EVE Online: The Ragequit that Rocked a Universe
Posted: 27 Jun 2011, 08:28
Forsooth!
http://massively.joystiq.com/2011/06/26 ... line-died/
"This week CCP followed up with the release of Incarna 1.0 and its long-awaited captain's quarters. Players logged in to walk around their private rooms and check out the various cosmetic items available for purchase in the new microtransaction store.
"It didn't take long for people to realise that something was fundamentally wrong with the prices on the Noble Exchange. At around $40 for a basic shirt, $25 for boots, and $70 or more for the fabled monocle, items in the Noble Exchange were priced higher than their-real life counterparts. As players made some noise about the ridiculous prices, an internal CCP newsletter all about the company's microtransaction plans was purportedly leaked. In it, plans to sell ships, ammo, and faction standings for cash were revealed, plans that strictly contradict previous promises on gameplay-affecting microtransactions. Shortly afterward, all hell broke loose as a private internal memo from CCP CEO Hilmar was leaked to the press."
**
http://massively.joystiq.com/2011/06/26 ... e-players/
"Amidst the recent EVE Online controversy, thousands of players declared their intention to cancel subscriptions and leave for another game. As Perpetuum Online is built on the EVE-inspired principles of a single-shard universe and takes a sci-fi sandbox approach to content design, players began posting that they were picking up the trial and giving the game a shot. Until now, we didn't really know if those players were honestly giving Perpetuum a try or if it was part of an epic rage-quit bluff.
"On the Perpetuum Online forum, developer BoyC alerted players to a server load problem and at the same time welcomed the influx of players that began 48 hours prior. A login limit had to be placed on the server to balance the load, and the increased number of players trying to access the game has even highlighted a bug in the relay servers to which players connect. 'The sheer number of new players caught us by surprise," said DEV BoyC, "and we're working around the clock to accommodate each and every one of you.'"
***
The moral of the story: Yeah, game developers - keep right on biting the hand that feeds you. No worries.
http://massively.joystiq.com/2011/06/26 ... line-died/
"This week CCP followed up with the release of Incarna 1.0 and its long-awaited captain's quarters. Players logged in to walk around their private rooms and check out the various cosmetic items available for purchase in the new microtransaction store.
"It didn't take long for people to realise that something was fundamentally wrong with the prices on the Noble Exchange. At around $40 for a basic shirt, $25 for boots, and $70 or more for the fabled monocle, items in the Noble Exchange were priced higher than their-real life counterparts. As players made some noise about the ridiculous prices, an internal CCP newsletter all about the company's microtransaction plans was purportedly leaked. In it, plans to sell ships, ammo, and faction standings for cash were revealed, plans that strictly contradict previous promises on gameplay-affecting microtransactions. Shortly afterward, all hell broke loose as a private internal memo from CCP CEO Hilmar was leaked to the press."
**
http://massively.joystiq.com/2011/06/26 ... e-players/
"Amidst the recent EVE Online controversy, thousands of players declared their intention to cancel subscriptions and leave for another game. As Perpetuum Online is built on the EVE-inspired principles of a single-shard universe and takes a sci-fi sandbox approach to content design, players began posting that they were picking up the trial and giving the game a shot. Until now, we didn't really know if those players were honestly giving Perpetuum a try or if it was part of an epic rage-quit bluff.
"On the Perpetuum Online forum, developer BoyC alerted players to a server load problem and at the same time welcomed the influx of players that began 48 hours prior. A login limit had to be placed on the server to balance the load, and the increased number of players trying to access the game has even highlighted a bug in the relay servers to which players connect. 'The sheer number of new players caught us by surprise," said DEV BoyC, "and we're working around the clock to accommodate each and every one of you.'"
***
The moral of the story: Yeah, game developers - keep right on biting the hand that feeds you. No worries.