Nekada davno kada sam prvi put probao EVE Online, CCPjev vebsajt je imao gomilu kratkih pričica koje su na zanimljiv i uzbudljiv način gradile sliku o personama, tehnologiji, opasnostima i dnevnom životu stanovnika Novog Edena.
U surovom svetu MMOa EVE Online, zanimljive stvari vredne pamćenja se dešavaju skoro na dnevnom nivou. Rixx Javix, jedna od ikona EVE Online komune igrača, je odlučio da preko konkursa izabere najbolje priče i upakuje ih u knjigu. Besplatnu knjigu.
For the last thirteen years that universe has thrived on the single shared server of Eve Online. It is at once imaginary and very real, a shared neighbourhood of death, destruction, chaos, creation and insanity – the largest living work of science-fiction the world has ever known. This vital, living place continues to inspire a global community of writers, artists, and creative people of all types. Story-tellers that feel compelled and inspired to weave tales both true and imagined, spun from the cloth that unfolds for them in the darkness of space. It is these visionaries for whom this volume was created, a place for them to share their tales. A collection of fan-fiction directly from the vast community of Eve Online players. -Excerpt from Empyrean Chronicles by Rixx Javix
ike many MMOs, EVE Online has a problem with players buying ISK from shady websites to short-cut the ISK-making process. On the other end of the spectrum, many players are great at making ISK but unable to afford the monthly subscription. To kill two birds with one stone, CCP created PLEX. Sixty-day game time codes purchased for cash can be converted into two 30-day Pilots License Extensions, which become items in the game. The PLEX can then be traded to other EVE players for ISK, creating a legitimate way to buy ISK without fear of being hit by the ban-hammer. Players with some ISK to spare can buy PLEX from the market and redeem them for game time, essentially playing for free. It’s an innovative system, and until recently it was a completely safe market to deal in.
Last month, CCP announced changes to allow PLEX to be transported in a ship’s cargo. This meant that if a ship was transporting pilot’s licenses when it was destroyed, the killers could literally find game time codes in amongst the loot
. Last night, players from Method Of Destruction corporation became the first to prove
just how dangerous it can be to transport PLEX in a ship’s cargo hold. After scanning the cargo of a lone Kestrel in Jita, “slickdog” and “Viktor Vegas” discovered that the ship was carrying a whopping 74 PLEX. Unfortunately for the trigger-happy duo, all 74 were destroyed when they blew the ship up
To verify that the kill wasn’t a hoax, one of the pilots provided the killboard website with his EVE API key. This gives direct access to parts of the player’s private data, including their recent kills, straight from CCP’s own database servers. At current prices, the 74 PLEX destroyed would have sold for a total of over 22 billion ISK, or they could have fueled an EVE subscription for six years and two months. The huge cache of licenses represented approximately $1,295 US worth of game time that someone purchased. Perhaps the real winner here is CCP, who was paid for $1,295 worth of game time that can never be redeemed. Some players have suggested that CCP should donate the value of all destroyed PLEX each year to a charity, in a similar manner to the PLEX for Haiti campaign earlier this year.
In this much-referenced technical piece originally published in Game Developer magazine late last year, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.
Most of the larger massively multiplayer online games use separate instances, or shards, of the game’s universe in order to manage player populations and server issues. We feel that a single shard should be the natural choice of any MMO developer, and that’s what we do with EVE Online.
When you ask the question “Why a single-sharded architecture?” it’s also informative to look at the deeper question: “Why have shards?” There are two main reasons why a developer chooses a sharded implementation of a game — lack of content and technical challenges. These are actually inter-related.
Read the full article here.