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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.

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.

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.

EVE database issue causes thousands of items to go missing

Filed under: Sci-fi, EVE Online, News items

When the EVE Online server booted up today from its scheduled daily hour of downtime, GMs began receiving reports of missing items and disappearing market orders. After some investigation, CCP decided to shut the server down for an extended downtime to get to the bottom of the issue. The problem was eventually traced back to a database script responsible for recycling old itemIDs from trashed items and assigning them to new items. It was found that some new items being created in the database weren't getting IDs and so were becoming lost in the system. Up to 114,000 items may have gone missing during the 75 minutes that the server was up.

EVE Online devblog addresses recent server issues

Filed under: Sci-fi, EVE Online, MMO industry, Server downtime

EVE Online's server is a complex beast, holding the title of biggest supercomputer in the gaming industry. The main server cluster is housed in London and serviced by a team of IBM engineers. In addition to constant hardware upgrades to take advantage of the newest technology, CCP's network programmers work around the clock to improve performance and track down bugs that will affect the game. EVE is no stranger to lag or network issues and older players know all too well that server troubles are expected around patch days.

When the Dominion expansion was released, there were far more complaints of server issues than could be attributed to the usual "patch day blues". Now several months down the line we're still hearing horror stories of fleet battles lagging unbearably with only a few hundred players. The last few months have seen an increasing number of node deaths and database failovers, in some cases causing unscheduled server reboots. Read on to find out what CCP is doing to combat the issue.

Aion money glitch gives trillions to players

Filed under: Fantasy, Aion, Bugs, Server downtime, News items

A few Aion players on the Azphel server got a bit of a shock yesterday when a bug in the system presented them with more than 30 trillion Kinah as a reward. With that much extra cash floating around, the economy predictably went...well, completely insane.

The Auction Hall looked like opening day at the NYSE, and even fairly common items were selling for outrageous amounts of Kinah. The news spread outside of game very quickly, sending the Aion team into overdrive as they tried to figure out what had happened. (Since this isn't the first time something like this has happened to an NCsoft game, we imagine there was a game plan in place.)

The Azphel servers were taken down for "emergency maintenance" shortly afterward, and news of a rollback came down very early this morning, surprising absolutely nobody. As of now, the Aion team is planning to roll the servers back to 6:00 AM CST Monday morning, but they're not quite out of the woods yet. They have since found "a few additional bugs that are having a direct impact on the stability of the Azphel economy", and promise more information soon.

The Daily Grind: What little bug is a big problem?

Filed under: Bugs, Culture, Opinion, The Daily Grind, Academic

You know the one. It's a tiny bug, a problem that only comes up once in a blue moon -- if it's even a problem and not just a slight problem like a model clipping issue. You really shouldn't care one way or the other, it's so irrelevant... but you care. You can't help but care. The very thought of it bothers you. And even though it's something so obscure that you're not sure if anyone has even bothered reporting it other than you, or so rare or so unnecessary, you still get angry when all sorts of other minor bugs get fixed and this one persists.

We're not talking about bugs that people can legitimately point to as impacting quality of play today, like the infamous Vanish bug in World of Warcraft. We're talking about those minor issues that you can't let go of, sometimes even long after you've stopped playing the game. What small and ultimately irrelevant bug just can't help but get your goat every time it comes up? How do you try to work around it? Have you reported it once, multiple times, or not at all with the expectation that the developers must know about it already?

Nate Levy explains WAR's action point fix

Filed under: Fantasy, Patches, Warhammer Online, News items

Mythic developers just fixed a major bug that has been in Warhammer Online since launch and it's having a big impact on players. Action points (AP) are the one-size-fits-all resource used to cast spells, perform damage attacks, and tank. Suffice to say, a change to the way AP works affects every class in the game. This bug fix makes it take a little longer for AP to regenerate as originally intended.

Many players claim that the time-to-kill in beta was much higher than it turned out at release, and while a dozen or more variables play a part in this (e.g., better gear, higher crit rates, newer strategies, etc.), AP regen can be counted among them. You see, after the game released game update 1.3.1 came out, players had a nearly limitless AP pool. In fact, AP regen potions were useless aside from getting a quick boost after sprinting. This led to many players getting in the habit of button-mashing their abilities without fearing a complete AP drain.

