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EVE Evolved: Downtime deployment debate

Filed under: Sci-fi, EVE Online, Culture, Events, in-game, Game mechanics, PvP, Opinion, EVE Evolved

Earlier this week, an explosive argument broke out in the EVE Online community. Following an extended server downtime, it became known that Reddit-based alliance Test Alliance Please Ignore had used the server downtime to protect the deployment of 14 territorial claim units. Ordinarily, these claim units are vulnerable to attack for eight hours while they start up. The owner may choose to either commit a fleet to defend them for eight hours or leave them unguarded and hope nobody decides to knock them down.

This mechanic is designed to ensure that a force can't claim or attack a large number of systems simultaneously against opposition, as an alliance can't reliably defend several TCUs at once. By anchoring the structures just before the extended downtime occurred, Test Alliance made them invulnerable for their entire deployment time. A controversial debate then ensued, as GMs stepped in and Test pilots began making accusations of corruption, collusion and favouritism.

In this opinion piece, I weigh in on the latest debate to shake New Eden. I look at whether downtime deployment really is an exploit and whether there's any substance to the accusations made against EVE's Game Masters.

EVE wormhole exploit is fixed

Filed under: Sci-fi, EVE Online, Game mechanics, Patches

Two weeks ago, we reported the news that a new exploit had been uncovered in EVE Online. Players in a hidden class 6 wormhole system with a rare magnetar anomaly discovered that they could abuse the anomaly's effects to gain infinite tracking and range on typically short-range turrets. The exploit was uncovered when they used it to defend their home system from attack against Rooks and Kings, a corporation that wormhole-dwelling corps have learned to fear for its precision invasions of colonised wormhole systems.

On September 21st, a hotfix was rapidly deployed to temporarily remove the offending electronic warfare effects from magnetar anomalies. This prevented players from pushing the effectiveness of tracking disruptors over the magic 100% mark that caused the bug. EVE developers CCP Games have announced that after some internal discussion, they've decided to make that change permanent. Removing the effect from all magnetars and not just the currently exploitable ones ensures that similar problems don't occur in the future if new equipment ever raises the effectiveness of tracking disruptors. The only question left unanswered is what will happen to Aperture Harmonics, the corporation that has been using this exploit for some time.

New EVE exploit gives wormhole corp incredible advantage

Filed under: Sci-fi, EVE Online, Game mechanics, Guilds, PvP, News items, PvE

A potentially game-breaking new exploit was revealed tonight in EVE Online. The exploit was first noticed by Rooks and Kings pilots during their invasion of populated wormhole systems. Their target, a corp named Aperture Harmonics, appeared to have almost game-breaking abilities. The corporation's ships were somehow able to successfully hit their targets from over 150km away using short-range weapons like blasters and autocannons. Since short-range weapons with short-range ammo deal massive damage, being able to hit with them at distances beyond a few thousand metres is potentially game-breaking.

Aperture Harmonics and its parent alliance K162 have both maintained a strong presence in EVE's 2500 hidden star systems since the appearance of wormholes over a year ago. The corp has become incredibly wealthy by running the difficult exploration content in these hidden systems, but it was always assumed that the tactics Aperture Harmonics pilots used were entirely legitimate. Whereas other corps tackle high-end Sleeper sites with complex logistics and electronic warfare strategies, the Aperture Harmonics pilots may simply have been cheating to run the sites in an almost impossibly short time.

Unintended source of passive income to be removed from EVE Online

Filed under: Sci-fi, EVE Online, Economy, Patches, Professions

There are many of ways to make ISK in EVE Online, from mission-running and ratting to trading and research. Some methods, like mission-running, are very active processes in which the amount of ISK made is directly proportional to the amount of time spent playing. Other processes, such as trading or moon-mining, are largely passive endeavours in which ISK is made even while the pilot is offline. One such source of passive income, which has been around since the tech 2 invention system came in, is datacore collection. Players with high enough standings and the right skills trained in the science field can sign up to do research with various R&D agents throughout EVE. The agents automatically give players research points every day for free, which can later be redeemed for datacores to be sold on the market.

