Eve Online Hits 100K Subscribers 129
CCP Games' Massive Title, Eve Online, now boasts 100,000 subscribers. Though there are many games with more users Eve Online is a very different title, set inside ships in the depths of space. They currently hold the record for most concurrent users, set at 23,178 simultaneous users on a single server. From the article: "To help accommodate its growing population, CCP will complete a hardware overhaul, allowing the game to handle more users, expand its universe, and run smoother." Ethic, over at Kill Ten Rats, has been writing about Eve a lot lately. His posts cover intergalactic war and courier missions, and might give you a sense of what gameplay is like. If you're interested in that sort of thing.
Re:EVE-Online, not just for everyone (Score:5, Informative)
The people who make up the majority of the community are people who stay with the game. There may be a few hundred accounts or so that are 14-day trial people that act like they are still in WoW, but the majority of the gamers will be players who have been playing the game for a while. It just happens that those people tend to be less annoying and "OMG I PWNED J00 N00BZ0RZ LOLOLOLOL."
Re:23k a record? (Score:1, Informative)
Re:23k a record? (Score:5, Informative)
Yes. EVE has only one "server", which is a cluster of IBM hardware with a large Texas Memory Systems solid state disk. I'm not certain what operating system is running on the cluster nodes, but I know the database is MS SQL Server.
The game is implemented in so-called "stackless" Python. I believe they are using a now rather obsolete version of stackless. I continue to wonder when and how they will address that problem. Perhaps they have been maintaining an internal stackless Python fork...
Re:EVE-Online, not just for everyone (Score:5, Informative)
Re:Diversity in gameplay (Score:3, Informative)
Re:No way. (Score:4, Informative)
Re:Loved this game... (Score:4, Informative)
Of course, the podkill zones are still infested by griefers... but that is the entire point of those areas. CCP engineered that mechanic into their game specifically to increase the risk of traversing those systems.
Re:EVE-Online, not just for everyone (Score:3, Informative)
Re:Diversity in gameplay (Score:2, Informative)
WoW Fans: EVE Uinverse = Single realm (Score:5, Informative)
So where as a single WoW realm (hosted on a cluster of servers?) can accommodate about 2000 concurrent online players the EVE Universe(realm) has now supported over 23000 concurrent online players.
Now that is something special.
EVE-Online is mostly time-sinks (Score:4, Informative)
If you don't believe me, just trail the EVE online forums. You will see many people casualy talking about how they read a book or watch television while their ship travels/mines-ore.
In the end, even though I was quite wealthy for EVE standards (i stumbled early upon a mixed trading/manufacturing market arbitrage possibility introduced when a new type of ship components was made available in the game), i eventually left when i came to the conclusion that after all the time i had invested in it, most of the time playing EVE was composed of boring tasks, NOT fun.
Re:Big Deal? (Score:3, Informative)
Rendering terrain (or not) is a function of the game client and has no effect server-side.
Everything in the game is merely a list of data - object type, stats, position, vector, state/animation etc. How that looks graphically is down to the client.
EVE's concurency *is* impressive since it implies they have a server farm capable enough to access a single database at high speed .
In contrast, the idea behind seperate "realms" (like WoW) is to limit the size of each database for speed purposes.
The bigger the database, the more entities it contains and the longer it takes to cycle through each one and update them. So WoW's server farm contains lots of smaller databases. I would expect it makes maintenance and backup easier.
Of course, this is just a rough impression - there's a myriad of ways to design such systems but you'd probably find something akin to the above if you ever went to work for either company, I'd guess.
Re:23k a record? (Score:5, Informative)
As far as Stackless goes, they aren't doing the coding themselves -- last I heard, they have the creator of Stackless at CCP doing the work. Going to 64-bit is a huge win though -- systems like Jita and Lagsulert (whose real name is Oursalert, but you get the idea) are now approaching 500 people in that system in prime time. Considering the number of agent missions they are running, and all the market activity that goes on, you've got to start getting close to your 32-bit architecture memory limit.
Re:EVE-Online, not just for everyone (Score:3, Informative)
Yes, the game tells you how many players are logged in at the moment, and how many are trial accounts (if you are a trial account yourself, that is).
Not that you would stand a chance to do anything decent in the 14 days you get for a trial account.
AND, actually, there are 100,000+ accounts with fees paid for "NOW".
That's what "active game subscribers" means to me, anyway.
Well, not bad, 1.5 mil $ per month (actually, less, as most active players paid for the entire year).
The average "online users" load on the cluster is around 10k-15k during the GMT day, and peaks at around 20+k each and every day.