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EVE Online Battle Breaks Records (And Servers)

captainktainer writes "In one of the largest tests of EVE Online's new player sovereignty system in the Dominion expansion pack, a fleet of ships attempting to retake a lost star system was effectively annihilated amidst controversy. Defenders IT Alliance, a coalition succeeding the infamous Band of Brothers alliance (whose disbanding was covered in a previous story), effectively annihilated the enemy fleet, destroying thousands of dollars' worth of in-game assets. A representative of the alliance claimed to have destroyed a minimum of four, possibly five or more of the game's most expensive and powerful ship class, known as Titans. Both official and unofficial forums are filled with debate about whether the one-sided battle was due to difference in player skill or the well-known network failures after the release of the expansion. One of the attackers, a member of the GoonSwarm alliance, claims that because of bad coding, 'Only 5% of [the attackers] loaded,' meaning that lag prevented the attackers from using their ships, even as the defenders were able to destroy those ships unopposed. Even members of the victorious IT Alliance expressed disappointment at the outcome of the battle. CCP, EVE Online's publisher, has recently acknowledged poor network performance, especially in the advertised 'large fleet battles' that Dominion was supposed to encourage, and has asked players to help them stress test their code on Tuesday. Despite the admitted network failure, leaders of the attacking force do not expect CCP to replace lost ships, claiming that it was their own fault for not accounting for server failures. The incident raises questions about CCP's ability to cope with the increased network use associated with their rapid growth in subscriptions."

67 of 308 comments (clear)

  1. Kinda Cool by MarkvW · · Score: 4, Interesting

    I still don't think I'll sign over my credit card to a MM online game, but a game that lets you destroy THOUSANDS of dollars of stuff that other people value for the sheer malicious joy . . . well, that's perversely COOL!

    1. Re:Kinda Cool by TheLink · · Score: 2, Funny

      Some people already do that in the financial world.

      Oh yeah, they do treat it as a game.

      --
    2. Re:Kinda Cool by Opportunist · · Score: 3, Funny

      Ummm... who do I write to for a bailout for my lost ships? Hey, my alliance sure is too big to fail!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Kinda Cool by jollyreaper · · Score: 2, Interesting

      I still don't think I'll sign over my credit card to a MM online game, but a game that lets you destroy THOUSANDS of dollars of stuff that other people value for the sheer malicious joy . . . well, that's perversely COOL!

      I noodled about in EVE years ago. It's got the harshest cost factor of any MMO out there. It can take weeks of grinding to get a good ship and you can lose it in seconds if you're not careful. You have many, many hours spread between the ship you buy and your pilot and the pilot has both XP and implants that boost stats. You can buy clone insurance for the pilot but implants are always lost upon death.

      There are a lot of chinese farmers in the game as well as OCD no-life guys who amass virtual fortunes. You get kill mails when you nail someone in PVP showing what you managed to blow up. There was one I saw that was amazing in the perverse fashion you mentioned. Someone was making a run from base to market in a giant freighter with no escort. A pvp pirate popped him and just about shat himself when he saw the kill mail. That ship had like a zillion credits worth of loot in it. In real world dollars it was something ridiculous like $10k. You make your money in the game by one form of grinding or another. Noobs are making thousands per hour and veteran players can make millions per hour but even the most veteran player is going to have to play for a very long time to earn $10k. I don't even know how much time $10k would represent to a gold farmer. The output of a whole shop for a month? I just don't know.

      Things like that convinced me there was more money to be made grinding in real life. :)

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
  2. Why Am I Not Surprised by GammaKitsune · · Score: 5, Funny

    Only in EVE would the players decide that network failures are a factor they should take into consideration.

    --
    Gamertag: WyleType
    1. Re:Why Am I Not Surprised by cbhacking · · Score: 4, Informative

      Only in EVE would you try and have thousands of players meet in a single location to fight.

      From the sound of it, the number of people who were in that particular star system (or trying to get in) exceeds the number of players on many WOW instances. Yet, all in all, that was probably at most a few percent of the players online at the time, and they're all connected to the same game world.

      That said, a single star system on EVE is hosted by a single physical server. Less-used systems can be grouped together to save on hardware, but for a big fight like this CCP fires up their most powerful hardware and puts the relevant system(s) on dedicated servers. While they're getting good at this - a few years ago 200 ships was a big fight, these days it's a common occurrence - it's still going to be an awful strain on the server to support that many players in combat. In a situation like that, the players need to take the limitations of computer hardware into account, and plan accordingly.

      --
      There's no place I could be, since I've found Serenity...
    2. Re:Why Am I Not Surprised by Opportunist · · Score: 3, Insightful

      In a situation like that, the players need to take the limitations of computer hardware into account, and use it to gain an edge.

      It's EvE, after all.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Why Am I Not Surprised by Anonymous Coward · · Score: 5, Informative

      In this particular case, there were 1340 people in the same star system at peak. A star system is handled by a single server, due to code limitations - CCP have stated that they want to improve the code so that a single system can be managed by multiple servers, but they are not yet there. About a year ago, this number of people fighting in the same system would've been next to impossible. CCP later improved their code to be able to handle fleet fights of 1500+ players with reasonable responsiveness (IE, lagged but playable). Due to the fact that eve is more of a tactical simulator than an action sim, lag is not always such a big issue. A five or ten second weapons activation lag is actually playable in a fashion, unlike many other games.

