Linked by Thom Holwerda on Wed 30th Jan 2013 00:31 UTC
Games "EVE Online's complicated inter-corporate politics are often held together by fragile diplomatic treaties and economic agreements. So fragile, in fact, that a single misclick can lead to a fracas that quickly snowballs into all-out warfare. That's what happened to two of the spacefaring sandbox MMO's largest player alliances in the Battle of Asakai, a massive fleet vs. fleet onslaught involving 3,000 players piloting ships ranging from small interceptors to gargantuan capital ships. Straight from the wreckage-strewn outcome of the battle, we're breaking down the basics of what happened for everyone to truly fathom one of the biggest engagements in the game's history." The costs of this battle in in-game currency is, so far, 700 billion. While MMO's don't float my boat, I have to say that this is still pretty awesome. Penny Arcade looks at the technical details server-side, and what a battle like this does to the game's backend infrastructure.
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Server Switching
by Brendan on Wed 30th Jan 2013 13:44 UTC
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I'd like to know why they need to disconnect people when they shift a solar system from one node to another.

As far as I can tell, EVE Online uses separate servers (where the client disconnects from the previous node and connects to the new node when the player "warps" from one solar system to another), and they're lying about it being a distributed system.

It's like pretending that having completely separate web servers where there's HTML links from one site (e.g. to another site (e.g. constitutes a "distributed system" because the user's client (web browser) can switch between separate servers when they click on a HTML link.

- Brendan

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