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Eve Online wages largest war in its 10 year history

polygon.com

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Re: Eve Online wages largest war in its 10 year history

#2
>An exact real-life currency figure of the in-game damage is not currently cemented, but unconfirmed estimates put the amount at more than $200,000

Always wondered how much virtual money generated during a day and what is estimation for real $$. What percent of that $200k is real money?

Re: Eve Online wages largest war in its 10 year history

#5
post #2

>An exact real-life currency figure of the in-game damage is not currently cemented, but unconfirmed estimates put the amount at more than $200,000 Always wondered how much virtual money generated during a day and what is estimation for real $$. What percent of that $200k is real money?

I don't think CCP publishes any hard data on this, they keep information like the exact number of subscribers and the number of PLEX sold secret.

The real money values always thrown around in every article about a big battle in EVE are also rather misleading as most of the ships were not paid for with real money in my estimation. The big alliances have huge incomes from ingame sources from which they finance the big expensive ships like Titans and the ship replacement programs for the smaller ships for their members.

You also can't convert the EVE ingame money (ISK) into real money, or at least not in any CCP-sanctioned way.

Re: Eve Online wages largest war in its 10 year history

#6
post #2

>An exact real-life currency figure of the in-game damage is not currently cemented, but unconfirmed estimates put the amount at more than $200,000 Always wondered how much virtual money generated during a day and what is estimation for real $$. What percent of that $200k is real money?

The game's subscription model is actually implemented in such a way that you can have an item (a "Pilot's License Extension", PLEX) that represents a month of account time. PLEX can then be bought and sold by players in-game, at whatever price they're willing to agree to. There's a fairly active market for them, so a USD -> ISK (ingame currency) conversion ratio can be calculated.

Of course, there's no (officially sanctioned) way to convert PLEX back into USD, so such comparisons speak more to CCP's profits than anything else.

Re: Eve Online wages largest war in its 10 year history

#7
Jita my dear, I miss you.

There was a period were some alliance set siege to the gates in. System time was slowed to the extreme.

Heavyweight traders dropped out, I ran my Minmatar craft about making enough coin to pay for several PLEX. After the siege profit margins slimmed back to their normal percentages.

Lovely game.

Re: Eve Online wages largest war in its 10 year history

#8
post #6
post #2

>An exact real-life currency figure of the in-game damage is not currently cemented, but unconfirmed estimates put the amount at more than $200,000 Always wondered how much virtual money generated during a day and what is estimation for real $$. What percent of that $200k is real money?

The game's subscription model is actually implemented in such a way that you can have an item (a "Pilot's License Extension", PLEX) that represents a month of account time. PLEX can then be bought and sold by players in-game, at whatever price they're willing to agree to. There's a fairly active market for them, so a USD -> ISK (ingame currency) conversion ratio can be calculated. Of course, there's no (officially sa…

There is, almost at least[1]. You can go to their conventions in Las Vegas by paying with PLEX.

"Regular price is $200 but if you have 15 PLEX..."

[1] http://community.eveonline.com/news/dev-blogs/eve-vegas-2013...

Re: Eve Online wages largest war in its 10 year history

#9
I played EVE for a while; actually as part of one of these giant corporations. I'm not sure how fun it'd be without being in one, as they tend to insure you against battle loss and it takes long enough to grind the space-mining-simulator even with their support.

The other thing I remember is that these "Battles" were extremely frustrating, and very long lag-minigames. e.g. get instruction over teamspeak, everyone targets a ship and if you are lucky within the next three minutes your UI will respond and fire a shot before you randomly got targeted and exploded instantly (this was server lag, as the client would run reasonably smoothly). Even giving CCP advanced warning about where we expected to have a battle they said there was "nothing that could be done" and basically refused to acknowledge that there was a problem.

That, plus the fact that living in the UK generally meant operations were extremely late nights, meant I dropped it.

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