      Now, keep in mind that this is actually 1340 players fighting on a single physical server, with upwards of 50,000 players logged in at the same time on the single world shard of eve. Compare this to many other MMOs, where you may have 1340 players total on a shard cluster.

      Now, EVE is not designed for 1340 players. The fact that that many players are able to play in a single solar system at all is a testament to the sandbox nature of eve, where the developers have decided to try to avoid hard limits as much as possible (IE, no 25-man raids or maximum players on the server), but instead allow the players to use as much as they can and want. This obviously results in situations where the servers cannot cope, which is a known problem with fleet fights. CCP's response has traditionally been "Yes, we allow you to do this, but be aware of the potential consequences - we won't reimburse you for lag or poor server performance". The alternative would've been hard limits on the number of people on a node, which would've favoured those who made it in first, with the most people on their side - there are no defined sides in eve, so you cannot for instance let in 100 red and 100 blue.

      The battle that the OP refers to was one of those cases. It was well known that server performance was unreliable after the Dominion patch. In many cases, this would prevent fleet fights from occurring, and when they did occur, they were often one-sided massacres. Knowing this, and despite being warned by their allies numerous times, the opposing force still decided to enter the system. Not only that, but they also decided to jump in at the same time, instead of staggering their jumpins - something that has been proven to reduce lag and avoid people getting stuck in loading - or jumping in to different "grids". In fact, leaked logs indicate that they did this knowingly with the intent of crashing an already overloaded node, so that they'd be at an even footing when the server came back up.

      In the end, this backfired and they lost their entire fleet as a result.

      Once again, CCP allows fleetfights with no hard limit on the number of participants, but their stance is "Yes, we allow you to do this, but be aware of the potential consequences - we won't reimburse you for lag or poor server performance".

    4. Re:Why Am I Not Surprised by Shinobi · · Score: 2, Interesting

      Actually, a year ago, there were even larger battles that were functional. The problem is CCP apparently not having synched development trees. So for example, every other expansion, drone AI gets old bugs back, that were fixed in the release in-between. The Bloodlines expansion was the worst in terms of that though

    5. Re:Why Am I Not Surprised by Ephemeriis · · Score: 2, Insightful

      Only in EVE would the players decide that network failures are a factor they should take into consideration.

      EVE is a fairly intense game.

      It can take you literally years to train enough skills to fly certain ships. It can take weeks to manufacture a piece of equipment. It can take months to recover from a loss.

      Yes, of course, it's only pixels... But they're pixels that take a lot of time and effort to acquire. Because of this, people take things fairly seriously.

      In this case - everyone knows that CCP has some issues. There are known problems that people just work around - like Jita on the weekends. You know it'll be packed, you know there'll be travel advisories, so you work around it.

      In the case of this battle, and the network failures... Yes, it is something that they should have taken into consideration. One side could have camped a jumpgate with overwhelming numbers intending for the other side to lose players to lag when they jumped in. Or they could have flanked the system and come in through different jumpgates to avoid some of the lag. Or they could have attacked other assets in nearby systems to draw players away from that one overwhelmed system and even the playing field.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    6. Re:Why Am I Not Surprised by Weezul · · Score: 3, Interesting

      True, but CCP also has a long history of favoring the Band of Brothers. People can quite reasonably accuse CCP of continuing to favor BoB's playing style here.

      A fleetfight should simply not become unbalanced. If players are lagging out, they should cull players evenly from each side, ideally offering non-culled players the option to give their slot to a culled player.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    7. Re:Why Am I Not Surprised by Zeelan · · Score: 2, Insightful

      How would culling players have been fair? The people on the IT side logged in and got into system four to six hours before the battle was reasonable expected to start, and goonswarm was told by all of their allies about the fleet lag and grip opening issue and chose to go in anyway.

      From another thread I found out about leaked logs that they were aware of the problem and jumped so many people in at once with the intent of crashing the server outright and the plan failed.

    8. Re:Why Am I Not Surprised by Shinobi · · Score: 2, Informative

      "Note that "single server" does not mean 1 computer, but could be several working together on that 1 star system."

      Wrong. EVE is not parallellized. One system is limited to one CPU core, though a core can run several systems.

    9. Re:Why Am I Not Surprised by zerocool^ · · Score: 3, Interesting

      CCP's favoritism of BoB is something that gets trotted out every time they accomplish anything. It's years in the past.

      In this engagement, BoB (IT) won. The people who jumped in were dumb. They knew this might happen.

      In a previous engagement (check the corporation alliance and org forum for post by SK Rooster), BoB/IT jumped in to someone else and lost 40 dreadnoughts. Favoritism? Not so much. Whenever BoB loses, it's cause they suck, whenever they win, it's because they are getting help from the Developers and GM's. Right?

