be worth checking out after all..

Re:as good as WoW? (0)

Anonymous Coward | more than 7 years ago | (#18112242)

Its 400 users per system, not server. Its all on big server that everyone plays at the same time. The currently problem is fleet warfare when one 400 ship blob jumps in on another 400 ship blob. The lag kills everything. Currently there are 24647 players online.

Re:as good as WoW? (0)

Anonymous Coward | more than 7 years ago | (#18112302)

Everyone that plays Eve exists together and can interact each other. They don't exist on separate servers like WoW where. The 400 server limit has to do when jumping around from system to system.
Hope that helps.

Re:as good as WoW? (1)

scoser (780371) | more than 7 years ago | (#18112332)

Server is a misnomer in this case. The word you're searching for is "shard". WoW is made up of dozens of shards (what you're thinking of as servers) where people on different shards can't interact with each other. Eve is ONE shard, and everyone plays on the same overall "server". So basically, there can be 30000+ people playing on the server/shard at the same time, all affecting each other.

Re:as good as WoW? (2, Informative)

Maserati (8679) | more than 7 years ago | (#18112396)

I'll field this one. Each blade in the datacenter supports a few to a dozen or so solar systems. They're all linked so it's one seamless universe that is usally running 20-25,000 connected users.

Fleet actions with hundreds of ships fighting lag the hell out of whichever node they're running on. CCP says they're optimizing as fast as they can, but with each ship moving, launching missiles and drones and so on there's a staggering amount of data going back and forth in a large fight. The largest I've been in was a 40 v 50 action and that was pretty much a slideshow.

I'd love to see hard data on how they're progressing, but other than hardware upgrades and additions you really can't make a solid time estimate on optimizing existing code. They are trumpeting the new Need For Speed initiative in their dev blogs, I wish them all the luck - and to hurry the frack up.

Oh yeah, it's better than WoW. No "endgame" to finish, no raid loot grinding, nd PvP with consequences. Yeah, it's better.

Re:as good as WoW? (1)

mknewman (557587) | more than 7 years ago | (#18112598)

They need to get some big iron, 72 processor datacenter level servers, and make them 'floater' nodes whereever they are needed. Dynamic processor allocation. Lag is one thing, crashing nodes a whole different animal. If they expect me to keep paying them they should be able to handle anything their 'universe' throws at them, even if it means traffic control at the gates restricting access to over crowded systems.

Re:as good as WoW? (1)

mershin (470621) | more than 7 years ago | (#18112552)

hmmm.. I don't know where you got your numbers, but they are not correct. I don't know how many concurrent players a WoW server can handle. Based on the number of servers, one would assume not that many, perhaps in the 5-10k region per server? They do have 'server queues' for a reason :) Anyone know what the real number is for player/server in WoW? When Vanguard did beta tests, I believe their 'high cap' was somewhere in the 5-10k region, so that's where I'm taking that number, but it's still a guess at best.

EVE on the other hand has one single live server, and it supports 30k players+ at a time (I tend to see 10-25k on at any point.). The only place I can see where you got the 400 number is perhaps the current limitation of a zone within the eve server. If 400+ ppl just happen to be all staring at a each other in EVE, the server lag would be high due to having to send coordinate data of each player to every player there.

Perhaps there is a misunderstanding of the difference between total players per server vs total concurrent players connected to the server.

Example:
WoW = 50k per server before 'full', 5k concurrent connections allowed before it has a queue? (just a guess)
EVE = 160k subscriptions, so 160k per server, 30k+ concurrent connections. Their max # was in the 30k range. I don't know what their theoretical maximum could be. EVE likely lags more if there's too many players in the same region. It can likely handle a lot of players if they were all evenly spread out :)

Re:as good as WoW? (1)

LakeSolon (699033) | more than 7 years ago | (#18112570)

Actually there is only one server for all of EVE, and it holds tens of thousands at once in a single game universe.

The issue you're thinking of is that any given solar system (of which there are more than five thousand) runs on a single node of the server cluster, and can only handle a few hundred pilots before playability becomes an issue.

These massive fleet battles do not happen very often, and CCP has already posted (in various dev blogs) indicating that they're working on game play changes to avoid such flash crowds. After all with thirty thousand players in a single universe you can't ever really expect to be able to handle them all in one place at one time without a significant step forward in computing power or a significant reduction in environment detail.

Why now? (0)

Anonymous Coward | more than 7 years ago | (#18112162)

Are you guys just doing this Q&A now because you've just had a huge scandal that hurt the credibility of your entire company and you want to get some free PR, or is there some less crass motive behind it? Also: Why should we believe anything you say?

PvE (4, Interesting)

mikkelm (1000451) | more than 7 years ago | (#18112164)

My fiancée and I recently played through the 14 day trial, and at the end of it, we both agreed that if the PvE elements were more organised, we would probably have bought the game and kept playing.

