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Filed under: Economy

Diagram shows real-world cost of losing ships in EVE Online

Filed under: Sci-fi, EVE Online, Economy

Whether you play EVE Online or not, the chances are you've read a lot about the harsh, cut-throat universe of New Eden. Alliances routinely clash over territorial disputes, spies work to destroy organisations from the inside and death is an inevitability. While dying in most MMOs means respawning at some far-away camp and having to repair your gear, death in EVE is a somewhat more vicious affair. When your ship is destroyed, whether it's by NPCs in a particularly tough mission or pirates hunting in a low security system, it's gone for good. While insurance will provide a sum of ISK to help with the loss, you'll need to re-buy a new ship and all the equipment that went on it. This would be like having to buy a new set of armour every time you die in World of Warcraft; a scary notion.

For the denizens of New Eden, losing a ship is a strictly in-game financial loss but for those that don't play EVE the scale of those losses can be hard to grasp. Jump On Contact tackled this issue head-on recently with a handy chart showing the rough value of EVE ships in both ISK (the in-game currency) and US Dollars. The prices show the sheer scale of the losses incurred in large battles and are based on a player buying game time codes for cash to be sold in-game for ISK. A fully geared battleship, one of the most common types of ship for players to own in the game, comes out as being worth approximately $10 US Dollars. Most ships fall somewhere between $1 and $13 but perhaps most shocking is the price of a fleet-ready titan, which is estimated at $7600. The next time you hear about a titan being killed or a fleet of capital ships being wiped out, perhaps this chart can help show the sheer scale of that loss.

Planet Calypso player pays nearly $70,000 for virtual egg

Filed under: Economy, News items, Virtual worlds

Planet Calypso continues to bring in the big spenders. At the end of December, word got around that a Planet Calypso player had won an auction for the Crystal Palace Space Station, paying $330,000 real world cash for the item. A few years ago, another player mortgaged his home to pay around $100,000 for a virtual nightclub in Planet Calypso. Hold off on the laughter, though: the nightclub wound up turning quite a profit, and the space station looks to be well on its way to the same.

Now another player is following in the footsteps of those two, taking a chance on the mysterious Atrox Queen Egg. David "Deathifier" Storey purchased the egg in a public auction, paying the equivalent of $69,696 for the item. The egg has been around since 2006, and players don't know when it will hatch, or even what exactly is inside. Deathifier is taking a bit of a chance with his purchase, perhaps hoping it will turn the same sort of profit as previous newsmaking purchases in the game.

You can take a look at the full story here.

The Virtual Whirl: Questions from the virtual mailbag

Filed under: Economy, Opinion, Second Life, Virtual worlds, The Virtual Whirl

This week, in The Virtual Whirl, we're going to take a selection of reader questions that we've received in comments and in the virtual mailbag and do our best to offer up some useful answers. Join us as we whirl through the mail.

Rumor: Bonus payment premium incentive not being paid to upgrading Second Life users? [updated]

Filed under: Business models, Economy, News items, Second Life, Virtual worlds, Rumors

There's a been talk going around among users that a Linden Dollar bonus made to users that sign up for Second Life premium accounts is not paid to users who are upgrading an account from basic to premium. That is, it was said that only users creating a new premium account got the bonus and users who upgraded did not, despite Linden Lab's advertising material apparently promoting it for both.

A number of you wrote in asking us about that yesterday, and we contacted Linden Lab for you to get an answer one way or another. That line of questioning bore some definitive fruit.

EVE Evolved: Trade hubs of New Eden - Amarr and Gallente

Filed under: At a glance, Sci-fi, EVE Online, Culture, Economy, Guides, Lore, EVE Evolved

Last week, I took a look at a few of the biggest Caldari and Minmatar trade hubs in EVE Online and how to best put them to use. I examined the phenomenon that is Jita and how Motsu persists as a trade hub due to the presence of mission-runners. I went on to look at Hek and Rens, trade hubs which service the two most populated Minmatar regions and provide a handy trade route for pilots to make a profit on. This week, I complete the picture with a look at four of the biggest Gallente and Amarr trade hubs.

