> Using a "clean account with a character with a little history," Flan_Hill and an unnamed partner applied for membership in the EHEXP corporation. After the account was accepted, Flan_Hill transferred enough of his shares in the corporation to the infiltrator to enable a call for a vote for a new CEO. The conspirators both voted yes, while nobody else in the corporation voted at all.
> This was vital, because after 72 hours the two "yes" votes carried the day. The infiltrating agent was very suddenly made CEO, which was in turn used to make Flan_Hill an Event Horizon Expeditionaries director, at which point they removed all the other corporate directors and set to emptying the coffers.
Which reminded me of this paper I read about Russia in the 1990s:
> In a similar scheme, raiders call a shareholders' meeting but fail to provide other shareholders adequate and timely notice, either by mailing notices to the wrong address, sending the notices only a short time before the meeting, or holding the meeting in a remote, inaccessible location. At the meeting, they exploit the artificially created majority to vote in a new board of directors.
> It's unclear why none of the other shareholders voted though. Did they quit the game or something?
The Reddit thread [1] has more info on that:
> So we settled in and watched, gaining an insight into when they were active and latest the most important part, who was active. In this intelligence gathering phase it clearly showed minimal activity, especially by the CEO and Directors. This fact encouraged us!
> Another sign for us that the CEO, the person in charge was barely active.
> We watched and waited, then one evening we set the wheels in motion. I moved enough shares to our agent to create a vote for CEO. The vote came up on my screen and we both voted yes! This now for the duration of the vote locks out the current CEO’s roles, but sadly not the Directors. This was worrisome as we now had a 72 hours wait on our hands before the CEO role and all its power was transferred to our agent.
> Over this time DOTLAN and the Corp description showing the new CEO and still no one noticed! No one in EHEXP or Horde, it was eerily silent. We checked nearly every waking hour to see if our plan would be found out, but it remained slowly moving to the final outcome.
Going theory is that he was a former director or CEO. I think figuring out who he is and how he got the shares is going to be the more interesting story that's going to cause some drama. Your average player couldn't have pulled this off because of how shares work.
Would it have been possible they were given shares by another player inside the corp that does have shares? Although I'm sure share transactions are logged and public information, if not through the game then through the APIs, and most Corporations will make some API access required.
you have to be trusted somehow to gain access to these shares in the first place. thou afaik they were never important for anything else than showing of.
Using shares to gain control of someone elses corp and steal their stuff is an extremely old scam. Like, it was very well understood some 15 years ago. The mechanics haven't changed.
I don't remember the details well, it was a long time ago, but there was a step by step guide to stealing a corp away. You had to have roles. I got them via the standard alliance recruitment "need a temp director to run a full corp check via api". Believable, and 24 hours later the corp was mine along with all its assets (a lot less than this).
> raiders call a shareholders' meeting but fail to provide other shareholders adequate and timely notice,
Pretty much mostly unrelated, but this bit touched a spark.
I remember reading some, unknown book, ages past. And somehow related to the story was one of these Board of Directors meetings. The Board was obliged to publicly announce the meeting.
The board, indeed, publicly announced the meeting. In Chinese, in a small, Chinatown newspaper, nowhere near where the meeting was to take place.
Just one of those clever "letter of the law" gimmicks. Always struck me as funny. (The protagonists organized a massive campaign and managed to find the announcement, so the nefarious deeds were eventually punished.)
Reminds me of Douglas Adams’s description of where the Aliens posted their plans to bulldoze Earth:
“But the plans were on display…”.
“On display? I eventually had to go down to the cellar to find them.”
“That’s the display department.”
“With a flashlight.”
“Ah, well, the lights had probably gone.”
“So had the stairs.”
“But look, you found the notice, didn’t you?”
“Yes,” said Arthur, “yes I did. It was on display in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying ‘Beware of the Leopard.”
The aliens' plans were, if I remember right, posted for display in a nearby star system, with a similar 'it's your own fault if you didn't bother to go look' justification.
The indie book series Dungeon Crawler Carl, which is entirely unlike Adams' work in most ways but clearly takes some inspiration from the malevolent absurdity on display, uses a similar premise where the demolition-causing aliens let the pharaohs know 40,000 years ago and that serves as sufficient legal notice.
Entirely unnecessary nitpick: they are Vogons. Had me questioning myself for a moment if I'd consistently misread their name[1]!