My question is whether or not CCP has any plans on expanding the PvE mission system to allow gang missions where all party members can participate in the same mission, as long as they all have the required standing.

The game is brilliant and it has a lot of potential to us, but what's keeping us from playing it is that playing PvE together seems less co-operative and more like we're just lending eachother a helping hand, which isn't really what we look for in games.

Stackless Python (5, Interesting)

Hitokiri (220183) | more than 7 years ago | (#18112184)

Over the years of development how well has Stackless Python scaled to your demands? Is it still a valuable tool or has it become a bottleneck? If you had to do it all over again would you still consider its use?

Re:Stackless Python (4, Interesting)

rsmith-mac (639075) | more than 7 years ago | (#18112792)

And the same question for MS SQL(the DB system they use for their backend).

Controls in EvE (0)

Anonymous Coward | more than 7 years ago | (#18112194)

The combat system in EvE, while in-depth, lacks the amount of control that other great MMO's give a user, and this lack of control was the main reason I quit.
    As fun as it is to level up skills and put things on autopilot while orbiting an enemy, I'd love to strap myself into the actual ship and chase someone down; all the while, using a controller of some sort to do barrel rolls and fire weapons.

Are there any plans in the future to allow First-Person Cockpit battles using a joystick or some other way of controlling the ship other than point-click and wait?

Eve training (0)

mknewman (557587) | more than 7 years ago | (#18112298)

Training is very important in Eve, but it's also extremely clunky. There is no way to set up a 'Ciriculum' where you would buy the skills that you want to train and set up a training order. Instead I have to log on at weird times and train to the next level, in order to keep from being idle. Also, now that you can warp to 0km from a gate, is there going to be a skill that will allow autopilot to do the same, ie, level 1 would warp to 12km rather than 15km, level 5 would warp to 0km? Quit changing the 'rules of the road'. I hear the Type II BPO lottery is going away, what about all the RPs that I've been earning?

Real advance in game mechanics (2, Interesting)

hine_uk (783556) | more than 7 years ago | (#18112312)

I play the game, I was an ardent FPS fan but a friend reccomended me to this game and I now play.

BUT

The inherent problem with MMORPG's is that they reward players for time spent in game rather than player skill. For instance, no matter how skilled a player, a 6 month player will always perish to a 4 year player. Are there any real idea's to create a level playing field and bring skill into the game rather than grind?

Re:Real advance in game mechanics (4, Informative)

scoser (780371) | more than 7 years ago | (#18112480)

For instance, no matter how skilled a player, a 6 month player will always perish to a 4 year player.

This is actually wrong. Eve's skill system is set up on diminishing returns. For each of the 5 levels of a skill, the amount of time spent to train each level increases drastically. So while someone might have trained a skill to level 5 for 2% bonus at each level, a younger player might have trained it up to level 4 and only be 2% behind on the particular skill.

Ship fittings and player tactics also play a great deal into who wins a combat as well. Even if you're outskilled by an older player, get a friend or two to come and help you fight, and you will often have a great chance of overwhelming the older player and killing him, even if he's in a Battleship and the three of you are in Battlecruisers or Cruisers.

Re:Real advance in game mechanics (2, Informative)

kindbud (90044) | more than 7 years ago | (#18112676)

For instance, no matter how skilled a player, a 6 month player will always perish to a 4 year player.

If you're talking about manufacturing, yes. If you're talking about mining, then yes. Those skills are character skills, and they act the same for all characters, and the only way to get better is to spend more time training the character skills.

But PvP, no way. There's plenty of opportunity for player tactics and yes, 6 month players can kill 4 year players in PvP, if the 6 month player knows what he is doing. And I guarantee you that gangs of 6 month players take down 4 year players all the time. There's a corporation dedicated to training players with new characters how to effectively PvP in small ships, called Agony Unleashed. Check it out. On weekends, they have wolfpacks of 30+ frigates roaming Placid and Syndicate.

Re:Real advance in game mechanics (1)

hine_uk (783556) | more than 7 years ago | (#18112834)

I do PvP and amd in effect a 1yr+ char. From everything I see, yes in a pack, some 6 monthchars can take down a 4 yr player, but when it comes down to 1 on 1, the 4 year player basically has an I win button on his screen.

Its a case of a reward for paying a sub rather than rewarding skill, but its not simply Eve, its what I see as the main fault in all games. Yes, give older players a slight advantage - but bing skill back into onine gaming.

Skill System Overly Prolonged (1)

oddRaisin (139439) | more than 7 years ago | (#18112342)

Why is it that even after I complete the training on using a rocket launcher, I have to train in rockets? What was I doing all that time I was playing with the launcher?!?

Re:Skill System Overly Prolonged (1)

mknewman (557587) | more than 7 years ago | (#18112498)

You were training on the operation of the launcher. Now you need to train on the ammo.