      --
      sig?
  3. It was their own fault by Rakshasa+Taisab · · Score: 4, Insightful

    It's well known and not even contested that the forces bridging in to the system black-screened and never got to fight.

    However, they got what they deserved. The node in question was not reinforced due to the unexpected nature of the fight (as in; the notification system was not used to put the system on a dedicated server). And jumping into large fights was well know to be bugged since the expansion and the Fleet Commander was made aware by an alliance member that the specific way in which they were going to enter the fight would trigger the bug.

    They ignored all those warnings and decided to go ahead. Sources claim the intent was to crash the node and get a more even fight once it got up, multiple accounts even got banned for spamming local chat. Funny thing is the bug seems to be in the simultaneous transfer of 100+ ships into an overloaded system, and doesn't affect people warping around within a system once they are there. This being the worst possible situation for the attempted rescue of the system.

    --
    - These characters were randomly selected.
    1. Re:It was their own fault by Anonymous Coward · · Score: 5, Informative

      For those who don't know, there were already 750-800 players in the system when the defending forces decided to jump into the system. It was a stupid move on the part of the commanders, and they deserved to be shot down like they were.

      EvE has many thousands of systems, and many have very few players in them a large portion of the time. CCP requests that when large alliances are going to have a large fight that they notify them so they can put the system in question on a more powerful server to support the large number of players.

      Goonswarm, PL, and SOT knew that the system in question was going to be attacked and failed to inform CCP. After they lost the race to get players in the system first, they decided to attemp to crash the node by spaming the local chat channel and jumping everyone in at the same time, and then beat IT alliance back into the system when the server came back up, but they failed, and lost a record dollar value of ships for one fight. Before that fight there had only been about 15-20 titans killed across the whole game, and they lost 4 in one fight. Pretty epic.

    2. Re:It was their own fault by piggydoggy · · Score: 2, Informative

      Sadly the node couldn't be reinforced in time, as CCP's policy requires it to be done during the daily downtime. Yet thanks to a screwup by the original owners of the system, the attackers (in this battle) had only 12 hours to make their move and attack the system - not enough to wait for the next downtime and node reinforcement.

  4. EVE Online. by MindlessAutomata · · Score: 3, Informative

    I'm not trolling, but I fail to see the point of EVE for several reasons. I used to play EVE myself for a few months but quit...

    One, why play a game that takes you at least a year to be able to do anything fun and useful? That's not a game at all, that's a job.

    Two, CCP has shown themselves in the past to be shady and unreliable, having developers specifically favor certain alliances and otherwise abuse their powers for their own in-game corporations.

    Three, the amount of bugs and inability to cope for server stress for large battles (which is the meat and potatoes of this game--large space wars!) has apparently been evident for quite some time now.

    I understand that EVE online fills a niche few other games do, and EVE is probably the only one that even attempts what it does, but, IMO, that in no way means the CCP has displayed what I would consider a necessary amount of competence or good game design to make me want to play it. I mean, if Age of Conan (no, EVE is nowhere near the mess that game was at) was the only MMO out there I still wouldn't play it even though I like MMOs.

    It's pretty poor form when CCP will claim that subscribers need to account for their own ineptitude when playing their game and not take responsibility for their own, and not even fire the developers that gave unfair advantages to their own corporations way back when. And I hear the game masters are incompetent jerks, too...

    1. Re:EVE Online. by DMUTPeregrine · · Score: 4, Informative

      1) It takes about a month to fly an interceptor. I'd far rather have a newbie in an interceptor than a battleship, they'll be worthless learning in the battleship. This is just plain wrong.
      2) This has vastly improved with the creation of the internal affairs department. The problem with CCP is more incompetence (mostly on the part of the low-level GMs) than outright malice.
      3) The Reinforced node system helps, but is too limited. This is honestly the biggest issue with the game. The servers need to be able to support the player base.
      I play EVE because I enjoy small scale combat with meaningful risks. If I wanted to have epic battles with thousands of ships I'd probably be disappointed in it, but for 10-20 man roaming gangs it's very fun.

      --
      Not a sentence!
    2. Re:EVE Online. by techhead79 · · Score: 2, Informative

      A year to do anything useful? That's what you got from playing for a few months?

      I don't really see any difference between that and say WoW where what everyone tells you the first goal is to get to level 80. How long does that take you assuming you don't have a pal leveling you through everything or you were not so devoted that you went out and found a leveling guide and followed it to the letter. All games like this take HUGE amounts of time. I don't see how eve is any different.

      The major problem with eve besides huge fleet battles is the repeating cycle of quests...but again this is seen in other games as well like eve.

      There are some people in game saying it was closer to 1,300 ships...not just a couple hundred...I mean come on...how many games out there can handle a battle in real time with 1300 players? Eve has done a lot and there are many things unique in it...but I'd agree...it's just a game...no point in making it a job.

    3. Re:EVE Online. by jeff4747 · · Score: 3, Interesting

      Two, CCP has shown themselves in the past to be shady and unreliable, having developers specifically favor certain alliances and otherwise abuse their powers for their own in-game corporations.