Now that the issue has been corrected, there's been a bit of an outcry from players who have become accustomed to playing WAR not as intended for over a year. Mythic stresses that this change is for the better but will continue to monitor the situation and adjust accordingly. Check out Nate Levy's developer diary for all the details.

Update: This bug was discovered in 1.3.1 but we are unsure of when it originally made its way into the game. We apologize for jumping to conclusions based on our own experiences.

The hardcore language (filter) of Champions Online

Filed under: Super-hero, Bugs, Opinion, Champions Online


While many folks we know really don't care too much about chat filters one way or the other, the rather overzealous chat filter in Champions Online seems to be causing some problems for players - and NPCs! Eric Heimburg over at Elder Game ran into some NPCs having their rather harmless (read: written by game designers) chat censored out due to the crazy filters. Based on his experience, he proceeded to spin an amusing tale of how he suspected the design and testing of that particular feature might have gone down to leave it in as touchy a state as it's currently in.

The rest of the post - well, some will agree with Eric, and some will wish he'd stuck with the sillier things about the chat filter. He goes on to refer to Champions Online as being in its "death throes." As this also isn't the first time we've seen weird things get filtered ("Sega" in Guild Wars, "Depp" in World of Warcraft to name two old examples) we wouldn't be surprised to see Cryptic Studios crank the sensitivity down a bit. That said, if you've ever run up against a chat filter garbling your words when you're just trying to be a @(&*!%^ the streets, pop over and @(*$%^! moment into reading about this particular way-too-touchy filter.

EVE Online API sends apps offline

Filed under: Sci-fi, EVE Online, Bugs, Server downtime, News items

As many EVE Online players likely already know, Tranquility's server hamsters decided to take an unscheduled nap yesterday, causing the entirety of New Eden to grind to a screeching halt. While we're glad to note that the servers came up some time later without any major problems, the forums and API remained offline until this morning's regular maintenance at 7:00 AM Eastern. While the folks at CCP were able to get the forums back online and working without incident, they opted to leave the API offline today while they're trying to figure out what happened. Better safe than sorry, we think.

For those of you who are occasional EVE Online players (are there really such beasts?) you'll notice the API shutdown in terms of changes not tracking properly in EVEmon, Capsuleer, or any other external programs that make calls to the API to pull your character information. The hope is that full functionality will be restored after tomorrow morning's regularly scheduled daily downtime. If not, might we suggest breaking out some chocolate covered espresso beans for the server hamsters?

Are MMOs truly as persistent as they claim?

Filed under: MMO industry, Opinion

The two biggest differences between single player RPGs and massively multiplayer online RPGs are the MMO and persistent components found in the latter. Player vs. Developer has a thought-provoking blog post up claiming that MMOs are not as persistent as they claim to be.

"Persistent" can be defined as "continuing without change in function or structure," which when you really think about it doesn't quite fit with how it is employed in most MMORPGs. Many MMOs claim to have a "persistent struggle," or "persistent world," which is only half true. Developers are constantly changing their MMOs and it impacts how we play.

What happens at the end of an expansion cycle? Often, players stop trying to progress and wait for the new content that makes old content obsolete. What happens when classes undergo constant balance shifts? Players are forced to compete on uneven playing fields. What happens when some gamers benefit from bugs or exploits before they are fixed? It can hurt player morale.

Many of these changes are for the best, but it does illustrate that MMOs are not truly as persistent as they claim.

Darkfall's forums and chat brought down due to heavy traffic, servers finally online

Filed under: Fantasy, Darkfall, Bugs, Launches, New titles, Server downtime, News items


Well the awaited hour has finally come true, Darkfall is online. While the delays have been numerous and the resulting traffic has basically crippled the Darkfall website, people are queuing up in the log in server to get a taste of what Agon has to offer them.

