[HN Gopher] Eve Online Server Emulator
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       Eve Online Server Emulator
        
       Author : giancarlostoro
       Score  : 51 points
       Date   : 2022-09-27 20:05 UTC (2 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | ndneighbor wrote:
       | Not related to this project, but one of my fondest memories of
       | gaming is playing EVE and sitting on a Vent server with my fellow
       | pilots. Reading about it just makes me nostalgic for those days.
       | 
       | o7
        
         | aliasxneo wrote:
         | I still remember the heart-pounding moments when I was putting
         | millions of isk on the line in some sketchy engagement I
         | probably had no business getting in. Also, the RP on Eve was
         | top-notch, I recall one point where I was in a dedicated vent
         | channel "voting" on initiatives for the corporation. Good
         | times...
        
         | MrMember wrote:
         | In my opinion EVE is the greatest MMO ever created. I've played
         | and enjoyed other MMOs like World of Warcraft, Guild Wars, a
         | few others, but nothing else even comes close to the experience
         | of playing EVE. The very real stakes of losing your ship,
         | cargo, implants, changes the game entirely. Venturing into
         | low/null sec can be genuinely terrifying when you don't know
         | what's on the other side of that warp gate.
         | 
         | And then there's the enormous breadth of gameplay options. You
         | can be a high sec carebear and happily farm asteroids in
         | relative safety or play the market and never even undock. You
         | can live out your fantasy of being a space trucker and pick up
         | contracts in your freighter. You can join a nullsec corp in
         | player controlled space and participate in the absolutely
         | ludicrous (in a good way) nullsec PvP. You can stalk other
         | players in wormholes in your stealth bomber for literal days,
         | popping out and killing them right when they finally think it's
         | safe. The stories that are generated from its sandbox gameplay
         | make it very unique in gaming.
         | 
         | Unfortunately it's also an enormous time sink and I don't play
         | it anymore. If I could play EVE 18 hours a day I probably
         | would, but it's a very difficult game (for me anyway) to play
         | for maybe an hour a day and feel like I made any real progress.
        
           | hypertele-Xii wrote:
           | Seems to me it's mostly empty space with menus on top.
           | 
           | To me, the essence of video games is that play takes place in
           | an interesting _space,_ where terrain matters and a variety
           | of things occupy it.
           | 
           | It would be trivial to recreate the EVE experience in
           | literally any MMO by just having permadeath. And then most
           | other MMOs would be better than EVE because they actually
           | have worlds with stuff in them.
           | 
           | Or maybe they don't and it's just a thin facade, in which
           | case I simply recommend playing better games.
           | 
           | Am I missing something?
        
             | JCharante wrote:
             | Yes you're missing it. Every item is player made (few
             | exceptions in recent years).
             | 
             | This means if you're a warrior in combat you have a ship
             | with like 20 items that were all hand-made, and to build
             | the ship itself it went through 6 different stages and the
             | raw materials probably changed hands 12 times.
             | 
             | Logistics is everything too. Bad freight logistics loses
             | wars.
        
             | GauntletWizard wrote:
             | You're not wrong, you're just not the target audience. It's
             | not for visual thinkers. Eve Online is a spreadsheet
             | simulator in so many ways, but for the people who enjoy
             | those spreadsheets, whether they be market buy/sell prices
             | or times of day that idiots in blinged out ratting ships
             | are playing, that's what keeps them going. The space theme
             | is pretty, but not really the point. The harshness of the
             | universe is the point. The empty expanse is thematically
             | nice but not important to the enjoyment.
        
             | roganartu wrote:
             | There is a lot of empty space in EVE, but there's also a
             | lot of activity. The fact that your empty space can rapidly
             | turn hostile forces you to take a certain approach to
             | gameplay that I've yet to experience in any other game. I
             | used to live in wormhole space, which feels even more empty
             | than regular EVE space as there is no "local chat" listings
             | of people in the same system as you. Corps that live in
             | wormhole space generally just assume that there are cloaked
             | spies everywhere (and they're usually right).
             | 
             | I also don't think permadeath is a reasonable parallel.
             | Your pilot's skills in EVE are not lost on death, and these
             | are required to pilot certain ships as well as gating some
             | other things in game. XP for these skills are simply gained
             | over time from a queue. On death, you respawn as a new
             | clone, retaining all your skills but losing all the
             | physical possessions you had on you at time of death. These
             | have an in-game monetary value, which is where the desire
             | to avoid dying comes from. There are two categories of
             | possession you can lose this way: your ship and everything
             | in/on it (called the fitting), and your implants. Implants
             | augment your skills, and can be rather expensive. Once they
             | are inserted, they cannot be removed without being
             | destroyed, so it's quite common for people to go out and
             | have fun in cheap ships after losing an expensive clone
             | before later reinserting expensive implants again.
             | 
             | I miss EVE too, but I also simply don't have time to give
             | my old characters the justice they deserve anymore.
        