      Three, the amount of bugs and inability to cope for server stress for large battles (which is the meat and potatoes of this game--large space wars!) has apparently been evident for quite some time now.

      IMO, these two issues are caused by CCP's location. There's not a vast number of high-quality programming talent in Iceland. (Simply because there isn't a vast number of people). CCP has had a "Senior Programmer" open position on their web site for a couple of years now.

      Frankly, the reason I left EvE is that the quality of the already mediocre code was heading downhill rapidly. My personal tipping point was the bug where in-game browser bookmarks were not properly imported by their new in-game browser. If the Devs can't even do that right, then how can anyone expect much from the rest of their code?

    4. Re:EVE Online. by Korin43 · · Score: 3, Informative

      I don't play anymore, but I think you're wrong about your first point. One of the reasons the Goonswarm is so powerful is that they recruit noobs in frigates and cruisers and then swarm the enemy. It's not like other games where a level 70 player could stand around being hit by a lower level character all day. You can destroy a titan using frigates (and the titan likely wouldn't even be able to fight back, it's only options would be to call for help or run away). If you think you need to have a big ship to do anything fun or "be useful", you're missing the point.

    5. Re:EVE Online. by cbhacking · · Score: 4, Interesting

      Mod parent up!

      You can have enough skill points to be useful in 0.0 (the unsecured space where players make all the rules and large alliances carve out empires) before the end the free trial. Sure, you won't be able to kill the most valuable NPCs or take on almost anybody in a solo fight, but you can make more than enough money to support buying the ships and gear that your skills allow you to use, and you can certainly be useful in a roaming gang or defensive camp. Heck, you might even get lucky and find some idiot with a hauler full of valuables and nobody escorting him (happened to me once) in which case you really only need a warp disrupter (cheap and easy to train for) and enough firepower to overcome the hauler's shield recharge rate (which you could get by your second day of playing the game).

      EVE and CCP may never completely live down poor decisions on the part of several employees, but the game itself goes on and for most people such events are scarcely newsworthy for a week. While we'd certainly prefer if such things had never happened, they're old news - almost irrelevant by now - and the CCP has taken some fairly solid steps to prevent such things from happening again.

      From the sound of it, this fight was executed wrong in almost every possible way, perhaps most importantly in that CCP wasn't notified ahead of time so they could put the system on high-end dedicated hardware. Consider also that having hundreds of people in the system used to be enough, by itself, to cause atrocious lag (even if they weren't fighting one another), a problem which is very rare today. Now, while fights with nearly 1000 player/side might still be a bit more than the game can handle, a few hundred per side is commonplace and a thousand total is well within the capabilities of the "reinforced" (with dedicated servers) nodes.

      --
      There's no place I could be, since I've found Serenity...
  5. Here is video of the battle... by toxygen01 · · Score: 5, Informative
    1. Re:Here is video of the battle... by Korbeau · · Score: 2, Funny

      I have no clue about how this game work, but judging by the video the big vessels clearly should have gone into Ludicrous Speed mode!

    2. Re:Here is video of the battle... by routerl · · Score: 4, Insightful

      That really looks terribly boring. After decades of big budget sci-fi movies, not to mention epic space battle video games like Homeworld, this is the best space combat system that EVE can offer? There didn't seem to be any maneuvering involved at all... might as well be a text based game.

      --
      Trust me, kids; don't drink and post.
    3. Re:Here is video of the battle... by seifried · · Score: 2, Interesting

      I don't get it. Everyone just parks their ship and slugs it out? No maneuvering? Boring. Gratuitous Space Battles has way better game play.

    4. Re:Here is video of the battle... by Opportunist · · Score: 2, Informative

      You're looking at effing HUGE ships. There isn't much movement sensibly possible for them, they are slow and turn even slower. Battles in EvE are at this scale less a matter of maneuvering and moving yourself in position (ships that depend on that instead of huge hulls exist, too, and they serve a vital role, too). Battles of this size are highly influenced by actions before the battle even starts, they're more a matter of good logistics and efficient group management before, as well as good coordination of targets and boosting/enhancing in battle, less one of swift evasive maneuvers and dogfighting skills.

      I admit, it's not really a looker (ok, for the EvE player in me it is, but from a non-player perspective it's maybe not much more interesting than the average screensaver), but considering what was necessary "behind the scenes" to make such a battle possible (and how many, many, many hours of "hard work" were wasted in mere minutes) makes the mind cringe.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Here is video of the battle... by Anonymous Coward · · Score: 2, Informative

      That really looks terribly boring. After decades of big budget sci-fi movies, not to mention epic space battle video games like Homeworld, this is the best space combat system that EVE can offer? There didn't seem to be any maneuvering involved at all... might as well be a text based game.

      That's because you don't see any interceptors or for that matter any other small craft flying around. That might be a matter of scale or maybe their display is turned of to prevent the death of the graphics card. What you SEE is a big lump of imperial star destroyer sized ships and some death star sized ships which shouldnt move fast.

