[url=http://meincmagazine.com/civis/viewtopic.php?p=26180005#p26180005:1pt890to said:Penguin Warlord[/url]":1pt890to]Some of my favourite memories are base jumping and otherwise spending hours glitching Halo 2. Soemtimes bugs are the best part.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180019#p26180019:1p17d7ja said:Abresh[/url]":1p17d7ja][url=http://meincmagazine.com/civis/viewtopic.php?p=26180005#p26180005:1p17d7ja said:Penguin Warlord[/url]":1p17d7ja]Some of my favourite memories are base jumping and otherwise spending hours glitching Halo 2. Soemtimes bugs are the best part.
Sometimes bugs break/ruin the game for the people who are actually there to play it in the correct manner.... that is the 99% case.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180019#p26180019:3knh9p2k said:Abresh[/url]":3knh9p2k][url=http://meincmagazine.com/civis/viewtopic.php?p=26180005#p26180005:3knh9p2k said:Penguin Warlord[/url]":3knh9p2k]Some of my favourite memories are base jumping and otherwise spending hours glitching Halo 2. Soemtimes bugs are the best part.
Sometimes bugs break/ruin the game for the people who are actually there to play it in the correct manner.... that is the 99% case.
I totally understand why in-game objects acquire psychological value for players; but this sentence was enlightening for me. Do some Wall Street assets (sub-prime mortgage based securities, other assets "recovered" under government bail-out programs, perhaps even fully negotiable printed money) have only the same "real-world value" as these fictional objects; until the point when they have actually been redeemed against tangible real-world goods? We really are in deep trouble then……a galaxy-wide battle that destroys $300,000 in real-world value…
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180125#p26180125:18zi64ww said:matthewslyman[/url]":18zi64ww]I totally understand why in-game objects acquire psychological value for players; but this sentence was enlightening for me. Do some wall-street assets (sub-prime mortgage based securities, other assets "recovered" under government bail-out programs, perhaps even fully negotiable printed money) have only the same "real-world value" as these fictional objects; until the point when they have actually been redeemed against tangible real-world goods? We really are in deep trouble then……a galaxy-wide battle that destroys $300,000 in real-world value…
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180191#p26180191:2xgns865 said:DannibusX[/url]":2xgns865]Just tell the Brits you have based your opinion on them based solely on Karl Pilkington or Gordon Ramsey for fun.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180171#p26180171:3rihl1xd said:Kyle Orland[/url]":3rihl1xd][url=http://meincmagazine.com/civis/viewtopic.php?p=26180125#p26180125:3rihl1xd said:matthewslyman[/url]":3rihl1xd]I totally understand why in-game objects acquire psychological value for players; but this sentence was enlightening for me. Do some wall-street assets (sub-prime mortgage based securities, other assets "recovered" under government bail-out programs, perhaps even fully negotiable printed money) have only the same "real-world value" as these fictional objects; until the point when they have actually been redeemed against tangible real-world goods? We really are in deep trouble then……a galaxy-wide battle that destroys $300,000 in real-world value…
The real-world value of EVE's in-game ISK is mainly measured in its ability to buy pilots license extensions, which can also be purchased for real money. A bit more on this here: http://massively.joystiq.com/2012/06/10 ... ng-points/
they seem to have a list of things that absolutely cannot be allowed to happen, like evading the space police after ganking someone in highsec, abusing the physics model to get into a POS that you don't have access to or bump people out of it, or generating trillions of isk by taking advantage of a poorly designed feature in faction warfare (those guys got temp-banned for a while and all the profits from their scheme were confiscated)[url=http://meincmagazine.com/civis/viewtopic.php?p=26180087#p26180087:1g36rqlo said:UserIDAlreadyInUse[/url]":1g36rqlo]I'd be curious to know, since the game's been running for years now, where they set the bar to determine when a behavior is a bug and to apply a fix, and when to leave a behavior alone to be used by the player base? There must be some intensely interesting discussions at CCP around that, and I'd be interested to know more about how they decide to classify each.