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Showing posts with label economics. Show all posts
Showing posts with label economics. Show all posts

Wednesday, March 4, 2015

The "Trollceptor" SOV Reaction

A lot of people are overreacting about the usage of the Entosis Link in the upcoming SOV changes.  CCP want so encourage more small gang warfare in Null, and they want to make it easier for smaller groups to take and hold SOV, while also making it difficult to have the hug cold war power blocs we do now.

Thursday, December 18, 2014

EVE Online Economics Part 2 The Post ISBoxer World of New Eden

--Read Part 1 Here--

 

What ISBoxer brings to mind

Coming off my post about EVE Online Economics and the pursuit of fun, there's been some changes to the way CCP views input broadcasting, an often important part of the process of "multiboxing".  That is to say, running multiple clients on effectively the same machine and using software to push inputs from a single keyboard and mouse to dozens of clients at once.  CCP has flatout banned the practice of input broadcasting.  Now this will not stop the more complex multioboxers.  But it will have some effect.

Multiboxing has always been a somewhat difficult to understand practice.  As the players who did it typically have other motivations besides enjoying the game.  Aside from outliers, there is a stigma that many multiboxers are allegedly engaged in RMT (trading in game assets for real money).  This accusation however is not the subject of this post.

There have been no serious attempts by the EVE community to gather data on these multiboxing players, and not many of them come forth willingly and admit they do it.


EVE Online Economics And Game Design


The depth and scale of the EVE Online economy often sees it touted as the most interesting and robust economy in all of gaming.  When considered along with the rest of the game and it's hyper-competitive nature, the realization of just how complex the economics of internet spaceships can be becomes clear.  Even in a wider audience when the discussion of EVE's economics plays like a one-note band.

The type of emergent gameplay that CCP has spent the last decade building into the EVE experience is reflected in its economy more than anything.  With almost everything in the game being partially produced by players, there is no doubt that the economy is as much about the transfer of wealth and assets; as it is as much about player interaction.  Every day, traders, resources gathering operations, manufacturing, and out-of-game services all have some impact on the game and it's players.  The nature of the best is best conveyed in broad terms when talking to a wider audience which is what I'll attempt to do here.

I am of course no economist myself, so I will focus mostly on socio-economic aspects rather than econometric analysis, neither is this intended as a guide for industrialists or traders. Instead, this discussion of the EVE economy can offer some insight to readers of all playstyles.


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