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mcherm : eveonline   6

The PA Report - How a clever player with a “useless” item almost took down EVE Online’s entire economy
They started giving rewards for taking out ships with valuable cargo. So someone cornered the market on a useless item then sold it (to a confederate) for a billion credits. Then they could get incredible rewards for destroying ships containing this item.
economics  virtualworlds  via:HackerNews  EVEOnline 
may 2013 by mcherm
Planning for war: how the EVE Online servers deal with a 3,000 person battle
An interesting solution to server overload: they simply slow down the simulation when the servers get overloaded. The user experience is time dilatation during extreme events like a massive battle. Frankly, it's probably a GOOD user experience.
gaming  eveonline  performance  gamedesign  gamedev  via:HackerNews 
january 2013 by mcherm
EVE Evolved: EVE Online's server model - Massively
The game EVE Online does not use "sharding" all the players are in a single shared world. This article discusses how that is implemented and also what affects it has had on the game play (fairly significant effects, it appears).
via:slashdot  mmorpg  gamedev  programing  concurrency  parallelprogramming  eveonline  scalability  socialcomputing 
october 2009 by mcherm

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