Sunday 20 February 2011

Players and communities

Players have several options when playing Eve Online in regards to how they interact with the community. Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, for example pirate clans or corporations.
Corporations and alliances

Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors. Alliances can control enough star systems that their territory can be plotted on the Eve Online game map.[28] Alliances based in lawless space often form unofficial political power blocs with other alliances. These power blocs are typically referred to as "coalitions".

Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Corporations can levy income taxes on their members, which skim off a percentage of every member's earnings. Many corporations offer a variety of benefits to their members, such as free or discounted ships, equipment, formal training, and organized corporate group operations.

Among the many activities that corporations can organize is piracy. Actions considered piracy generally involve breaking the in-game law, and can come in a variety of forms. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate players often will have low security status and may even be branded as outlaws by CONCORD. Likewise, victims of overt piracy may retaliate without intervention from CONCORD, often via an expressed right to destroy the pirate ship (i.e. "kill right"). Although these activities are "illegal" they are not against the rules of the game, i.e. there will only be in-game retaliation and punishment for them.

Illegally attacking another player in secure space will result in a loss of security standing; CONCORD, the interstellar NPC police, will arrive shortly to destroy the aggressor's ship. There are, however, legal ways to attack other players in high-security space.

Whole corporations and whole alliances can officially declare war on (or "war-dec") other corporations or alliances for a weekly fee, permitting all members of the involved corporations or alliances to attack each other without loss of security status or the intervention of CONCORD.[29] The weekly fee can be eliminated if the war declaration is reciprocated. War declarations will clearly flag a player's enemies, so the player can determine who can legally attack and be attacked.
Demographics

As of October 2006, the average age of an Eve Online player was 27, of which 95% were male and 5% were female. The average weekly playtime is 17 hours, or just under 2.5 hours per day on average.[26]

On January 23, 2011, Eve Online claimed a new record for the maximum number of simultaneous pilots online with 63,170 concurrent accounts logged on to the same server. This record followed closely after the release of the fourteenth major expansion, Incursion which included a new character creation system based on CCP's Carbon Characters technology. Eve Online typically experiences the highest amount of users on Sundays and the peak player records have almost exclusively been broken on Sundays.[30]

As of May 6, 2009, Eve Online claimed to have more than 300,000 active subscriptions and 45,000 active trial accounts.[31][32][33][34][35]

Beginning in March 2006, CCP and its partner Optic Communications started working to bring Eve Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000.[36] The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to Eve Online's main server cluster.[37]

The code base between Serenity (serving China) and Tranquility (serving the rest of the world) is synchronised, so that software development is distributed to both server clusters, although the game worlds are not connected. Eve Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and U

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