[1] this could have been quite likely since it wasn't until I was about 18 years old that I realised Kawaski motorcylces were in fact Kawasaki motorcycles!
Every time I read that part of the book I am surprised that there was no actual leopard. Somehow my brain stored that scene that he had to fight a leopard in the dark basement with no easy way out because of the fallen stairs. Yet clearly the leopard is only on the sign (or is it?)
Yes. The leopard sign is a non sequitur meant to further emphasise that this is precisely not the place one would expect to look for the item in question. It could have been a sign about anything but the "Beware of the leopard" is perfectly unrelated to the topic. This is the kind of thing Adams had a real genius for.
My understanding was that the sign was an entirely bogus but rather worrisome warning, put there as a somewhat deceitful tactic to dissuade people from reading the real notices (about demolition, for instance).
Maybe they did it over a national holiday for whomever was in the corporation? Maybe the leadership announced a holiday and these guys took advantage? Three days seems like a long time for the leadership to be completely AWOL from a game like EVE but I guess it happened.
It's been year since i played it last. But in the little corp I was a part of the leadership had phone numbers and/or IM on each other to get people online quickly in emergencies. The commitment was unreal.
I’m ashamed to say I played a mobile game for just over a year called Lords Mobile. It’s basically a F2P game where you can only be competitive if you are P2P. You have a castle and can train troops, craft armor, etc., and the more money you put in the more is at stake. The mechanics make it so you have to log-in at least once a day, otherwise an enemy guild will basically set a rally in order to “zero” you. Zero basically wipes out all the real money invested in the game. I wouldn’t call it a gambling addiction, but maybe it’s something to do with the sunken cost fallacy?
What surprised me was the sense of community around it. I met people from all over the world who play. We had discords, ran guilds, had actual leadership responsibilities, would call people in the middle of the night when they were being rallied, etc. Before I decided I was done, I was running bot accounts (to act as guild banks and whatnot), and it felt like a part time job. It was very involved for a mobile game. If I’m honest it was probably the sense of community I felt, which I hadn’t felt online in many years, that made me stick around. Still I don’t recommend anyone actually play it.
I played a similar game (Rise of Kingdoms) for three years, and I agree that the sense of community is a compelling reason to continue to play. When you're in a top alliance, the shared commitment—both money and time—creates an environment where relationships can really flourish. It also drives a great deal of drama and creates great stories. There are certain conditions created in pay-to-win games that can't be replicated in games with fairer monetization models, and those can be a real draw for some people.
> There are certain conditions created in pay-to-win games that can't be replicated in games with fairer monetization models, and those can be a real draw for some people.
Doesn't need to be "pay to win". It might be free, but reward the time commitment or regularity. But it has to matter to the player in some way.
Back in high school, we felt the similar draw and had some similar stories wrt. OGame - a space-themed browser MMO (kind of like dumbed down Stellaris, but with no animation and everything taking hours of real time to happen). There were "alliances", formal and informal. There was exploiting game mechanics to gain the upper hand. Scheduling attacks so that the fleet arrives in the middle of victim's night, hoping they aren't crazy enough to be logged in then (not like us). We paid with nothing, except our own time and attention.
I imagine there's a lot of former OGame & Planetarion players who still dread hearing an IRC tone in the night knowing it'll be someone either waking you up to say "you've got incoming!" or "send your fleet!". Planetarion still has quite an active community but unsurprisingly they've geared it to making sure people don't need to survive on 3 hours sleep now.
Yeah I remember a similar game around 2000-4(hazy on timing) called EmpireQuest[0]. All text, ticks happened every few hours. Planets, ships and alliances. Similar time investment.
Sounds like a fun experience to me, like most things like this: it's not a problem until it a problem (aka it affects your life negatively). At least compared to most people vegging out on their couch binge watching Netflix.
I'm not OP, but I took my time in World of Warcraft as seriously as them, with similar strong communal vibes, and have absolutely no regrets. Learning to speak confidently and lead a group of 40+ people has proven invaluable in my life. Similarly, getting pay-offs that make you renowned, but that require months of commitment prior to payoff, really taught me a lot about being patient and putting in the effort before expecting the reward.
It's tough to compare what I got with my time to what I missed out on, though, since I can't live those other lives. :)
I spent several thousand dollars on a mobile game like this when I was making $12 an hour. I absolutely regret the time I spent and the money I wasted on it. I got fired from another job because I wasted all my time playing the game. Ultimately it was impossible for English Speaking people to win anyway as Japanese players outnumbered us. So all the money we spent was for nothing.
