Live data from Hacker News

Eve Evolved: Analysing Eve's New Economic Reports

massivelyop.com

1–10 of 47 posts

Re: Eve Evolved: Analysing Eve's New Economic Reports

#3
While the majority of EVE players are content to run missions or smash spaceships together for fun and profit

When I was playing Eve Online, ships didn't have collisions with anything but force field bubbles. (Planets were nothing but really huge force field bubbles. (Tower) You could still skillfully terminate a warp to get to the center of one, however. I never figured out how to exploit that.)

Re: Eve Evolved: Analysing Eve's New Economic Reports

#4
post #2

"At the end of February 2016, the total liquid ISK in the EVE Online economy was 948.043 trillion ISK (equivalent to $16.45 million using PLEX conversion)." find this fact mind boggling!

Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of.

https://www.youtube.com/watch?v=sumZLwFXJqE

My solution for this will be "first-principles." Quite simply, I'm not going to let players print money.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#5

While the majority of EVE players are content to run missions or smash spaceships together for fun and profit When I was playing Eve Online, ships didn't have collisions with anything but force field bubbles. (Planets were nothing but really huge force field bubbles. (Tower) You could still skillfully terminate a warp to get to the center of one, however. I never figured out how to exploit that.)

You can warp through planets. You can also create bookmarks while warping. Create a bookmark as you warp through a planet, and now you can warp to that bookmark inside the planet.

Edit: I think in an update you no longer warp inside the planet though (and get launched out of it), just to its edge or its designated warp point in lieu of landing inside. Its been forever since I played.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#6
post #2

"At the end of February 2016, the total liquid ISK in the EVE Online economy was 948.043 trillion ISK (equivalent to $16.45 million using PLEX conversion)." find this fact mind boggling!

Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of. https://www.youtube.com/watch?v=su…

Off topic: Would it be possible to get updates on your project? I've seen your comments regarding it, and I'm quite intrigued!

Re: Eve Evolved: Analysing Eve's New Economic Reports

#7
Eve's player-based economy is really badass, to the point that they have an economist on staff to generate reports like these. CCP found a great way to combat RMT (real money trading) rampant in MMOs where you buy in-game currency with real-world money with the introduction of PLEX (aka Pilot License).

Basically, you can pay ~$15 for an in-game PLEX, which when "used" adds 30 days of game-time to your account subscription. But this is an in-game item just like any other, which means it can be bought and sold in the in-game markets for the in-game currency (ISK).

Hence, it gives a legitimate way to purchase in-game currency with real-world money, without inflating the economy (because no ISK is generated and added to the economy at any time during this transaction, it simply changes hands until the item is "used" and therefore destroyed). In addition, it allows dedicated players that are cash-strapped an avenue to play for free by using currency acquired in-game to fund their subscription.

It also had the side-effect of giving an approximation of what the virtual exchange rate is between dollars and ISK, which makes for very attractive headlines when larger ships and assets get destroyed in the game.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#8

While the majority of EVE players are content to run missions or smash spaceships together for fun and profit When I was playing Eve Online, ships didn't have collisions with anything but force field bubbles. (Planets were nothing but really huge force field bubbles. (Tower) You could still skillfully terminate a warp to get to the center of one, however. I never figured out how to exploit that.)

https://www.youtube.com/watch?v=N8K18S_RNEQ

This video shows how grid bombing was done, sadly i don't play EVE anymore it's a great game lots of different Players/groups

Re: Eve Evolved: Analysing Eve's New Economic Reports

#9
post #6

Earlier quoted context omitted.

Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of. https://www.youtube.com/watch?v=su…

Off topic: Would it be possible to get updates on your project? I've seen your comments regarding it, and I'm quite intrigued!

http://www.emergencevector.com

I've hit a kind of "writer's block." I have 2^87 star systems, but I've hit a kind of blank-page syndrome about what to put in them first. Also, I'm a bit discouraged with regards to WebRTC vs. websockets. Websockets are pretty solid, but carry TCP stream semantics. WebRTC, but used in only client-server is my next step, but that particular use case is pretty much nonexistent in terms of examples and documentation.

There's clearly a need for an energy mechanic, however. Maybe I'll tackle that next. (Not an energy mechanic, as in make you do microtransactions. I mean an energy mechanic to limit weapons firing and maneuvering.)

Re: Eve Evolved: Analysing Eve's New Economic Reports

#10
post #2

"At the end of February 2016, the total liquid ISK in the EVE Online economy was 948.043 trillion ISK (equivalent to $16.45 million using PLEX conversion)." find this fact mind boggling!

Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of. https://www.youtube.com/watch?v=su…

I'd be interested to know the parts of Eve's economic system only 'kind of work'. I just checked the isk price of plex, it's only about 40% higher than it was 3 or 4 years ago when I last played. The yearly graph looks like a nearly perfect sine wave.

I just spot checked the ships I used to fly and all of them are the same price or slightly cheaper than they used to be. Frankly, for a system where the only way to get most ships is to buy them for other players -- that's amazing! It's awesome to know I could log in and my savings is still enough to outfit the same kind of thing I could half a decade ago.

Eve heavily regulates a player's ability to print money. Most of the great faucets are not risk free endeavors, and efficiently exploiting them requires expensive ships that are completely* lost when you screw up or are murdered. For any "hardcore" players that play enough to screw up the economy in other games, it's much more lucrative to spend your time on arbitrage than suckling on the isk faucets. I'd call that as successful an economy as you could hope for in a post scarcity sci-fi universe.

* insurance is irrelevant when we're talking about an officer fit machariel.

Post reply on HN