Knowing all of the major trading stations can be of benefit to any pilot, whether you're just looking for a good deal on a new ship or trying to forge profitable trade routes. For traders, listing products in an alternate hub needn't take much extra time or effort. With good trade skills, you can adjust market orders remotely from several jumps away. You can make a short autopilot route that goes close enough to each station you're trading in and adjust your prices frequently.

In this final part of a two-part series on EVE's biggest trade hubs, I look at the biggest Amarr and Gallente trade hubs, what can be found there and how to use them to your advantage as a trader.

A Tale in the Desert to launch new player driven server

Filed under: Historical, A Tale in the Desert, Culture, Economy, MMO industry, Politics, Legal


A Tale in the Desert may not be the first game that comes to mind when you think of MMOs, but the title from independent developer eGenesis is something quite unique in this market. A Tale in the Desert isn't a combat-focused game at all, rather it's more about social, economic, and even legal systems in an ancient Egyptian setting. Players involved in a "telling" (a game arc) can even vote to determine the game's laws, which sets this title apart from most others.

eGenesis announced this week that they're launching a new server on February 20th, stating that it will give even greater control to players by allowing them to "completely control the timing of the telling." The new server will offer players an ancient Egypt that has yet to be built. In other words, it's an open environment where the players can have some degree of control over how that setting takes shape.

If the notion of a player-driven setting where the game's subscribers shape the play experience and surroundings appeals to you, have a look at what's coming soon to A Tale in the Desert.

EVE Evolved: Trade hubs of New Eden - Caldari and Minmatar

Filed under: At a glance, Sci-fi, EVE Online, Culture, Economy, Guides, Lore, EVE Evolved

A natural consequence of EVE Online's sandbox style market system is that eventually the players will form trade hubs around the most heavily used areas. Before the four empires began gearing up for war, the main trade hub of New Eden was in Yulai, the CONCORD headquarters system with super-highway stargates into the heart of each empire's space. When the super-highways were dismantled, Yulai became more difficult to get to and its popularity as a trade hub dissolved. It was eventually superceded by Jita, a Caldari system in The Forge region. But while Jita is EVE's biggest and most notable trade hub, it's not the only one by a long shot. Smaller hubs have always tended to erupt around centres of population and activity such as popular mission-running systems or the borders of warzones. Understandably, it's traders who reap the largest benefit from knowing all the best trade hubs. Trading in multiple regions can reduce the risk of competition and increase the volume of their sales.

In this two-part series, I look at some of EVE's biggest trade hubs, what can be found there and how to use them to your advantage as a trader. In today's first part I look at a few of the biggest Caldari and Minmatar trade hubs.

That's not the Second Life economy!

Filed under: Business models, Economy, Opinion, Second Life, Virtual worlds

This week Linden Lab published a set of economic data for Q4 2009, and for 2009 as a whole. After going through the data in detail, and discovering at least one important typo and one important calculation error, it looked like we were going to have to recheck every figure before presenting them.

That's a lot of work, especially as the data published in the quarterly/annual reports doesn't follow the same definitions as the ongoing statistical feeds or is not represented in them.

So we thought, well sod that for a game of soldiers. Instead, let's talk about the report's claim that the Second Life economy has grown 65% in 2009 over 2008, and why that's just rubbish.

Masthead Studios discusses Earthrise economy

Filed under: Sci-fi, Economy, Exploits, Game mechanics, New titles, Earthrise


It's an immutable law: create an online game where virtual currency is used and it'll inevitably give rise to a black market for that currency, not to mention for the various items in the MMO. Earthrise will be no different, but developer Masthead Studios aims to be proactive about the problem of gold sellers, rather than reactive. They also feel that their game will be difficult to bot. "Most of Earthrise design has followed the paradigm of requiring player interaction and skill through every aspect of combat, crafting and logistic movement so we firmly believe the game will be, by design, very difficult to automate via known methods," Masthead explains in their latest Question of the Week.

Another factor that Masthead Studios feels will curb black market activities in Earthrise, at least in respect to items, is that every use of gear slowly degrades the item in question. Of course, where there's a will there's a way. So when Earthrise enters open beta Masthead Studios will keep a close eye on the various ways players find to exploit the economy.

