EVE Online: The Ragequit that Rocked a Universe

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Tach Deneva
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EVE Online: The Ragequit that Rocked a Universe

Post by Tach Deneva »

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.
"Shoo! Shoo! Go away! Oh God, he's got a monkey." -- Ms Purple
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Softball
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Softball »

Do you play Eve Online Tach? I have a co-worker who is an avid Eve Online player. I signed up for the free trial once and got to play it for one day. Certainly not enough time to decide if I wanted to keep playing it, so I never looked back.
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Tach Deneva
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Tach Deneva »

I've never played it. I've always been somewhat leery of it due to the open PVP aspects, or at least what I've *heard* about it - that other players can attack you and cause you to lose hard-earned ships and equipment.
"Shoo! Shoo! Go away! Oh God, he's got a monkey." -- Ms Purple
Hammer
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Hammer »

that's kind of realistic though, is it not?
Helmut
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Tach Deneva
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Tach Deneva »

Hammer wrote:that's kind of realistic though, is it not?
Maybe a little TOO realistic.
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Hammer »

yeah - i got the same response when i mentioned playing dead is dead in NWN2 BG server to Softball and Ghost. Ghost mostly abstained though.
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Softball
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Softball »

*Loads arrow from quiver into bow*
At least I gave an opinion. I don't know what you are looking for as far as an answer about the dead is dead question, but I would think that with you / me having such a limited time to get online, that dead is dead would not be the best choice. I mean why would we waste our "valuable" time playing a game that when our character dies, that's it, we're done. All that valuable time and effort we spent building our character is gone due to maybe some bad programming, network connectivity issues (lag), DMs dropping in unexpectedly with some surprise monsters (ie Like a Doppleganger that I ran into with my lowley Sorcerer the other night). There are too many uncontrollable variables that would be involved when trying to play a dead is dead rule in an online game. Sure you can control YOUR own actions, but you can't control the game code, the internet, DMs, etc... Might as well add in there that if your character dies, you un-install the game and not play anymore, cause dead is dead right? Lol.

I'm curious, how about we take a poll, who here would play an RPG game with full character development, that when your character dies, that's it, game over. No respawns. You can only be ressurected or saved by current party members that are with you. If that's not possible, you must re-make a new character from the beginning, ie start the game over from scratch.
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Tach Deneva
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Tach Deneva »

Softball wrote:I'm curious, how about we take a poll, who here would play an RPG game with full character development, that when your character dies, that's it, game over. No respawns. You can only be ressurected or saved by current party members that are with you. If that's not possible, you must re-make a new character from the beginning, ie start the game over from scratch.
That was always standard operating procedure in the pen and paper RPGs I used to play, but deaths were few and far between and there was almost always a few handy NPCs available for people play until they had time to create new characters - and if the group was fairly advanced, new characters would start at the group's average level, NOT at level 1. Also, those sessions were under the guidance of a living breathing DM capable of fudging a bad roll or two if the dice were unkind (and the character hadn't done something really stupid).

In a computer game, though - nah. Wouldn't do it. It would absolutely SUCK to have a character at, say, level 45 like my burglar in LOTRO die *permanently* because of something like lag or a computer crash or because I had to take an important call in the middle of a fight or whatever. After months and months and months of time invested, with items that can only be earned by repetitive grinding through material that was not all that exciting the first time through - like reputation horses - to lose it all and have to start all over again?

Aw hell naw.
"Shoo! Shoo! Go away! Oh God, he's got a monkey." -- Ms Purple
Hammer
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Hammer »

i am not 'looking' for any particular response. just asked a question. i would not mind doing it. it is only a game after all. i am not at all emotionally attached to my characters or the time i have spent on them. i am not going to stop playing or uninstall a game just because a character dies - that is a pretty extreme comment/response to the idea.

i do not think things are that out of control in the games we play nowadays with lag, server or client crashes, etc. DM deaths, well you could get away with that if they got really stupid - just don't count it. and the DM's in the BG server, for instance, are living breathing people and they can fake rolls, make the results what they want, heal you instantly, etc. not sure if they will - we do not know them - although they are supposed to be decent since i assume the people in charge are selective in choosing the DM's.

but overall i was just asking a question to see how others felt.
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Softball
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Softball »

For the record, the comment on unistalling the game was meant to be sarcastic, but I can see how it could be misconstrued after what I said previously.

To add to the conversation, I know this is a "role play" server, but I am not by any means a "good" role player. I'll surely try to get involved and talk in the moment, but I still haven't found that "niche" to change who I am in RL and "role play" my characters the way I envision them in my mind or in the game. I guess I should sit down and write down my thoughts on my characters' background, personalities, mannerisms, sayings, pet peeves, etc... That would probably help make it easier for me to "get into character". Even with this "flaw", I am enjoying the server and its inhabitants.

On a side note, a few years ago I remember a concept game or coming soon game that was an online D&D game where the gameplay was a PnP turn based style with full DM capabilities and map editing. It was labeled as an MMO and for the life of me, can't remember the name of the game. I'll see if I can find it and share it here. I thought it would be neat to do a PnP style of D&D online, a kind of Magic the Gathering feel.
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Softball
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Re: EVE Online: The Ragequit that Rocked a Universe

Post by Softball »

Found it: D&D 4.0
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"SILENCE, I KILL YOU!!" - Achmed the Dead Terrorist
AKA: Staark or Staark_RLG
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