    6. Re:Here is video of the battle... by Opportunist · · Score: 2, Insightful

      It was basically a one sided battle, shooting fish in a barrel because the other side was caught in lagland (server transition isn't so great in EvE when a few hundred ships are already in the system). So I guess if you're expecting to see a "battle", you have to end up disappointed. It's a bit like shooting sitting ducks that had their wings cut off.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:Here is video of the battle... by ijakings · · Score: 2, Funny

      Or done a barrel roll.

    8. Re:Here is video of the battle... by MartinSchou · · Score: 2, Informative

      The explanation for it being "boring" is the same explanation as to why an two elephants walking across an anthill looks boring - you're not watching the details.

      One of the Titans they talk about in the summary is an Avatar. It has a volume of 155,000,000 m^3. If they were completely completely spherical, they'd have a radius of 333 meters.

      In the opening of the battle (post jump I suppose?) I see at least 6 titans on "our" side of the camera. I'm guessing the distance between the closest ships on either side of the screen is 10 km as a minimum.

      Now, one of the smallest ships I can find have a volume of 28,100 m^3. That's a radius of 19 meters. Try spotting those in a field that is tens of thousands meters across. Even if we go up to mid size ships like T2 Battlecruisers we only find a volume of 234,000 m^3, which is sphere with a diameter of 39 meters. Not going to be easy to spot either.

      Essentially you're trying to spot the zodiacs in a carrier group picture. And keep in mind that the aircraft carrier in that picture is shorter that the radius of the Titan sphere.

      Now, obviously the Titans aren't spheres. That is obvious from the pictures. They're probably on the order of two kilometre+ in length. Essentially the only thing we're seeing in the video is two elephants bluff charging on top of an anthill. It's going to be very boring to watch at a distance, but get up close and you'll see the ants scurrying about trying to fix their nest. But that's not something you can really show in these kinds of videos - that's something you can show in movies with large budgets.

      And when you have weapons that can shoot hundreds if not thousands of kilometres in less than a second, and your ship cannot possibly get out of the line of fire, because it is simply too large a target, why would manoeuvring ever be important? It's important for the small ships, but in any kind of meaningful battle of this kind (meaning the ships are moving at identical vectors at almost identical speeds), the only thing manoeuvring can help you with when your ship is several hundred meters across, is turning to present the smallest cross section possible or present the biggest armour to the enemy. If the ship is small, then you can talk about dog fighting and running around trying not to get hit. But if you're watching that, you're going to miss out on the big picture.

    9. Re:Here is video of the battle... by thoth · · Score: 2, Insightful

      As others have noted, you're watching the equivalent of aircraft carriers fighting each other - those don't dodge or pivot much.

      More exciting action is much scale, 5 on 5 or fewer. In those type fights, one person will try to slow a ship (web stasis field), prevent it from escaping (warp disruptor), make it more visible electonically (target painting), scramble it (electronic scrambling), drain its energy (nosferatu modules), etc. Though set in a sci-fi game, smaller scale battles play out reasonably realistically.

      Granted, it still isn't X-wing space fighter style combat. If you want that you would look for a different game.

    10. Re:Here is video of the battle... by Opportunist · · Score: 2, Informative

      Ships in EvE can fire at any angle, I dunno where my post gave you the idea they couldn't. Also, retreating is only an option if you have control over your ships, something that appearantly they didn't have. Imagine your expensive ships duking it out while you're afk for, say, an hour.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    11. Re:Here is video of the battle... by zAPPzAPP · · Score: 2, Insightful

      The whole point here and of this news is, that the victims of this battle (the big ships you see being shot at) were not able to to anything. The players supposed to control these ships were staring at a black screen for at least an hour. With no reaction from their targets there was no reason for the attacking fleet to do anything else besides just sitting there shooting them one by one. Compared to your average battle, this one was exceptionally boring. In a "real" EvE fight, you might have seen them reposition themselves from time to time, although they arent really suited for such maneuvres when being pinned down by faster ships. Smaller ships would be warping from spot to spot trying to get a good shot in and while staying alive.

    12. Re:Here is video of the battle... by zerocool^ · · Score: 2, Informative

      This gives you an idea of the size of the ships involved:
      http://www.gossipgamers.com/images/eve1.jpg

      Anyway, yeah, Titans are huge, and the rest of the ships there are dreadnoughts mostly (they're also huge). Check the chart - in my opinion, most of the fun combat is in cruiser sized ships. Find the Caracal or the Rupture or the Vexor to see a size comparison. There's lots of maneuvering with those kind of ships.

      Something like http://www.youtube.com/watch?v=Aeyt-T_U2Vg gives you a better idea, but even that ship is more of an up-close slug fest kind of ship. http://www.youtube.com/watch?v=tUDLQEZf9J8 is another idea of combat. Keep in mind, if you zoom in you get great visuals but after a while, you stay zoomed out to get an idea of the arena of combat. It's strategical, not twitch, so much.

      ~X

      --
      sig?
  6. Re:I'm not sure about their policy... by Darinbob · · Score: 4, Insightful

    They're not real ships, and "thousands of dollars" were not lost.