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180353#p26180353:1gm0w1ty said:matthewslyman[/url]":1gm0w1ty][url=http://meincmagazine.com/civis/viewtopic.php?p=26180171#p26180171:1gm0w1ty said:Kyle Orland[/url]":1gm0w1ty][url=http://meincmagazine.com/civis/viewtopic.php?p=26180125#p26180125:1gm0w1ty said:matthewslyman[/url]":1gm0w1ty]I totally understand why in-game objects acquire psychological value for players; but this sentence was enlightening for me. Do some wall-street assets (sub-prime mortgage based securities, other assets "recovered" under government bail-out programs, perhaps even fully negotiable printed money) have only the same "real-world value" as these fictional objects; until the point when they have actually been redeemed against tangible real-world goods? We really are in deep trouble then……a galaxy-wide battle that destroys $300,000 in real-world value…
The real-world value of EVE's in-game ISK is mainly measured in its ability to buy pilots license extensions, which can also be purchased for real money. A bit more on this here: http://massively.joystiq.com/2012/06/10 ... ng-points/
This comparison does place a theoretical real-world value on the in-game currency; but that is also "just psychological", is it not? (Unless of course you can sell ISK for real-world money, and transfer them in-game — in which case, the game could have real-world value to skilful players? I had a work-mate once who slept through half of his working days after moonlighting playing "Second Life" for a small profit.) So the game might have real-world value to a few skilful players… I might be cynical now (perhaps partly due to my experience of working "with" that one game-addicted loser who lost his girlfriend and cheated his employer), but I think this is a different question to this one: Does the game (taken as an entire system, for its whole value proposition) have net positive real-world value to the human race? Further, could/should a game be engineered to be engaging, yet at the same time engineered to help people avoid the costly excesses of gaming addiction? (Here's another case…)
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180191#p26180191:1pdxu2ej said:DannibusX[/url]":1pdxu2ej] Currently a PLEX sells for $19.99 US and is available on the in-game market for 600 Million ISK.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180569#p26180569:3n2fhdbp said:eco_nl[/url]":3n2fhdbp][url=http://meincmagazine.com/civis/viewtopic.php?p=26180191#p26180191:3n2fhdbp said:DannibusX[/url]":3n2fhdbp] Currently a PLEX sells for $19.99 US and is available on the in-game market for 600 Million ISK.
Wow, last I played (2 years ago) a PLEX sold for 300m ISK. Did ship prices increase 100% as well, or are less people seling plex making them more saught after?
I just afk mined in highsec on an alt and it paid enough for two plexes, unless market prices increased this means more people are actually paying for their subscription.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180125#p26180125:2fani4zv said:matthewslyman[/url]":2fani4zv]I totally understand why in-game objects acquire psychological value for players; but this sentence was enlightening for me. Do some Wall Street assets (sub-prime mortgage based securities, other assets "recovered" under government bail-out programs, perhaps even fully negotiable printed money) have only the same "real-world value" as these fictional objects; until the point when they have actually been redeemed against tangible real-world goods? We really are in deep trouble then……a galaxy-wide battle that destroys $300,000 in real-world value…
It is impressive that this guy can appreciate the game to this degree, especially considering that he works on it (though I'd be curious to know in what capacity).“This is a fundamental test from the universe” he recalls telling his wife. “If I make a spaceship out of nothing, then that spaceship isn’t real. If I bring something unreal into the game, the whole thing is gonna crumble. I might not get caught, but… I will always know the game isn’t real.”
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180561#p26180561:2lvyalxh said:brainchasm[/url]":2lvyalxh]One of my favorite memories of EVE was one instance of using a ship for...well not exactly what it was meant for.
Stealth bombers used to carry cruise missiles instead of torpedoes. They had a decent range, but you were still made out of paper mache. But with the right skills, and the right mods, you could fit out a covops to be able to push its cruise missiles to 175km or so. Took a while for them to get there, but that was ok.