               | shultays wrote:
               | In my experience EVE online was hours (days?) of
               | boringness for a relatively small amount of extreme fun
        
             | meheleventyone wrote:
             | Yeah all the failed projects that thought they could "just
             | add permadeath".
             | 
             | One of the amazing things about EVE is that although it
             | looks quite bare at first blush there is an interesting
             | space, where terrain matters and a variety of things occupy
             | it. Far more so than most games because there is an entire
             | player run political layer on top of it all.
             | 
             | The only game that's really felt as close to a second
             | existence to me has been Ultima Online.
        
             | unoti wrote:
             | > It would be trivial to recreate the EVE experience in
             | literally any MMO by just having permadeath... Am I missing
             | something?
             | 
             | Yes, a few things. Claiming territory and political
             | hierarchy are other missing elements from essentially all
             | other MMO's. You can claim ownership of territory in Eve.
             | You can then set up an alliance or parent/child
             | relationships between guilds, such that a territory is
             | owned by a group of cooperating guilds. This political
             | hieraechy/network controls who shows up as "red" or
             | attackable. Also you'd need to add full looting of gear on
             | people you defeat, as well as harvesting of their bodies
             | for salvage.
             | 
             | Another aspect missing from other mmo's is transport
             | logistics. Also the fact that literally every ship, weapon,
             | and piece of ammo is created by players and transported by
             | players with buy and sell orders in a maketplace.
             | 
             | In short, it's radically and fully different from any other
             | MMO.
        
           | awelxtr wrote:
           | Yup, being an enormous time sink it's one of my major gripes
           | with the game.
           | 
           | I guess it is also what makes it one of the most hardcore
           | games in existence... Right next to OGame
        
             | coenhyde wrote:
             | I've never played EVE Online, but that is a not because I
             | don't want to. It's basically the game I dreamed about as a
             | kid. And I know if I play, I will want to win, but you
             | can't win, you can only dominate; by investing lots and
             | lots of time. People say I'm not missing much because it's
             | a spreadsheet in space. Unfortunately that sounds right up
             | my alley. I love games where I can find tiny optimizations
             | and compound them into an unchallengeable force. But if I
             | have the time to build a space empire, I have the time to
             | build a new startup empire in real life, which I don't.
        
               | roganartu wrote:
               | > I will want to win, but you can't win, you can only
               | dominate
               | 
               | It is common for EVE players to refer to quitting as
               | "winning EVE". I won EVE around 7 years ago after falling
               | 800-hours-in-6-months deep into the optimisation black
               | hole you describe and realising it was immensely fun but
               | unsustainable.
        
       | madrox wrote:
       | I hope we eventually see a truce between developers and server
       | emulators. Emulation really adds something to communities, and in
       | a world where we're losing the public moderation war, private
       | servers seem more and more like the solution for people who don't
       | want to risk harassment.
       | 
       | I remember EVE Online fondly, but I was a pretty casual player. I
       | know this is an educational project, but I wouldn't mind seeing
       | some private servers run some day that lets me experience aspects
       | of the game that never would otherwise.
        
       | hsuduebc2 wrote:
       | This reminds me good old times when we all emulate wow servers. I
       | think that today you can't build such a huge community around it
       | because people simply have more money to just pay for official
       | servers.
       | 
       | Nevertheless I deeply admire your effort and skill invested to
       | emulate game servers. Incredible.
        
         | p1necone wrote:
         | I think community run wow servers are just less popular now
         | because of official wow classic. When Blizzard inevitably fucks
         | that up people will go back to community run servers.
        
         | Tenoke wrote:
         | Private WoW servers have been alive and well all this time -
         | some of them being pretty massive and mostly for the purpose of
         | playing old expansions (though Classic is slowly going through
         | those now) or to play with less grind or free etc.
        
       | datameta wrote:
       | Persistence and impermanence are both what make EVE such an
       | immense milestone in gaming. You lose a ship in battle? It's gone
       | forever. Ferrying goods you manufactured out of in-situ resource
       | gathering, and a pirate ganks you at the nullsec gate? You just
       | lost weeks worth of revenue. It's the antithesis to "it's fine
       | I'll respawn". Everything matters, because it only exists due to
       | players. Nothing is a given. It's a real economy with a real
       | society. Man I miss that game.
        