  7. Re:I'm not sure about their policy... by Anonymous Coward · · Score: 2, Insightful

    There is a legal way to get money into the game that is exchange real money for virtual money, so things in the game have real value. Conversely, there are illegal (violation of EULA) but doable methods to get real money out of the game. Also, these virtual things were created by the people in game and their time spent can be valued by the cost of the subscription. So it's pretty easy to calculate the value on these nonexistent in game items. The approximate cost of one of those large ships mentioned is $10000 real world.

  8. Re:I'm not sure about their policy... by DrugCheese · · Score: 4, Insightful

    They're not real ships, and "thousands of dollars" were not lost.

    But it did take a lot of time to build up the in game credits to buy those ships. And you do literally pay real money for time in game.

    --
    *DrugCheese rants*
  9. Offline alternatives ? by Antiocheian · · Score: 3, Informative

    Gamers with a tighter schedule (work, studies, family etc) or a lagging connection to online servers should really consider an offline alternative that goes with their own pace and allows time speed adjustment. Without time speed adjustment (which is by definition incompatible to large online games) space games can be extremely time consuming.

    X3 Reunion + Xtended mod (I didn't like TC very much) is a good alternative but I'd be willing to know more.

  10. Re:Thousands? Far from accurate... by Opportunist · · Score: 3, Informative

    Hmm... last time I checked a PLEX was about 300m for 30 days. 15 USD=300m, so a Titan would "cost" about 3000 USD, the equivalent of 200 months of play time. So I guess the description could well be correct.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  11. Re:I'm not sure about their policy... by Tuoqui · · Score: 2, Informative

    I never got refunded when I lost ships due to Goons and their lag inducing tactics. Why should they get any refund when they get lag pwned?

    --
    09F911029D74E35BD84156C5635688C0
    +2 Troll is Slashdot's way of saying groupthink is confused
  12. Re:I'm not sure about their policy... by Darinbob · · Score: 2, Insightful

    If a player played for a year to build up your ship and treated it all as a horrible chore as merely an investment for possible future fun, then the fault is that of the player. If instead the player had fun while building up those ships, then the money is already well spent and thus isn't "lost".

  13. Re:I'm not sure about their policy... by Opportunist · · Score: 3, Interesting

    My educated guess is that they tried to bring the server to the knees with the load, then be assembled and ready for the restart and get an edge that way. Because even with a reinforced node, a group jumping in sync does not necessarily appear at the other end simultanously. Instead, my guess is the idea was to pop in, crash the server, log back in together and be actually assembled and battle ready while the other side is still trying to muster and/or log back in.

    Unfortunately, the node didn't crash.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  14. Re:I'm not sure about their policy... by jameslore · · Score: 4, Informative

    Because we didn't get lag, we got a failure of the game system. We stared at a black screen for 2 and a half hours. My killmail is dated 30 minutes after I logged off.

    Lag is expected in a fleet fight of any size. You expect to be able to see that someone is present though, even if you're not sure if they're shooting you or not.

    Whether you like the Goons or not, that's not a fun game to play for either side. Hell, when IT and the Goons agree things are broken and need fixing you know there's either a problem or it's the end times.

  15. Re:I'm not sure about their policy... by Yoik · · Score: 3, Informative

    Eve is operated with a very laissze faire policy. Fraud, taking advantage of weak code, and other forms of "cheating" only get punished if repeated after explicit announcements. Piracy and fraud attempts are one of the interesting learning aspects for most new players.

    The game is treated as something to be played as it is, not as some perfect environment where you should be compensated for deviations.

    This is to my taste, as is the extreme PVP orientation. Playing a carebear game instead of Eve is a more appropriate response than whining if you don't like it.

  16. Bobbechk's EVE on a Strip about the event by acz · · Score: 2, Informative

    OP is a bit lame as it fails to even mention Pandemic Legion who
    lost the 4 titans.

    Pandemic Legion loses 4 titans
    ( contains teamspeak recordings of the attack, screenshots, chatlogs, etc...)

    Bobbechk's comic strip about the event

    EVE-O Uncensored Daily Political Updates (reliable source of information about EVE Online politics, updated daily.)

  17. Re:I'm not sure about their policy... by SlothDead · · Score: 3, Funny

    Next time you play chess I'll come over, shake the table and make one of your pieces fall down and roll under the couch. Then I'll cry "Oh noes - I just lost an imaginary soldier! I want someone to blame someone now!..."

  18. Re:I'm not sure about their policy... by Sobrique · · Score: 5, Insightful

    Well, sort of. But the bigger point is not so much 'money was lost' as a 'basis for comparison'. Lets face it, only a WOW player knows what 1 gold is worth, and only an EVE player knows what 1 ISK is worth. But to compare it to 'real money' is something everyone can understand - whether that's done 'legitimately' or not, the point remains you can buy in game currency on e.g. ebay, and that's about the only real baseline for comparison.
    My girlfriend doesn't 'get' what 60 billion isks means, but if you look at the exchange rate (which last I checked was about 300 mil for 20$?) quoting $4000 is something that ... makes more sense. (even if that does make us EVE players barking mad).