Datacore collection itself is an intended game mechanic, and this system for supplying datacores doesn't look like it will be changing any time soon. The issue is that characters on expired accounts will still accrue research points every day. Using this so-called "ghost research" loophole, some players have been farming datacores with an unfair advantage over active pilots. Abusers typically set up accounts with three research characters each, then let those accounts expire. Several months later, each account will be re-activated to harvest the datacores. In a recent devblog, CCP Soundwave explained that this issue came from a list of important player-voted issues that was presented to CCP by the Council of Stellar Management. The unintended loophole will be closed in a hotfix in the near future.

Behind the Mask: The exploiter's dilemma

Filed under: Super-hero, Game mechanics, PvP, Champions Online, Behind the Mask


It's tough being an exploiter, especially in a game like Champions Online. It carries a certain social stigma, somewhere above catgirls but below most other castes of players. I feel like the exploiters have a bad rep, because other players misunderstand and misrepresent us.

Exploiters are the players who find bugs and ultimately discover FOTMs or gimmick builds and strategies. Because most people consider bugs and "flavors of the month" to be bad, the people who work to discover these things tend to be treated badly.

This is unfortunate, because exploiters are basically explorers. One might think that they are achievers or killers (as the end result of finding exploits is granting unfair advantages), but exploiters are explorers at heart. While other explorers journey through lands that have been charted by other players (except in the case where the game or feature is new), exploiters explore the landscape searching for things that other players haven't discovered and might never look for. The thrill of learning something new drives the exploiter, rather than the material reward of an imbalanced build.

After the jump, we'll talk about some previous exploits in Champions Online and the ways they impacted the playerbase.

AoC PvP changes incoming

Filed under: Fantasy, Age of Conan, Patches, PvP, News items

Age of Conan's Shrines of Bori PvP update has been the subject of a fair amount of player controversy since going live back in late March. While the spirit of the patch was appreciated, many players took issue with the fact that PvP rank could be gained via PvE farming, as well as an exploit allowing single guilds to monopolize the play fields. This morning, Funcom executive producer and game director Craig 'Silirrion' Morrison checked in on the official forums to bring players an update on the coming fixes.

Improvements will include sacrifice rewards given to the group/raid making the sacrifice, relocated altars to reduce the ease of a single dominating force, increased duration on the Favor of Bori buff, an increase on the time period during which shrine destruction gives a reward, and a decreased respawn time on the Idol of Bori recipe.

Morrison goes on to discuss a new butcher bag/body part mechanic, as well as some of the reasoning behind the original design decisions. "These changes should be coming to the test server this week, and we hope they are ready for deployment on the live servers with the 2.0.5 update. We will of course be watching these changes carefully, and will continue to make further adjustments if we see a need," he said.

Check out the full post on the official forums.

Lost Pages of Taborea: Costume Killer

Filed under: Fantasy, Bugs, Free-to-play, Runes of Magic, Lost Pages of Taborea


If you play MMOs long enough, you may find yourself running across glitches or mechanics with interesting side effects. Sometimes these side effects can be beneficial to your gameplay because they circumvent difficult parts of a game. Maybe jumping at just the right spot lets you walk on air and cross a cavern, or maybe certain spells and items give beneficial effects which allow you to down the Lich King.

These types of loopholes have always interested me from a psychological perspective. They present a moral gray area for players to make a decision. On one hand, nothing is being used that isn't already in the game. There are no outside programs or hacking of any kind, but the mechanics of these unintentional easter eggs seem to tiptoe around what are supposed to be challenges.

Runes of Magic has its own gray area that affects the PK system on PvP servers. I'll give you the gist of it, what it results in, and my opinion on whether players should be using it or not.