EVE Evolved: When social and market values collide

Filed under: Sci-fi, EVE Online, Culture, Economy, PvP, Endgame, PvE, Academic, EVE Evolved

Research into the social sciences suggests that people interact with each other in two separate modes. One mode is governed by primarily social influences and the other by basic market forces. Which one we choose in any given interaction has a profound impact on the way we interact with each other. Perhaps nowhere in the gaming world are these forces played out as strongly as in EVE Online, with its lack of economic regulation and tight-knit social structures. EVE players routinely form social relationships with other pilots, their corporation leaders and corpmates. On the flip-side, we interact with hundreds of players we don't know using more selfish market-driven rules as we trade, haggle over prices or even just buy something from the market. But how do these two types of player-to-player interaction coexist in the same universe and what problems can arise when they collide?

In this complex and in-depth article, I examine the relationships we form with other players, why they're important and what can happen when we inadvertently cross the line from an implied social contract to a market-based business one.

Second Life scripted agents to be exempted from traffic this month

Filed under: Economy, News items, Second Life, Virtual worlds

Well, it's been a long time in coming, but it is finally just around the corner. Back in October, Linden Lab added a facility where Second Life users could flag the accounts of their scripted agents (commonly called 'bots'). That was in October and the flag itself has had no effect so far.

However, along with the search update on Wednesday, 20 January, user accounts (whether they are actually scripted agents or not) who have chosen to turn the flag on for their account will no longer count towards the per-parcel traffic data generated by the system.

Avatars blue, Second Life concurrency and transactions rise

Filed under: Business models, Economy, News items, Second Life, Roleplaying, Virtual worlds


The Second Life user-concurrency and user-to-user transaction figures took a bit of an unexpected jump this week, rising sharply after a year of relatively little motion. Through 2009, user-concurrency has been on a slight, though not terribly significant decline, while user-to-user transactions remained flat and rather unexciting.

The sudden rise coincided with an advertising campaign by Linden Lab, where James Cameron's Avatar and Second Life were rather strongly linked in a series of banner advertisements run on YouTube and as a part of Linden Lab's affiliate program.

Keeping the gold farmers at bay: An interview with Fallen Earth's Colin Dwan

Filed under: Sci-fi, Fallen Earth, Culture, Economy, Interviews, MMO industry

Gold farming and gold spamming is a very real problem in our current MMOs. While some games are spending a good chunk of their resources to battle the farmers and save their game's economy, other games are enjoying a relatively spam-free existence. One such game is Fallen Earth.

So what's their secret? Have they designed an actual farm-proof game, or is it just that they're doing an amazing job of clean-up behind the scenes? We talked with Project Manager Colin Dwan for some insight into their proven methods. Follow along after the cut below for the complete interview.

EVE Evolved: Research: Five top tips

Filed under: Sci-fi, EVE Online, Economy, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, Opinion, EVE Evolved

In the past three weeks, I've covered the ins and outs of research in EVE Online, from Tech 1 blueprints and the Tech 2 invention system to Tech 3 and reverse engineering. In my nearly six years of playing EVE, I've delved into every traditional profession and picked up some valuable tips and insights on each one. Having been involved in every aspect of the Tech 1, 2 and 3 industries, I've built up a fairly complete picture of how the research portion of any industry interacts with its production lines. In this final part to the EVE Evolved guide to research, I give five top tips that I consider invaluable for anyone getting into research and industry.

#5 - Chasing profit:
To keep your profit margins high in any business, you'll need to adjust your choice of products frequently to keep up with what's recently profitable. The most important tool you'll ever have in any industry is a spreadsheet or application to calculate build costs for you. By updating the prices on your spreadsheet regularly, you can quickly spot which items are profitable to build and stay ahead of the curve. This is important because in some areas, like the market for Tech 2 modules, it can take as little as a week for an item to go from high profit to making a loss. In EVE's highly competitive markets, it's the most agile players able to stay on top of market trends who make the most ISK. There are several freely available applications and websites that can help with practically every industry but I've always found it useful to make my own spreadsheets.

Skip past the cut for four other invaluable tips on reverse engineering chances, invention profit margins, predicting trends and more.

EVE Evolved: Research: Reverse Engineering and Tech 3

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, EVE Evolved

In the first two parts of this guide to Research in EVE Online, I covered the basics of Tech 1 blueprint research and the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point.

In today's part of this bumper guide to research, I look into EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.

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