EVE Online Dev Responds to Accusations, Admits Fault
by Chris Remo, Feb 09, 2007 1:56pm PSTThis week, we reported on a situation stirring up controvery among the EVE Online community, dealing with allegations that employees of developer CCP had leveraged their position to achieve significant in-game advantages. Despite the company's official response, many community members claimed that the real issue, dealing with a developer providing rare "Tech 2" blueprints to his in-game corporation, something that typically requires a great deal of resources. Today, community manager kieron, who made the original CCP post on the matter, posted a followup on the official forums, linking to two blog posts from CCP developers. The first, from the accused developer, admits to having provided blueprints illicitly, going so far as to list them by name. The developer, whose handle is t20, expresses his regret over the incident and notes that none of his co-workers or in-game colleagues should bear any part of the responsibility.
All allegations mentioned above are untrue, except one. Sadly enough, the allegation regarding unlawfully obtained blueprints are, in my case, true. IÂ’m here, laying out the facts of what happened in June 2006 so this whole issue -- which jeopardized my colleagues, my company and our community -- can be put behind us, I hope for the better.The second linked blog post is from CCP CEO Hilmar Veigar Petursson, who speaks on the company's policies towards developer meddling in the game, the importance of self-policing in an economically driven and single-world game such as EVE, the necessity for MMO developers to play the games they develop, and this case in particular. Apparently, ordinarily such transgressions simply result in the employee being terminated from CCP; for this case, however, due to apparent complexities that made it difficult to pin down responsibility early on, CCP instituted what is essentially an "Internal Affairs" division at the company that is tasked with monitoring potentially harmful employee power abuse within EVE.
It is no trivial thing when corruption takes place. In our case it's no different than the injustice of public servants in the real world feathering their own nests rather than ensuring the prosperity of the many. Living in a country of a comparable population as the world of EVE (Iceland only has 300,000 inhabitants), I sure know how it can feel when governance is not balanced and feeling powerless to stop it. I am certain that members of the EVE community are now going through similar emotions. ... When the recent allegations came to light, our Internal Affairs department immediately went to work, reexamining logs for all the developers involved in great detail over the course of several days. They have concluded that none of the other developers abused their positions to gain any advantage for themselves or others. In accordance with our rules however, those characters must be removed from the game. Developers have had, and continue to have, characters in many alliances in the game, and it is wrong to assume that the presence of several characters in any one particular alliance is either uncommon, or automatically indicative of cheating.It does not appear that t20 has been fired from CCP, though the developer characters involved in the situation have been deleted.
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Comments
AHHHHHHHHHHhhhh......
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So many questions remain.
How many other developers were/are involved in similar activities?
What actions are going to be taken against said developers, and if none, why?
Why did it take a third parties uncovering of these activities for them to ever see the light of day?
What happens to ALL the material and money generated from unfairly gained items?
What happens to Alliances who knowingly accepted unfairly gained items?
This whole situation is disturbing, and if I still had an active account with CCP I would be cancelling it immediately. They have in no way shown me they are capable of handling these things appropriately in the future, if at all. They are unfaily stacking the game against their own customers in favor of themselves. That could be the single most grievous offense any developer can make.
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Flameburst Precision Light Missile Blueprint
Phalanx Rage Rocket Blueprint
Havoc Fury Heavy Missile Blueprint
Bloodclaw Fury Light Missile Blueprint
Spike L Blueprint
Sabre Blueprint
I remember thinking all rockets were useless, but I never got into PvP and I was mainly using the arty/howi's for my guns. I also recall thinking that T2 light missiles just weren't worth the extra cost, but I don't remember which mods were available or what they specifically did.
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Instead of leveling, Eve has a skill tree, where the time to learn a skill is in real-world hours. You pick a skill to learn, and it learns it at a constant rate (whether you're in-game or logged out) until it's done. This makes it extremely convenient for people with real lives and prevents powerleveling. However, once you have the skills to pilot a ship / use a weapon / etc., you still have to purchase the equipment.
With a few exceptions, nearly every item of note in Eve is crafted, either by an NPC or a PC -- and Eve is partial permadeath (you lose your ship, but not your skills), so there's always repeat buyers. Eve is in many ways a gigantic economic simulation that's fueled by PvP; money is everything. People do PvP in order to maintain control of resources like rare ores and reprocessing stations so that they can have the ability to churn out equipment in bulk and make huge ass profits on the market.
However, even if you have all the resources in the galaxy, you need a blueprint to make an item. Blueprints for high-end items (Technology Level 2) are currently incredibly valuable and rare, bordering on priceless.
The problem in this case isn't just a dev giving themselves a phat ship and uber weapons (although that's happened in the past). The dev gave blueprints, that should not have been in existence to an alliance, who had ample industrial resources. The result is that they were able to instantly corner the market on a number of high-demand goods for months at a time, making huge amounts of money in the process.
Imagine that you're drag racing. You and your competitors have equally matched engines and bodies and are accelerating at the same rate. Suddenly, one of your competitors starts accelerating past you because they've got a secret rocket engine. Through an act of god, the rocket engine disappears... but the damage has already been done, because even though you're now equal in horsepower, he's still accelerated and is now going faster than you, and that gap will only increase as time goes on.
BoB in this case has had seven months to benefit from this; they now vastly lead the other alliances in firepower, fielding multiple titans and having the cash on hand to contract out mercenary groups like MC indefinitely, and have already killed off the only alliance of equal size (ASCN). The only way for them to be beaten now is for the rest of the in-game alliances to band together and collectively take out BoB. And this, my friends, is what we call imbalance.
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A faction in a similar real situation might also acquire a large (unfair) advantage which would put it in a really favorable position. What would everyone else in such a situation do to level the field again?
Dev fuckups aside, it'll be interesting to see how this develops in-game.
Go Goonfleet.
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