EVE Bans Exploiters; Dropping 2% of Users Cuts Average CPU Usage 30%
Earthquake Retrofit writes "Ars has a story about EVE Online banning thousands of accounts for real-world trading of in-game money for profit. From the article: 'Those who buy and sell ISK, the game's currency, are not only exploiting the game, but unbalancing play. That's why the company decided to go drastic: a program they called "Unholy Rage." For weeks they studied the behavior and effects these real-money traders had on the game, and then they struck. During scheduled maintenance, over 6,000 accounts were banned. [Einar Hreiðarsson, EVE's lead GM,] assures us that the methods were sound, and the bannings went off with surgical precision. ... While the number of accounts banned in the opening phase of the operation constituted around 2 percent of the total active registered accounts, the CPU per user usage was cut by a good 30 percent.' Looks like they got the right 6,000.' Further information and more graphs are available from the EVE dev blog."
They shouldn't pat themselves on the back too hard over this. The playerbase has been pushing for it for years.
I don't play the game, but these guys just forfeited 2% of their profits. And you're saying "about time"?
Knowingly cutting that kind of revenue requires more than balls, my friend. That requires the confidence that doing this is going to bring at least that 2% back. That it does not scare away more that are exploiting that haven't been caught. These guys took a chance for ideals of the players. There should be nothing but kudos from the community and an understanding that they have your best interests in mind despite scandals in the past.
I applaud their efforts and found the analysis of "unholy rage" more extensive than anything I've ever seen an MMO release. It almost makes me want to pick up the game and see what it's about. The only thing holding me back is that I have heard it's quite monotonous at first.
My work here is dung.
"2% of their profits" isn't something you could possibly know. They are claiming that cutting the players reduced their system load by 20%, so the loss of 2% of their revenues might have been offset by lower per user costs and increased their profits, even if they never make it up new users.
It's likely that you were just being sloppy, but what does that matter?
Nerd rage is the funniest rage.
I don't play the game, but these guys just forfeited 2% of their profits. And you're saying "about time"?
Knowingly cutting that kind of revenue requires more than balls, my friend. That requires the confidence that doing this is going to bring at least that 2% back. That it does not scare away more that are exploiting that haven't been caught. These guys took a chance for ideals of the players. There should be nothing but kudos from the community and an understanding that they have your best interests in mind despite scandals in the past.
Getting rid of the 2% that ruins the game for everyone else does a lot better for the game than trying to keep them in just because they offer extra 2% profit. Maybe someone has left the game because of that and now wants to go back to try it again. Maybe more players will join (they did get article to slashdot again, and probably to lots of other sites). As you see from the analysis, you also see that this 2% used a lot more cpu etc resources than normal players and affected stability of systems aswell, so they save extra there.
I've been wondering long time if I should try EVE and last time I read that you could quite nicely do mining on background while doing work and other stuff on internet. Now that they got rid of these people, maybe it would be even nicer experience for me.
So cutting 2% of their income vs freeing up 30% of server resources equates to a loss of profit now huh? I wonder what happens when all those farmers just make new accounts.
I guess you weren't around when they were spending tons of money on new hardware/pissing off the playerbase removing bookmarks/anchored containers to reduce database load.
And now they will save money when they dont need to buy so many new servers to cater to people who used 30% more resources.
Also its not immediate 2% loss. Maybe the gold farmers bought new accounts (they do it for money anyway). Those bans also were only temporary first. After it expired and account returned to same activies, it was only banned completely then.
Profits and revenues are different things. They certainly lost revenues, but neither one of us knows how they use their revenues, and how that translates into profits; maybe their hardware costs are 1% of their revenues, and overtime dealing with complaints about RMT users was 3% of revenues (that's probably silly, but it's possible).
The sloppy is in pretending that revenues and profits are the same thing. As far as being an ungrateful gamer, I'm not either, I'm simply encouraging you to think about what you are saying before you say it.
Nerd rage is the funniest rage.
They also agreed to the same set of rules as everyone else... Such as no boting/exploiting.
If you don't agree with the rules, don't play. If you break the rules, don't bitch when you have to face the consequences.
I find it kind of funny (ironic, Alanis?) that using software to 'game the system' and create money out of thin air is dealt with swiftly and with 'surgical precision', and when Goldman Sachs does the same thing with the stock markets, they are dealt with by being provided protection from the SEC and FBI.
A) your comparison between real life execution and losing your account in a video game made me throw up a little bit.
B) You want to add an interesting new "fugitive" mechanic to the game, which requires players to abuse the game to experience? And you think this will *reduce* game abuse? You have a lot to learn about MMOs, my friend.
However, people selling ISK is a different story.
Not if it's against the same rules.
That is begging the question. The whole point of the distinction between profit and revenue is that the profit margin can change as a function of revenue. Say you make $5k a month in revenue by working a job in NYC, but it costs you $k a month to live there. You are offered a new job in Kentucky that pays only $4k per month, but would cost only $1k per month to maintain the same standard of living. Yikes, thats a 20% drop in revenue. But wait, now you are clearing $3k per month and not only $2k, or a profit Increase of 50%! /3rd grade
Now back to business. One of the main technical challenges of EVE is the fact they only have one virtual world, and they devote a ton of engineering and server resources to somehow make that happen. So its very likely the monetary cost of %load varies exponentially with the %load. But the cost per user is linear. So killing user who use disproportionate load will ALWAYS be profitable with these cost functions as long as the total number of users remains above the critical value where the exponential (offset by fixed costs) intersects the line.
Your argument has devolved to "They lost 2% of SOMETHING".
They lost about two percent of their revenue. Maybe this means they lost 100% of their profit; maybe they just increased their profit by 100%. You have no way of knowing what this did, because you don't know the amount of fixed expenses, nor the expense of these particular accounts.
However, for an mmorpg running a bank of servers, a 30% reduction in processing is a HUGE reduction in expenses. Whether the savings was immediately taken the next day by selling servers or not is meaningless. Even if they never reduced the number of servers, they just added a huge amount of future expandability, for a relatively negligible price.