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Eve Evolved: Analysing Eve's New Economic Reports

56 点作者 sybhn超过 8 年前

3 条评论

carlosdp超过 8 年前
Eve&#x27;s player-based economy is really badass, to the point that they have an economist on staff to generate reports like these. CCP found a great way to combat RMT (real money trading) rampant in MMOs where you buy in-game currency with real-world money with the introduction of PLEX (aka Pilot License).<p>Basically, you can pay ~$15 for an in-game PLEX, which when &quot;used&quot; adds 30 days of game-time to your account subscription. But this is an in-game item just like any other, which means it can be bought and sold in the in-game markets for the in-game currency (ISK).<p>Hence, it gives a legitimate way to purchase in-game currency with real-world money, without inflating the economy (because no ISK is generated and added to the economy at any time during this transaction, it simply changes hands until the item is &quot;used&quot; and therefore destroyed). In addition, it allows dedicated players that are cash-strapped an avenue to play for free by using currency acquired in-game to fund their subscription.<p>It also had the side-effect of giving an approximation of what the virtual exchange rate is between dollars and ISK, which makes for very attractive headlines when larger ships and assets get destroyed in the game.
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sybhn超过 8 年前
&quot;At the end of February 2016, the total liquid ISK in the EVE Online economy was 948.043 trillion ISK (equivalent to $16.45 million using PLEX conversion).&quot;<p>find this fact mind boggling!
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stcredzero超过 8 年前
<i>While the majority of EVE players are content to run missions or smash spaceships together for fun and profit</i><p>When I was playing Eve Online, ships didn&#x27;t have collisions with anything but force field bubbles. (Planets were nothing but really huge force field bubbles. (Tower) You could still skillfully terminate a warp to get to the center of one, however. I never figured out how to exploit that.)
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