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economy posts

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.

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.

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.

The Daily Grind: How do you learn the game?

Filed under: Game mechanics, Opinion, The Daily Grind, Academic, Education


MMOs are complicated beasts. In most games you have at least a detailed set of game mechanics and combat systems to learn. That's not even getting into things like Fallen Earth with its maddeningly expansive crafting, or EVE Online and the detailed economy, or Champions Online and a costume creator that some find more engaging than the actual gameplay. There's a reason why most popular games spawn countless websites, forums, chat channels, and so forth -- because there's a great deal to learn, a large number of mysteries, and often a limit to how much useful information the game itself gives you.

So how do you learn your game? Do you browse forums and ask questions, building up advice from a community? Do you read the numerous sites devoted to the games, such as databases and wikis? Do you buy print strategy guides and try and adapt to the changes as they come, piece-by-piece? Or do you eschew all of the above, preferring to just let yourself amble along and learn things by example and inference? There are a lot of resources out there, and we all have our preferred ones, but today we want to know about yours.

Second Life's Nascera now nascent

Filed under: Betas, Business models, Economy, News items, Opinion, Second Life, Player Housing, Virtual worlds

Nascera, which we know sounds uncomfortably like nasal and viscera jammed together in some rather bizarre agglomeration, is the name for the new continent which is hosting Linden Lab's experimental house and land incentives for premium Second Life users. The beta buildout is done and you can go see the results for yourself.

Mind you, if you already have rented or owned land in Second Life, the Nascera offering really isn't for you. You, like us, really aren't the target demographic. Nor is anyone we showed it to, which is probably why they all made those nasty faces when we did.

Is Linden Lab wasting its time on the existing Second Life population?

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

Going over the Second Life metrics that are available to us, it seems clear that this virtual environment has reached one of its most significant growth plateaus, and one that it doesn't seem to be able to push past. User-to-user transactions, active users, weekly/monthly logins, all remain very flat.

All the while, more than 9,000 new user accounts are created on the service every day, though the retention rates appear to be extraordinarily low, making up only for what appears to be an almost negligible attrition in the medium- and long-term user-base.

Linden Lab to test new house/land incentive for premium Second Life accounts

Filed under: Betas, Business models, Economy, News items, Second Life, Player Housing, Virtual worlds

While the growth of Second Life new-user registrations remains steady, as do active users, the number of premium accounts in Linden Lab's virtual world had entered into an accelerating decline, last time we had any data available to us. This is hardly surprising, as tweaks to the land-centric Second Life economy over time had largely eliminated the need for many users to have a premium-account.

The Lab is announcing the creation of a new continent (name and location not known at present), which will contain a number of unfurnished homes on 512sqm parcels of restricted-use land that do not share a border with the parcels of other users.

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