Consolidated Highsec (1)

Lord Kestrel (91395) | more than 7 years ago | (#18112542)

As an earlier poster mentioned, having high/lowsec mixes is pretty pointless. Beke is a perfect example. It seperates two big blocks of highsec Genesis, and as a result is heavily camped. Going around Beke results in a 12 jump detour. CCP has expressed in the past that they want to mix up pvp and pve, but this isn't the way to do it. Empire should be a core of highsec, with lowsec on the fringes, and then 0.0 out beyond. I enjoy hoping in a gang and roming around looking for a fight in 0.0, but I don't enjoy being forced to waste an enormous amount of time taking detours around lowsec pockets when trying to make some isk so I can head out to PB and lose some more cruisers. Let the players decide if they want to visit lowsec, don't force it upon them.

And the proposed changes in the devblog from yesterday are absolute crap. Removing the T2 lottery, but letting existing BPO holders keep theirs? That just makes the whole T2 BPO problem far worse. And moving belts to the exploration system will annoy players who have been playing for a while (and not do a damn thing to macroers, which a reason given), and completely fuck new players. When the only thing you have is a Navitas and a pair of Miner Is, how the fuck are you supposed to find a belt to mine? With Scordite/Veld being far more profitable these days, new players need to mine in order to afford a ship that they can go pew pew with. Hiding the belts completely shafts them. Unless CCP is planning on removing the noob ships and replacing them with real frigates with real fittings, new players aren't going to be able to afford anything, and sure as hell won't stick around.

White Wolf Merger (1)

tsalaroth (798327) | more than 7 years ago | (#18112546)

First, hello, I'm a fan of your work in stackless, and have spoken with CCP about employment opportunities in the past.

Anyways, on to the questions:

Recently, it was announced on the CCP Games site that you were merging with White Wolf. Does this mean we'll finally see a World of Darkness Online? Also, is CCP going to be re-collecting the old White Wolf rights out there, such as the once-highly-anticipated Werewolf PC game that was never released when the rights holder went under?

Dev/GM Cheating (3, Interesting)

joelleo (900926) | more than 7 years ago | (#18112562)

Background: I've been playing eve since august of 2003 with two accounts

Currently: I've cancelled both accounts due to CCP's flaccid response to the dev/gm cheating scandal

Question: Why wasn't the scandal - discovered by CCP back in the middle of 2006 - publicized and the dev (t20) properly punished (fired, per CCP policy) at that time? Why, after the scandal was publicized 6 months later haven't you taken appropriate action per your own policies and yet stretched your policies to ban the person that publicized the events? Why haven't CCP publicized the full extent of the cheating and the damage caused to the rest of the eve public?

Most of the allegations were publicized via http://www.kugutsumen.com/forumdisplay.php?f=2 [kugutsumen.com] but suspicions have been rampant for ages.

The allegations were confirmed by one of the dev's involved, t20, in this post: http://myeve.eve-online.com/devblog.asp?a=blog&bid =424 [eve-online.com] .

CCP's limp-wristed response is here: http://myeve.eve-online.com/devblog.asp?a=blog&bid =423 [eve-online.com]

CCCP (1)

GoRK (10018) | more than 7 years ago | (#18112574)

In CCCP Eve Online questions YOU!

Monopolies over items and space - antitrust laws? (1)

StewedSquirrel (574170) | more than 7 years ago | (#18112610)

CCP.

In any real world government, there are controls and laws in place to prevent monopolies.

Once one entity controls all of a commodity, they have an unfair and potentially economically devistating control over the free market for an object.

The same would likely apply to space, in the case of Eve.

What controls are in place, or what discussions have been had in the event that a single entity gains control over *all* of a certain blueprint original, or *all* of un-policed 0.0 space?

As we saw with the recent near complete destruction of two of the largest "carebear" (industrial-focused, rather than PvP) alliances, ASCN and ISS, and the relative ineffectiveness of ASCN's defenses in the face of BoB's military prowess (and apparent knowledge of game architecture, using coordinated crashing of server nodes as an offensive ploy), what would be done in the event that an alliance like BoB were to wipe out all of the other major alliances and begin exacting taxes for travel through and existence within all of 0.0 space?

Just curious...

Stew

Re:Monopolies over items and space - antitrust law (0)

Anonymous Coward | more than 7 years ago | (#18112698)

Take a look at the Caldari, they are designed around the idea of large corporations that rule everything they can get their hands on. No Antitrust laws in Eve, at least not in Caldari space.

Re:Monopolies over items and space - antitrust law (1)

StewedSquirrel (574170) | more than 7 years ago | (#18112878)

One might thing the Caldari would have a problem with an all-controlling corporation challenging the creation and spread of new corporate influence, especially caldari state influence... seeing that many of the large Alliance leaders are Kill-On-Site within Caldari space because of their low security standing.

