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Over the last weekend, EVE Online's player war, dubbed World War Bee 2, escalated, seeing the largest Titan engagement in EVE to date. A battle following the Massacre at M2-XFE, however, was less compelling, as the servers running CCP's spacefaring MMO buckled under the "unrivaled numbers" of players attempting to access the battleground.
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Goons a few years ago to avoid a loss flooded the sytem with as many accounts as they could create to crash the server.
This fight they did the same thing. They logged in 5 hours before the fight was suppose to start and flooded the system with over 5000 main accounts, alt accounts, alpha accounts, etc so the attacking side would either not be able to attack or the server crashes saving their assets.
Goons, purposely used this tactic to avoid a loss and pvp. This is the reality of eve pvp.
All the vets that were participating very well know how to crash the server because they regularily do it when they don't agree with CCP changes.
TLDR
goons set the server up to crash to avoid pvp
"As per our usual policy Customer Support won't be reimbursing any losses or moving players between systems. It is our policy to not get involved with fleet fights, and that policy has been upheld during this war – for both sides.
We will be intervening as little as possible in the repercussions of this battle. We will not be taking away any insurance payouts for ships that are still alive, removing looted duplicated modules, or going into hangars to destroy ghost titans that survived. We will only consider moving players who are completely unable to log into the game, if there are any such cases. Players that can log into the game will have to move themselves."
If you read the article...they say they saw ships being sent to wrong systems,duplicated, ghosted so they could not defend, among some of the many issues.
With the response above, so sorry if you got screwed trying to play the game, do not come to us for anything. No matter if it is a server issue or a game issue, if it has anything to do with fleet wars they will not care.
Basically saying we can not fix our servers to work any better than they do and we do not care...but they still try to brag about how many players were around trying to play:P
Kind of hilarious really that people put up with this stuff from a game.
Ridiculous...no matter if it was 100% players that can cause the game servers to crap out...they can limit the numbers or do a reset, many,many things to protect the servers.
They do not wish to, and they do not care to take the effort to provide the paying customers with what they are paying for in the first place. Saying that they are hands off is just a BS move to not do the work to provide a stable game server.
They have known for years that they have issues with the big fights, but they do nothing to limit the numbers and this is the results. And they go further and will do nothing to reimburse or correct what the servers crapping out cause.
I bet even they have no clue what all happened, and so they just say screw you to all.
They haven't limited the numbers because they've never been able to agree on an acceptable solution. I'd HATE to be a developer for Eve Online. The players are the biggest sooks in any game I've come across and stomp their feet at the slightest change.
System limits were introduced and then removed because alliances would fill up the system and stop people from taking the system during the timer window. They thought of implementing alliance based limits and then people found ways around it by opening/closing alliances based on what they wanted to do that day.
To make it work properly you would have to have a weight/number system assigned to each type of ship, each ship with certain modules equipped, each alliance/coalition they belong to, etc.
There hasn't been a fair way of doing it so they haven't done it.
In addition to the above they've got time dilation in place to try to help with the server load of thousands of ships firing missiles all at once. They have posted many times over the years on ways to fix the issues and never came up with a solution, outside of recoding the whole game from what I understand.
They haven't limited the numbers because they've never been able to agree on an acceptable solution. I'd HATE to be a developer for Eve Online. The players are the biggest sooks in any game I've come across and stomp their feet at the slightest change.
System limits were introduced and then removed because alliances would fill up the system and stop people from taking the system during the timer window. They thought of implementing alliance based limits and then people found ways around it by opening/closing alliances based on what they wanted to do that day.
To make it work properly you would have to have a weight/number system assigned to each type of ship, each ship with certain modules equipped, each alliance/coalition they belong to, etc.
There hasn't been a fair way of doing it so they haven't done it.
In addition to the above they've got time dilation in place to try to help with the server load of thousands of ships firing missiles all at once. They have posted many times over the years on ways to fix the issues and never came up with a solution, outside of recoding the whole game from what I understand.
Exactly...they have came far since the early days in how many they can have fighting. But still, to put out that BS answer that they do not get involved, is just that BS.
Just say they truth that most know, they have no solution and cant take the time to fix things in big fights. Would spend too much time looking at code and logs trying to determine who and what to reimburse.
There was no war. Server limitations were used to avoid pvp/war in a game where the main selling point is these large scale fleets.
In summary, get 4000 players in an alliance and you will never lose an asset in game and can avoid all pvp if you choose.
Instead they watched the shitstorm and i mean literally, there were CCP devs loged in M2 when it happened... sitting, doin nothing, probably laughin their asses off. Blaming players afterwards is very easy as well as telling them "hey, not our fault at all, but yours"
The conclusion is very simple realy. If your servers cannot handle the game being played and you are not able to fix it, close the shop. CCP is describing EVE as a MMO sandbox... sandbox my ass less so mmo.
As an outsider, to me the problem is simple -- multiple accounts. The solution, 1 account per person. There are issues to overcome with that, though, and chief among them is that CCP gets revenue from the multiple account setups. So, that idea isn't in their consideration; it would hurt their pocketbooks.
(Really, multiple accounts? Where can I transfer my consciousness into a million Mendelclones to avoid a traumatic situation? And how?)
Logic, my dear, merely enables one to be wrong with great authority.
- Require a credit card to play.
- Request demographic information from the credit card issuer.
- Do a duplicate address rejection on Resident Address.
Something like that *might* work, or at least curtail rampant use of multiple accounts. There are some definite issues with that plan (blocks family members in same household and depends on credit cards to be consistent), but the number of card holders with multiple Residential addresses (not mailing address or billing address) that play any specific game is probably pretty low. Setting up a false residential address with a credit card in order to have a second account in a game is pretty difficult, and may be grounds for action by the issuer for "falsifying information".I know auto insurance companies use schemes similar to this to help detect fraud, usually based on garaging address (where a vehicle is kept). Insurance companies usually keep their own information, though.
Logic, my dear, merely enables one to be wrong with great authority.