         | erwinh wrote:
         | You'd think it would be the ideal candidate for nft
         | integrations but seems their experiment with minting kill
         | certificates on the tezos chain was short lived...
         | 
         | https://thestackreport.xyz/dashboards/tezos/contracts/KT1WQ1...
        
           | JCharante wrote:
           | It would not, it takes new players months to get to 1 billion
           | in-game currency while it takes veterans logging in for a few
           | minutes to do that. A friend has reached 1 trillion in net
           | worth after playing for 2 years (I only reached 300b before
           | realizing I should grind IRL instead of in-game, but I had an
           | operation that made it somewhat easy to gain 50B/month).
           | 
           | So if I can sell my 50B per month for like $100 or $200 I'd
           | probably do it (because if you're lucky in market speculation
           | you can make way more)
           | 
           | So what about new players? Eve is a zero-sum game. You take
           | resources and other players can't use it anymore. Imagine
           | playing a game that emphasis that you can sell items for real
           | world money but playing for a year would only get you $10 or
           | less.
        
             | tedivm wrote:
             | Eve Online isn't zero-sum, it's a semi-managed economy
             | where resources are balanced by a team of actual
             | economists. The goal of the company isn't perfect economics
             | either- it's about getting as many players as possible.
             | 
             | There are a lot of levers the company can use to move that
             | economy. For base resources they can spawn more resources
             | in easier to access areas, for items they can release more
             | through their NPC traders or increase drop rates.
             | 
             | Even outside of that there are a lot of aspects that aren't
             | zero sum. There are more resources in the game, by far,
             | than are currently mined. As new players enter the game
             | then more resources start flowing through the economy as a
             | result. The only resource that is really limited is
             | territory, but even that has been increased over time (such
             | as when wormholes were introduced).
        
           | CrazyStat wrote:
           | What benefit would NFTs provide over storing item ownership
           | in a database, as games usually do?
        
             | erwinh wrote:
             | I'd say two things: 1. Proof to players that game actions
             | are actually permanent instead of something that a server
             | moderator can change at will. 2. A publicly accessible API
             | layer which does not need to be paid for by the developer*
             | that can be used for community-driven plugins & third-party
             | integrations, guild & tournament websites etc.
             | 
             | (*because it is paid for by transaction fees)
        
               | oneoff786 wrote:
               | 1. Trading card game leagues that have banned cards you
               | purchased and irrefutably own because you have it in your
               | hand would like a word
        
               | CrazyStat wrote:
               | You're not making a very convincing case.
               | 
               | (1) Unless the server itself is running on the
               | blockchain, which is impractical for anything like Eve,
               | nothing stops the server owner from ignoring what the
               | blockchain says about ownership and changing things at
               | will.
               | 
               | (2) This is just externalizing costs _incredibly_
               | inefficiently. The blockchain transaction fees will
               | necessarily be greater than the costs of simple database
               | storage, probably by several orders of magnitude based on
               | current implementations. Eve already provides a fairly
               | full-featured API [1], so this would provide little to no
               | benefit at exponentially increased cost.
               | 
               | [1] https://esi.evetech.net/ui/
        
               | db48x wrote:
               | Nfts are unnecessary. You can get those benefits with
               | just boring old PKI.
        
             | hypertele-Xii wrote:
             | Nothing. It's not like game developers are going to
             | implement NFTs from _other_ developers ' games into their
             | own, that's _work._
        
               | IntelMiner wrote:
               | Not even that it's work. It makes zero sense on multiple
               | levels
               | 
               | NFT's are a waste of time and the sooner they die out
               | like the digital beanie baby fad they are the better
        
             | peyton wrote:
             | EVE, no, but you could imagine a game with a mechanic in
             | which players may write and deploy code. Some sort of
             | distributed coordination layer may be the best choice to
             | enable this mechanic. It may make the most sense in that
             | context to store ownership inside the execution environment
             | rather than externally in a database.
        
               | shakezula wrote:
               | I've always thought a cyberpunk game with this type of a
               | mechanic as a core ethos to the system would be sweet as
               | hell to both write and play.
        
               | naniwaduni wrote:
               | Emphasis on "hell"?
        
               | hkgjjgjfjfjfjf wrote:
        
         | mavu wrote:
         | You know that it still runs, right? :)
        
           | waynesonfire wrote:
           | maybe he don't.
        
           | datameta wrote:
           | Yeah :) I unfortunately don't have the time to put into it
           | because when I played it would completely suck me in. I have
           | too many unfinished projects to not work on!
        