Stew

PVP (1)

Cornflake917 (515940) | more than 7 years ago | (#18112638)

I played Eve for about 6 months. When I joined a serious PVP corp, it seemed most of our activities involved were flying around and ganking defenseless ships or gatecamping. Our larger battles, which were rare, usually involved one fleet completely devestating the other. If PVP involved NPC stations, it was just a cat and mouse game where the mouse was always able to run back to his hole. As an overall experience, I felt PVP was dull and yielded little rewards.

What is currently being done improve the PVP experience?

CCP (3, Interesting)

brkello (642429) | more than 7 years ago | (#18112722)

In a game like Eve, T2 BPOs can give an alliance a huge advantage since they are able to essentially print money. Since the GM scandal, the alliance BoB was able to take advantage of ill gotten T2 BPOs for many months allowing them to dominate the game. Why didn't you address the issue of the BPOs before the GM was outed? Why did you not fire the person responsible? How can you regain the trust of the community? Currently, it seems like you just delete posts and hope it goes away. But Eve has been permanently been tainted by one employees action. Are you going to take any steps in the future to further address this?

Also, it is clear Eve can not handle its current playerbase (gate queues, lag in large battles). Have you considered multiple servers to lighten the load?

T2 Lottery and Mission Bounties (1)

Nickodeemus (1067376) | more than 7 years ago | (#18112736)

In recent devblogs it was stated that the T2 lottery was going to go away in favor of the new game mechanism of Invention. Given that cetain T2 BPOs are the keys to near limitless wealth and the fact that Invention only provides for T2 BPCs, how do you justify this lock on permanent wealth in the game for those who happen to be fortunate enough to have a T2 BPO before this change occurs? Also in recent devblogs was the statement that bounties in missions will be eliminated. In any good MMO there is an economy that is based on ways to make money and ways to spend money. Given that mission bounties are probably the predominant method of earning available in the game, what will replace this and will the money sinks be modified in kind. In other words, how will the economic balance be maintained so there is no collapse of the markets and the value of trade goods and manufactured items?

New users growing further disadvantaged (1)

StewedSquirrel (574170) | more than 7 years ago | (#18112742)

It is nice to recognize the recent increase in starting skillpoints, and the benefit this provides for newer users.

However, because of the mechanics of skill training and the fact that CCP has continued to increase the number of skills and the rank of those skills... and also increased the power of ships and modules obtained through these higher level skills, is there a point at which we can say that the game is no longer appealing to new users?

When the new people are 4-5 years behind the highest level players with really no way of gaining ground (especially since very old users will have high level learning skills and implants to boot), what is the point that you consider creating a new shard and "starting over" as it were, with a totally fresh world.

While my character in the current system is fairly high level, I have discussed with a lot of newer players (even those in game for 6-12 months) who would jump at the opportunity to "start over" in a fresh world where there are no SirMolle's with 95 million skillpoints.

What are your long term plans or thoughts in this regard?

Stew

They're still slap-fighting for the job. (3, Funny)

Rob T Firefly (844560) | more than 7 years ago | (#18112816)

We'll be talking with one of the following: Hilmar Veigar Petursson, Chief Executive Officer, Magnus Bergsson, Chief Marketing Officer, Nathan Richardsson, Senior Producer, Halldór Fannar Guðjónsson, Chief Technology Officer. One of these members of the top brass will be available to answer your questions.
All through the hallways of CCP headquarters, you can still hear the plaintive cries of "You talk to the Slashdotters!" "No, you do it!" *

* translated from Icelandic crying

Sources of inspiration? (1)

quadshop (806550) | more than 7 years ago | (#18112824)

The basic structure of EVE closely resembles to the old text-based game Trade Wars, and to an even greater extent the "newer" web-based space trading/combat games such as Space Merchant (sadly no longer available) and the many Space Merchant clones. I'd be interested to know how much the developers played these games prior to writing EVE, and how they influenced the early development of the game.

EVE Online for a GNU/Linux and OS X platform? (2, Interesting)

Gerbo (992462) | more than 7 years ago | (#18112852)

Suggestion for a question:

Are there any plans to port EVE Online to the GNU/Linux or OS X platform?

My question... (1)

Last_Available_Usern (756093) | more than 7 years ago | (#18113040)

CCP has taken the rare stance with EVE Online to include REAL repercussions to ship loss, including (but not limited to) skill point loss, ship loss (hope you had insurance, and if you had a faction ship, hope you don't mind not being compensated accordingly), and semi loss of modules. This has probably turned more players off to the game then it has turned on (although admittedly, those that like that kind of risk LOVE Eve, and rightfully so). With financial motivations ever present (I assume you have investors to answer to), is CCP likely to ever buckle under the pressure and make Eve into a more mainstream game with less risk that caters more to the "Care Bear" audience?
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