Tyrannis launch oversight destroys starbase market

Filed under: Sci-fi, EVE Online, Economy, Expansions, Game mechanics, News items

After what seemed to be a smooth launch, it soon became apparent that EVE Online's Tyrannis expansion had brought with it several broken features. While the planet-scanning interface works fine and looks fantastic, the deployment of command centres was pushed back until June 8th. The materials produced on planets could not possibly be made until June 8th but on May 26th, tier 4 products from planetary interaction began appearing on the market. It wasn't long before EVE players figured out that you could refine NPC-sold starbase structures into high-end planet products. Starbase structures are one of the many things that CCP is switching from being supplied at fixed prices by NPCs to being produced by players through planetary interaction. The NPC supply was meant to be removed on May 26th but as players were currently unable to produce the structures, that change was delayed until June 8th.

Hotfix deployed for EVE Online invisibility exploit

Filed under: Sci-fi, EVE Online, Culture, Exploits, Forums, Game mechanics, Patches, PvP, News items

Last week, we brought you the news that a terrible exploit had made itself known in EVE Online. The exploit allegedly involved filtering network traffic for specific packets which told the server to join the local chat channel. As a result, the player would remain hidden in the local channel and could sneak up on unsuspecting victims for an easy kill. Most of the controversy surrounding the exploit hinges on whether or not a certain group of players from Pandemic Legion alliance had been abusing the bug to kill farmers and macros. "The MonkeySphere" and his crew have spent months killing the macro element in nullsec using an unannounced but clearly effective strategy. Suspecting him of cheating, Russian players managed to recreate a set of conditions under which a player would remain hidden from the local channel.

Although posting the actual exploit details is not permitted on the official EVE forums, the thread discussing the exploit and The MonkeySphere's alleged involvement has now exceeded 50 pages. Showing a refreshing sense of transparency, CCP opted to keep the thread open while they investigated. Players used the thread to bring forth evidence of the exploit in action and filed bug reports on the issue. On Tuesday, CCP announced that a hotfix for the exploit had been deployed which should prevent the exploit from being used. Meanwhile, debate over The MonkeySphere's involvement with the exploit continue in the original discussion thread.

Confirmed exploit allows EVE players to sneak up on unsuspecting victims

Filed under: Sci-fi, EVE Online, Culture, Exploits, Forums, Game mechanics, PvP, News items

A nasty exploit has raised its ugly head in EVE Online this week, allowing players to prevent themselves from showing up in the local chat channel. Unless you're in a wormhole system, this channel is meant to show a list of every pilot in the system and must update instantly when a player jumps in. In the deep nullsec regions, the local channel is the primary way a player will know if he's safe or not. If you're alone in the channel, there's nobody else logged on in the system that can attack you. If an enemy fleet rolls by, you'll see a list of names suddenly appearing in the channel and know it's time to get to a safe place. If a pilot were able to somehow hide himself from the local channel, he could sneak up on unsuspecting victims without them knowing he's there.

Skip past the cut for an investigative look at this unsettling development.

The Diamond trade gets destroyed in Runes of Magic

Filed under: Fantasy, Exploits, Patches, News items, Free-to-play, Runes of Magic

There's an understandable problem with selling game currency in subscription games, where it's generally considered verboten for good reason. While some subscription games will sell you things in addition to the monthly fee, there's a general sense that you should earn your advantages. But in free-to-play games that have a cash shop allowing players to purchase items directly... well, the very idea of gold selling seems kind of silly. But it can happen, and Runes of Magic has experienced a bit of a problem of late with the trade of Diamonds (their cash shop currency) for gold.

The game has traditionally treated the currencies as interchangeable insofar as players with lots of Diamonds and not enough gold could sell their excess to other players. Unfortunately, the current spate of RMT activities have called for draconian measures: they've taken away the ability to trade Diamonds for gold. They've also temporarily removed the ability to send gold through the mail. The official announcement stresses that this is a temporary measure to combat unacceptable behavior. While less gold spam is a good thing, fewer features are a negative, so this new is a mixed bag for Runes of Magic players.