  19. Re:Easy fix by ihavnoid · · Score: 2, Informative

    If money and sheer 'raw performance' could solve the problem, I'd bet that they would have already done that. The (salary of the engineers + server downtime + crashses (resulting in bad reputation) + etc.) are much more expensive than the hardware cost.

    The problem in this situation is that they are trying to put too many people inside a small region.

    For example, if you develop some kind of chat server, which can have 10 people inside a single room, and assuming that each person types one message per second, you have 10 messages per second on the room for 10 people, resulting in 100 messages transmitted per second. Make that 1000, and you have 1,000,000 messages to broadcast per second.

    The problem is that, all that data has to get out of your server farm. Even worse, is that the required bandwidth grows square-proportional of the number of users on the battlefield. Now, add the 'computing load distribution' when the computation (and the interaction between the users) also grows square-proportional of the number of users. Things will get ugly quickly. That's why most MMOs put queues and user caps on individual 'servers' or 'instances' or whatever, because potentially everything inside the region need to interact with each other.

    Actually, I heard that EVE online had done a tremendous job scaling the size of battlefields up to remarkable sizes. Well, at least they are trying.

  20. Re:I'm not sure about their policy... by CAIMLAS · · Score: 2, Interesting

    Piracy or fraud in-game is one thing: that's part of the game world. But service interruption resulting in in-game loss is something entirely different. It's not like with piracy or fraud where someone's gaining something; the only thing that is going to happen is you're goign to lose something, and the other parties involved are going to get the (unsatisfying) feeling of destroying an empty fleet.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  21. Re:I'm not sure about their policy... by Chris+Mattern · · Score: 3, Interesting

    Exactly. Other posters have said that there have been leaked logs confirming that this was indeed the case. And they were warned--repeatedly--that if they *didn't* crash the node, they would almost certainly fall victim to the bug that in fact killed them, and were advised not to try it. But they did, the node didn't crash, the bug occurred, and they died.

  22. Re:I'm not sure about their policy... by Canazza · · Score: 2, Insightful

    The fact you're comparing a game to a job says loads about how fun EVE is.

    --
    It pays to be obvious, especially if you have a reputation for being subtle.
  23. Re:Easy fix by Anonymous Coward · · Score: 3, Funny

    Buy more servers, indeed! I'm also told that nine women working together can have a baby in one month.

  24. Re:I'm not sure about their policy... by daveime · · Score: 2, Insightful

    Oh stop with the tears ... that kind of emo-rage might work on eve killboards, but not here on slashdot.

    There's a difference between one user pressing a button innocently, and 700 all users all deliberately pressing their buttons at exactly the same moment, KNOWING what will happen when they do.

    It's the EVE equivalent of slashdotting a webpage, in more insidious circles it's called a DDoS.

    Now stop playing innocent, you're kidding no one, especially here.

  25. GoonSwarm by wernox1987 · · Score: 2, Informative

    Wasn't the stated purpose of the Swarm to grief BoB in game? When did they get all serious about the game (just like the group they were mocking).

  26. No you can't by SmallFurryCreature · · Score: 2, Insightful

    The problem ain't like a webserver where you can seperate users, this about a LOT of users needing to interact with each other as they are in the same battle in the same area. You then run into the problem that for every person added you need 1+N more data being handled.

    Imagine a battle between a B17 bomber and a single fighter aircraft. The game needs to handle direction changes by both players AND their firing action BUT while the B17 can generate a LOT of fire data (10 or so guns) it won't actually be doing that since many of its guns will not be able to shoot at anything.

    But now add 1 more enemy fighter. Suddenly the B17 can often have two of its guns being able to see an enemy and fire at it. 1 more player added means not just that players flight and fire data but also additional data being generated by the original B17 player.

    And you now got extra as well with the fighters wanting to know each others status.

    That is why multiplayer games scale so badly and you can't just say, "oh my connection is 10x faster, now I can host 10 times the number of players. If that was true, we should be seeing home hosted 256 players game servers. We aren't.

    Personally I think that for the next move in massive player worlds (lots of people in the same area rather then just a massive world made up of different zones) you need to talk to IBM about mainframes and "super" computers. And that would involve more serious money then a small MMO company has available.

    MASSIVEmo's can't just be created by adding more servers, they have the difficult problem of needing a lot of CPU power to be applied to the SAME data, exactly what current super computers do NOT want to do. Parallel programming won't save your ass here. Neither will splitting up the load.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  27. Clarification by Zos23 · · Score: 4, Informative

    A lot of what was said here is incorrect. EVE usually allows for very nice fleet battles with small amounts of lag. However about a month ago a new expansion was introduced that includes a nasty bug which makes it extremely hard for people to load the grid that already contains many other players. There were several battles in the past month where one side was completely annihilated because of that bug. Everyone involved in that conflict was already aware of that. IT alliance had a strong presence in system for the whole day, preparing for possible battle. Their enemies decided to show up when it was almost over while boasting about crashing the node. Sov was neutral and both parties had the same starting position. IT was bringing in forces during the whole day, the other side did nothing about it and gambled it all on one moment and lost.