The delay was due to two problems -- the pre-order load and the staff had caught a critical bug in the game at the last moment. The heavy volume of pre-orders had taken longer to process than Aventurine had anticipated, leading them to delay the launch so more pre-orders could be properly processed. Afterwards, they delayed the launch again due to the wish of the development team to fix that last bug.

The heavy volume of players interested in the game's release had crippled the forums, shooting traffic to over double what it was at the launch of beta. Aventurine made the decision to bring down the game forums, instead only displaying a message regarding launch status on the forums page. This, in turn, brought more people into the Darkfall chat room run by Stratics, overloading that server and forcing Stratics to temporarily bring down the official chat.

Aventurine plans to relaunch the forums sometime today, with the hopes that they can keep the system online under all the duress. All current subscribers (those lucky few with boxes) will be given 33 days of subscription time instead of 30 to cover for all the delays.

WoW Insider declares Patch 3.0.8 a 'disaster'

Filed under: World of Warcraft, Fantasy, Bugs, Patches


What should have been a joyous occasion (the first big patch since Wrath of the Lich King launched) has turned into something bad. Like, just this side of "watching footage of the burning Hindenburg while Ride of the Valkyries plays and someone recites Thus Spoke Zarathustra" bad. We just discussed the fact that Arenas have been closed on the live servers, but there are a lot of other problems that have World of Warcraft players (rightfully) up in arms. The most vicious of these bugs was undoubtedly the Lake Wintergrasp glitch - one that literally made WoW unplayable for some time earlier today. The developers hotfixed a patch out that stopped the hard crashes, but there are still many, many frustrations facing players used to a high quality product from the Blizzard developers.

"Unbearable" lag, disconnects during raid fights, high-level class imbalances, graphical bugs ... the list goes on. Our sister site is even frustratedly noting that longstanding bugs slated to be fixed with this patch simply weren't ... and the bugs weren't even addressed in the patch notes the way you'd have expected. Read on through to WoW Insider's post about these issues for the full list and their frustrated request for better Quality Assurance in the future. Here at Massively we definitely hope you WoW players soon return to the polished product we all know Blizzard is capable of. In the meantime, let us know. What the heck do you think went wrong this time?

One Shots: Mr Fantastic heads to WAR

Filed under: Fantasy, Galleries, Screenshots, Warhammer Online, One Shots


We're not sure what's up, but it seems like there have been some strange graphical glitches cropping up in Warhammer Online recently. The good news is that none of them seem to be in any way game-breaking; they're just extremely funny-looking. First we saw a guard who decided it was best to run around without her armor on and somehow lost the top of her head along the way. Today we have a screenshot of a character who looks like he must be related to Mr. Fantastic of the Fantastic Four, considering how stretched out he is. There again, perhaps this is Plastic Man just out to get some MMO practice in before he gets rolling as an NPC in DC Universe Online? Who knows! In any case, a big thanks to Soni P. who sent this Warhammer Online One Shots in today, as well as sending a quick "Hi from Croatia!"

Seen anything strange lately? If so, snap a screenshot when you see it and send it to us here at oneshots AT massively DOT com along with your name and the game it's from. Descriptions are welcome but not needed. We'll post it out here for everyone else to gawk at and give you the credit for catching the weirdness.

Gallery: One Shots

Player perception seemingly shifting in Age of Conan

Filed under: Fantasy, Age of Conan, News items


A lot of time has passed since Age of Conan launched last May and while some things never change, it seems like the player perception of FunCom's slightly misfired MMO doesn't want to play by the rules. It's a good thing, though, as a small poll seems to be showing. Now, we say small because the actual statistics in question only represent about one-to-two thousand participants. Still, as a snapshot of a community, that's not too bad.

So what's the overall verdict? Bugs, exploits, and stability have all seen rises in ratings over the course of three months. The votes have also tilted in favor of communication and content for FunCom. So while we stress that this isn't super-scientific by any means, it does point to more improvements and overall up-trending for a game that saw some pretty rocky rapids just three or four months ago.
Warhammer Online Coverage Having fun in Conan's homeland? Make sure to check out all of our previous Age of Conan coverage, and stick with Massively for more news from the Hyborian Age!

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