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How the EVE Online Servers Deal with a 3,000 Person Battle

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Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#131
post #17

Earlier quoted context omitted.

What would be the point of having all this cool stuff if no one else even gets to see it and you don't get to use it?

Strategy isn't just about throwing everything out as soon as it's created and ready to go pew-pew.

In the words of the Lord, our Saviour, Mr Robert Downey JR...

"Peace means having a bigger stick than the other guy"

Alliances accumulate supercapital fleets so they can fly their collections around with relative impunity. Of course it tends to be awful for everyone who doesn't get to be in the big fleet - as they rarely get to play. This leads to the congregation of supercapital pilots in the same alliances.

Pandemic Legion is famous for this - as they have long had the biggest fleet, used it the most, and thus attracted large numbers of other supercap pilots. But they do not hold space.

And to correct a seemingly prevalent misconception - most titans and supercarriers are personal possessions. There are some alliance/corp owned ones - but the majority are simply owned by long time players who either botted (completely un-policed for a very very long time), scammed, traded, speculated, Wormhole'd or Ratted/missioned (Oh god please no - boring monotonous PvE in the extreme for low returns) their way to 80b isk fortunes.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#132
post #83

The environment EVE creates in almost every aspect of the game is just fascinating. It is the only game I ever played I actually felt an enormous thrill and adrenaline rush when playing pvp. It doesn't matter if you're pvping alone or with a fleet. The fact that you actually lose/gain on a fight differentiates the game from any other MMO. Events that you may have experienced in-game can be recorded forever and actual…

"The fact that you actually lose/gain on a fight differentiates the game from any other MMO." Could you please expand on this? I'm interested in this point, but I haven't played Eve or other MMOs.

For instance; I play Guild Wars 2. If I die, I lose a little bit of in-game cash from having to repair my armor after restarting (less cash than I can make in 5 minutes), and will possibly have to have to trek a couple of minutes back to where I was.

But back when I played EVE (that's a very long time ago, the game's changed since)... I was playing as a trucker in low-sec, essentially carrying goods in somewhat dangerous territory. I was really lusting for T2 transports (blinged out trucks), and it was my goal to get one. So I trained and saved for months, until I finally could afford it. I'm not a very patient person, so I took it for a ride before it was fully fitted with the modules I needed for my protection. Some pirate jerk blew it up. It was insured, but I wasn't quite able to easily replace the modules I had lost. In one fight, weeks of my in-game time were lost.

In other MMOs, winning and losing can mean that you've wasted a few minutes of your time. In EVE, it can mean months of wasted effort.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#133

Earlier quoted context omitted.

How would the microservers keep up to date with each other fast enough to be useful? "eventual consistency" doesn't work with real time strategy games.

How would they not? Latency between servers would be near zero, and if they all handled point to point transactions while broadcasting their state on each transaction, you're getting all the power you need. We're not talking about complex processing here. It's an RNG coupled with simple health and xyz.

Broadcasting their state to what? All the other nodes? So each "microserver" would still need to handle thousands of connections and data for every player?

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#134
post #132

Earlier quoted context omitted.

"The fact that you actually lose/gain on a fight differentiates the game from any other MMO." Could you please expand on this? I'm interested in this point, but I haven't played Eve or other MMOs.

For instance; I play Guild Wars 2. If I die, I lose a little bit of in-game cash from having to repair my armor after restarting (less cash than I can make in 5 minutes), and will possibly have to have to trek a couple of minutes back to where I was. But back when I played EVE (that's a very long time ago, the game's changed since)... I was playing as a trucker in low-sec, essentially carrying goods in somewhat dange…

Thanks for your reply. Do you think this game mechanic would work without the availability of insurance? I would think all but the most hardcore would be dissuaded.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#135
post #132

Earlier quoted context omitted.

For instance; I play Guild Wars 2. If I die, I lose a little bit of in-game cash from having to repair my armor after restarting (less cash than I can make in 5 minutes), and will possibly have to have to trek a couple of minutes back to where I was. But back when I played EVE (that's a very long time ago, the game's changed since)... I was playing as a trucker in low-sec, essentially carrying goods in somewhat dange…

Thanks for your reply. Do you think this game mechanic would work without the availability of insurance? I would think all but the most hardcore would be dissuaded.

Well, insurance in EVE does not free you up to suicide your ship. There is a saying in EVE "don't fly what you can't afford to lose at least 3 times". It is a hardcore game, for those who want it to be :)

You can always just live in high-sec (safe zone) and probably never lose your ship. Of course the game tends to reward you for taking risks.

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