       | klik99 wrote:
       | As a former CCPer (not on the backend, though I did touch it from
       | time to time and learned a lot from its architecture) this is
       | pretty interesting - is it common for people to make emulated
       | servers for games? I can see why people would want to do it for
       | other games, but what is the motivation for EVE specifically,
       | since it loses a lot of the appeal when you're not playing with a
       | massive amount of people.
        
         | CrazyStat wrote:
         | Just a heads up in case you were not aware--the cert on
         | elasticaudio has expired.
        
           | klik99 wrote:
           | Thanks -_-
        
         | shultays wrote:
         | is it common for people to make emulated servers for games
         | 
         | Guess so? At least for popular ones. Aren't private WoW servers
         | like that? And I know Ragnarok Online had similar servers
         | motivation for EVE specifically
         | 
         | same motivation as others. You can mod your servers, you can
         | make playing truly free etc
        
           | klik99 wrote:
           | I can understand WoW, because it's sharded and works as a
           | playground for your friends without needing a huge amount of
           | people. Also the game changed so much and people wanted to
           | still experience the older version (something Blizzard
           | recognized) The most compelling parts of EVE require a pretty
           | high threshold and density of users. Using mods or
           | restricting the number of systems could be interesting
           | though.
           | 
           | At any rate, if you're looking at it for you and your
           | friends, then it's def an achievable goal - The hardest parts
           | about the eve server is the architecture to support such a
           | huge number of people, and it's much simpler without that
           | restriction.
        
         | boneitis wrote:
         | (Did not yet read the publicly stated reason cited above)
         | 
         | As someone who wishes they spent more time playing videogames
         | and just pulled the trigger on an RTX 20 series card in these
         | times of price drops, I was looking forward to trying for the
         | umpteenth time to get into EVE (I've done the Exploration
         | activity as my primary source of income for 6-9 months a long
         | time ago... admittedly a less social activity than most in
         | EVE).
         | 
         | But, looking at the state of the game today, two things (among
         | others) all but dashed my interest: the game's purchase by a
         | big name publisher with a pretty commercial image and the
         | subscription model.
         | 
         | It had not crossed my mind before seeing this submission, but I
         | can see myself humoring a popular community's attempt to erect
         | a private EVE server and play around on it.
        
       | rexpop wrote:
       | For those of us unfamiliar with the game, would anyone like to
       | summarize what this is, and/or why it's desirable?
       | 
       | Nothing in the Readme, the website, nor the wiki explains what
       | EVEmu actually does, or why anyone would want it done. That,
       | alone, is interesting in a world rife with marketing copy: these
       | developers think their value is self-evident.
        
         | CrazyStat wrote:
         | It emulates the Eve Online game server, so that in theory you
         | could run a private eve server for yourself/your friends (in
         | practice it's missing large parts of the game so it's not
         | really playable).
         | 
         | Eve is famously a single-server [1] game and doesn't officially
         | allow private servers.
         | 
         | [1] outside of China
        
         | mavu wrote:
         | You will have to (and should) look up EVE online yourself,
         | there are litteral books written about it. (check amazon, you
         | can buy 2 History books about EVE.)
         | 
         | Eve is an online game. That means servers and game clients that
         | connect to them. That also means, if the company shuts down,
         | the game is gone. Enter: Server emulators. If a working game
         | server exists in the public domain, someone could run it and
         | run the game client connecting to this server and still play
         | the game.
        
       | gverrilla wrote:
       | I have tried to play Eve for 2 or 3 weeks. It was terrible.
       | 
       | Nobody talking about the "great wars" on EVE will tell you, but
       | multiaccounting/multiboxing is not only incentivized, but a part
       | of the business model of the game itself. So you can see 50
       | ships, but it's actually 1 guy spending a lot of money. For what
       | I have seen, these whales are central to the game, as they are
       | the people leading the corporations etc
       | 
       | For the gameplay loop it's either engaging socially with the
       | whole corporate structure, or dealing with the core game which is
       | pretty boring with it's minigames, it's grind and it's
       | spreadsheet-like economy.
       | 
       | Pvp is utterly boring and feels so unresponsive - I think I also
       | had a lag problem (as eve consists of 1 server only, in the us,
       | afaik).
       | 
       | EVE is a very small game (by playerbase) considering the amount
       | of publicity it gets now and again and the grandeur of it. It's
       | only alive because they have mastered the whole whale-based
       | business model a loooong time ago it seems lol
        
       | shultays wrote:
       | EVEmu is an educational project. This means, our primary interest
       | is to learn and teach us and our users more about C++ project
       | development in a large scale
       | 
       | Heh
        
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       (page generated 2022-09-27 23:00 UTC)