CCP changes deep safe spot nerf due to player feedback

Filed under: Sci-fi, EVE Online, Expansions, Exploits, Game mechanics

On Wednesday, we brought you the news of CCP's plans to nerf deep safe spots in EVE Online. Deep safe spots are bookmarks far outside the outer boundaries of a solar system. Being several hundred AUえーゆー from the nearest celestial body, ships in a deep safe spot are far outside normal scanning range. The spots have been created using a variety of exploits over the years, and with Tyrannis on the way they're headed for a nerf. The announcement of the change was met by strong opposition from some players on the official EVE forums, not about the nerf itself but the planned implemention.

On May 18th, all ships and objects over 10AUえーゆー further from the system's star than the outer-most planet were scheduled to be deleted. Any ships or items inadvertently left there would be gone and any pilots logged off in these locations would log in to find themselves without a ship. In response to player feedback, CCP have decided to rethink their plan to delete objects in deep safe spots. These objects will instead be moved to the outer edge of the solar system. In the new announcement, CCP took the time to clarify what objects will be moved with a handy diagram. The announcement was rounded off with some interesting statistics, showing that there are currently about 345 ships without pilots abandoned at deep safe spots across EVE. As these ships will eventually be moved to within normal probing distance, some lucky players may find them unexpectedly.

Mission Architect fix goes haywire in City of Heroes

Filed under: Super-hero, City of Heroes, City of Villains, Exploits, Game mechanics, Patches, News items

With any player-generated content system, a game becomes a struggle between two equal and opposing forces: the designers who want to cram in every possible exploit to get the best possible rewards with the least possible effort, and those who just want to make really neat story arcs. City of Heroes recently dropped a small patch in the hopes of fighting something that had been a target for exploits, and unfortunately the latter group got caught in the crossfire.

In short, the patch was designed to target allied NPCs in missions who didn't attack, but buffed the player characters to the gills in order to make missions easier. Unfortunately, caught in the crossfire were almost any missions that involved things other than enemies, up to and including missions where players would rescue hostages. Needless to say, player response has not been kind.

Sean "Dr. Aeon" McCann was quick to give an official statement on the matter, explaining that the idea was to implement a temporary fix that would prevent current farming, with a more permanent one coming around Issue 17's launch. (Although we don't have a specific date on that, it's been generally pegged for early this month.) Until then, City of Heroes players might find themselves advised to take a break from Mission Architect for a little while.

[ Thanks to Steve for the tip! ]

EVE Evolved: The faction warfare mission debacle

Filed under: Sci-fi, EVE Online, Expansions, Exploits, Forums, Game mechanics, Professions, PvP, Making money, Opinion, Hands-on, EVE Evolved

When faction warfare went live with EVE Online's Empyrean Age expansion back in the summer of 2008, It was a magnificent success. It was intended as a way for newer players to get into PvP and as a stepping stone from the safe haven of empire to full-on sovereignty warfare. It wasn't long before large fleets were duking it out in low security space and for a time, it was great. Eventually, problems began to come to light that demanded developer attention. Capturing exploits and a lack of rewards were causing players to leave the war and after a year with no development, faction warfare was looking abandoned.

Rewards were eventually implemented in an attempt to revitalise the ageing faction warfare system and promote PvP. With the Dominion expansion came the most anticipated of those rewards - new tier 1 navy battleships available only from the faction warfare loyalty point store. Since the announcement that they were coming, mission-runners have been farming faction warfare missions like crazy for loyalty points. The promise of unique rewards from the missions was intended to revitalise the game and give pilots something to fight over. But did the rewards really improve faction warfare and promote PvP or was it a huge mistake?

In this three page exposé, I run down the history of faction warfare missions, from the development mistakes to the EVE corp that made almost enough ISK to build a titan. Did the mission buff revitalise faction warfare or did it put the final nail in its coffin? And just how did mission-runners make billions of ISK?

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