  28. Re:I'm not sure about their policy... by SlothDead · · Score: 2, Insightful

    If you really like to stick to the chess analogy:
    Imagine a big chess tournament with 300'000 participants. And then some of the automatic sliding doors in the building get stuck, preventing some people from accessing the playing room. The referee then decides that the people in the room can have as many turns as they like, which makes winning very easy.

    And no, I neither play Eve nor Chess...

  29. Re:I'm not sure about their policy... by jameslore · · Score: 4, Insightful

    EVE is a ruthless game that encourages players to be ruthless; and apparently, exploiting bugs in the codebase, trying to crash servers etc. are considered acceptable tactics.

    EVE is a sandbox game that provides an environment and a permissive attitude as to what goes on within the sandbox. If people choose to be ruthless, great. If they choose to co-operate, great. But CCP have long been pretty clear that exploiting the game engine is out of bounds, despite all the Band of Developers history the old Goons like to rant about over the space-campfire.

    If someone can play the metagame and infiltrate Goonswarm and disband them, good luck to them! But when CVA was disbanded via an exploit recently, CCP rolled it back.

    I'm only a foot-solider, so don't take this as gospel, but my understanding is that the intention was not to exploit by crashing the server. It was acknowledged over TS however that a crash was a real possibility - they had a real large fleet, as did we. But admitting we were pushing the boundaries of the capacity and preparing for it is a very different kettle of fish to actively setting out to attack CCP's infrastructure.

    I still don't get your analogy, mind - I lost a group of pixels. It hurt me no more, nor anyone else on either side, than losing a pawn, or an evening of wiping in WoW. The only participant with a potentially broken nose is CCP, as they're the ones who'll suffer if people in 0.0 get bored with pre-emptive blobbing as a tactic and stop paying their monthly subscriptions.

  30. Re:I'm not sure about their policy... by Sobrique · · Score: 2, Interesting

    Not really. I know many people who spend hours restoring classic cars. The value of their time in doing so is not well repaid in material terms, but they do it because they enjoy it.
    EVE is much the same - technically speaking, I accumulate in game assets by 'work' and that's some sort of reflection on how much time and effort was involved. But I do it for fun, and if it stops being fun, I do something else.

  31. Re:Anonymous Coward by amosh · · Score: 2, Insightful

    Wow... this IS insightful. A post about a game using so much in-game speke that I don't have the slightest clue what you're talking about. Well done!

  32. Re:Thousands? Far from accurate... by Zeelan · · Score: 5, Interesting

    Building a Titan' a quick overview.

    Very basic overview, with time requirements attached to give an idea how how much work goes into it.

    Materials: 30 man or more strip mining fleet running through some nullsec systems for materials.
    Time: Two three weeks of a few hours of mining every day.
    Skilltime: About three months of skill trainning to be able to do this job.

    Blueprints: 3 or 4 people needed to do Research on the blueprints and make copies of needed components. A player owned structure is needed for this with all maintenance done. Usually but another group of players.
    Time: Three to Six months of minimal research and development on blueprints to make them useful.
    Skilltime:Four to Six months minimal time needed to make an effective researcher in eve.

    Building: One Two or Three players depending on how you build to make a Titan.
    Time: Takes about two months to build components and then a full month to build the full ship.
    Skilltime: Nine months Minimum skill training time to have an effective industrialist.

    Flying: One person, usually a dedicated player that does nothing else.
    Time: Hours of sitting around waiting for something to happen followed by a few minutes pure terror as you take your alliances Titan into battle and hope to hell you don't lose it.
    Skilltime: One year of dedicated training minimum required to actually fly the thing.

    This is a very basic overview, and the support structure needed to make this all happen tends to take at least a few hundread people activily playing the game to make it happen.

  33. Re:I'm not sure about their policy... by icebraining · · Score: 2, Insightful

    The problem is that, in this case, all the people outside tried to enter at the same time instead of forming a queue, and expected the door to break. It didn't, it only jammed, so they got screwed. Too bad, but they had it coming.

  34. Re:I'm not sure about their policy... by daveime · · Score: 2, Informative

    Is it effectively a DDoS? Only if the servers can't handle it.

    Agreed 100%. Which is exactly why CCP put a system in place whereby large fleets could notify them in advance to put it on a server that *can* handle it (which certain fleets choose to ignore in favour of trying to take down the whole server).

  35. Re:I'm not sure about their policy... by HTH+NE1 · · Score: 3, Interesting

    So... excessive introduction of mass in a single locality causes unbalanced time dilation effects and even loss of consciousness? Sounds like an interesting game mechanic to me.

    "Oh dear, I think you will find reality is on the blink again." -- Marvin

    --
    Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  36. Re:I'm not sure about their policy... by Coren22 · · Score: 2, Informative

    Especially Goons in this fight, most populous, third most populous, and a rather small alliance ganging up on an alliance that is still not up to full strength, I think the numbers in the fight were around 1000 - 500 in favor of Goon's side.

    --
    APK likes to ask for responses to the same things over and over. Maybe he just likes the responses?