In lowsec, gate guns only fire at you if you aggress and are within 150km. So, orbit the gate in lowsec at 151-155km, cloaked up, and wait for people autopiloting on their way out of lowsec into hisec. Uncloak, fire for effect.
I splashed some fun ships that way, and then got a handful of pirates to join me, and we had a lot fun.
Keep a character on the hisec side of the gate so they could jump in, loot, and jump back out.
It wasn't exactly frenetic action, but it was fun, and profitable.
CCP nerfed that ability though, by switching bombers to use torpedoes, which can't achieve the same range. But that also changed the role of said bombers. I was so bummed, I think that's when I went on hiatus...to lose something fun and easy to do solo ruined my limited playtime.
Having sunk a lot of time into earlier MMORPGs (UO, EQ, and ATITD), I came to realize that the way people play these games is basically like a job. In general the gameplay is boring, slow, not intense, with very long term payoffs. However this is also what makes the games so immersive, since amassing wealth and power does take a huge amount of work (though it's mostly just time).[url=http://meincmagazine.com/civis/viewtopic.php?p=26181465#p26181465:apqxijzv said:new2mac[/url]":apqxijzv]I enjoy the occasional online game but EVE is for people with a screw or two rattling around in the head. It's a MASSIVE time sink. Biggest gaming time sink ever. It's seriously disturbing that people would commit so much time to it.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26181485#p26181485:ntg3x18u said:Pyros[/url]":ntg3x18u]The linked article about the huge battle was really enjoyable, I actually wish it had been a longer account.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26180383#p26180383:1gnug16x said:DannibusX[/url]":1gnug16x][url=http://meincmagazine.com/civis/viewtopic.php?p=26180353#p26180353:1gnug16x said:matthewslyman[/url]":1gnug16x][url=http://meincmagazine.com/civis/viewtopic.php?p=26180171#p26180171:1gnug16x said:Kyle Orland[/url]":1gnug16x][url=http://meincmagazine.com/civis/viewtopic.php?p=26180125#p26180125:1gnug16x said:matthewslyman[/url]":1gnug16x]I totally understand why in-game objects acquire psychological value for players; but this sentence was enlightening for me. Do some wall-street assets (sub-prime mortgage based securities, other assets "recovered" under government bail-out programs, perhaps even fully negotiable printed money) have only the same "real-world value" as these fictional objects; until the point when they have actually been redeemed against tangible real-world goods? We really are in deep trouble then……a galaxy-wide battle that destroys $300,000 in real-world value…
The real-world value of EVE's in-game ISK is mainly measured in its ability to buy pilots license extensions, which can also be purchased for real money. A bit more on this here: http://massively.joystiq.com/2012/06/10 ... ng-points/
This comparison does place a theoretical real-world value on the in-game currency; but that is also "just psychological", is it not? (Unless of course you can sell ISK for real-world money, and transfer them in-game — in which case, the game could have real-world value to skilful players? I had a work-mate once who slept through half of his working days after moonlighting playing "Second Life" for a small profit.) So the game might have real-world value to a few skilful players… I might be cynical now (perhaps partly due to my experience of working "with" that one game-addicted loser who lost his girlfriend and cheated his employer), but I think this is a different question to this one: Does the game (taken as an entire system, for its whole value proposition) have net positive real-world value to the human race? Further, could/should a game be engineered to be engaging, yet at the same time engineered to help people avoid the costly excesses of gaming addiction? (Here's another case…)
You can't sell or trade in game ISK for real world currency. CCP Games would run into regulatory issues if that were allowed to happen. They'd need bank status or some equivalent.
One of the awesome things about EVE is that your skills train regardless of whether you're logged in or not. I've taken breaks from playing, only logging in to make sure my skill queue is full. I've never felt like I "needed" to play EVE and only play when I want to.