What I was talking wasn't just merely over-investing in a game. This particular part of his comment was the relevant bit:
> I met people from all over the world who play. We had discords, ran guilds, had actual leadership responsibilities, would call people in the middle of the night when they were being rallied, etc.
Being a serious gamer is often much more than just the game, but the community/social experience and (potentially) personal development in highly a competitive environment. Eve is similarly known for being much more than a game but running pseudo-corporations. Of course the addiction/time/money stuff is where you start risking hitting the live wire.
Yeah, the game I'm talking about was like this. I spent 80+ hours a week on it. I spent literal years of my life on World of Warcraft, stagnating my life for almost a decade because of it. I was in one of the top guilds in the world for while. It was a full time job and to my detriment.
I hate every time I think about it, I could have been learning to code, advancing my career and doing interesting things that I think back fondly about. Instead there's just a void in my life where I did nothing, learned nothing, and copied other people's builds in a game and hit buttons really fast and stayed out of the red areas during raids while hitting buttons fast. It makes me feel gross.
You learned how to maintain a membership in one of the top groups of one of the top games. that's not exactly a marketable skill on paper, but you sound like someone who knows how to grind when you set your mind to it. As someone with ADHD who can't stop chasing squirrels, I admire that.
Try to forgive yourself. You can't take it back. The time you spend in regret is more time you are losing to the game. Maybe you can turn your experiences into something that can help yourself or others.
Well, you are probably right. I imagine quite a few people on here had time-consuming digital lives at some point or another.
What you have shown yourself is you can stick with something. Why not try something else now, that you can do for the rest of your life? Carpentry? Guitar playing? Not obsessively, but just regularly. You have time.
I'm sorry you feel that way. Do you mind me asking a couple of questions? Did you enjoy it at the time, or was it more numbing or just compulsive thing?
And was it a social thing? Did you make friends, enjoy talking to people etc?
I remember a classmate played a similar game called Travian with similar dedication (I remember an advanced tactic being launching several raids by different allies with different travel times so they landed simultaneously) in highschool, almost two decades ago.
Numbers games work the same, when people play the same number, they can't stop, because they'd hate themselves if that number was ever drawn! So sunken cost fallacy can definitely be a part of a gambling addiction. (Heard this on a recent 99% invisible episode)
Well, it was the easter weekend last weekend, plenty of people have days off, spend time with family or on a short vacation; I don't know when this went down though.
I used to play the game, like 13 years ago. I recall a similar drama about someome inflitrating a major organisation and stealing everything.
Endless arguments on whether this is a feature or a bug. Last time it was more of a sociel engineering and betrayal, this time it's more of a mechanical exploit.
Disclaimer, been an extremely long time since I played as well, I think 12 years in my case. Though I honestly kind of regret quitting. Back then I thought EVE was merely an early progenitor of what would be a bunch of better sandbox MMOs, and was upset with some of the directions CCP was going and potential they were squandering. Little did I know :(.
>Endless arguments on whether this is a feature or a bug. Last time it was more of a sociel engineering and betrayal, this time it's more of a mechanical exploit.
One thing I do remember a lot of us being frustrated by though was that while they sunk lots of development effort into "walking in stations" and planet stuff that wasn't space, a lot of the corporate mechanics stayed pretty primitive. I do think it's kind of a bug if more serious corporate structures couldn't be developed. EVE would have been a neat place for smart contracts and programmatic corporate structures and so on, just let everyone go wild setting up constraints and checks within some reasonable computational cap. Interesting options to tie in (or not, depending on reputation, could be another neat set of tradeoffs) to NPC governments as well. But having a lot of corp/alliance aspects be kinda clunky in terms of management, comms, stores and so on always felt like one of the various wasted opportunities.
Wow, amazing how it comes back in pieces. It really is quite the project whatever its flaws. A lot of other MMOs from its era have come and gone. Glad it still exists at all.
>EVE would have been a neat place for smart contracts and programmatic corporate structures and so on
I don’t know if you’ll laugh or cry to hear this… last month, CCP accepted an investment led by a16z to develop a blockchain-enabled game.
In the press release, they say:
“With key game systems developed on-chain, this new project will also leverage smart-contract blockchain technology, focusing on persistence, composability and truly open third-party development to create a new relationship between virtual worlds and players.“
As far as I understand, it is possible for the devs to hand over control over aspects of the game such as the in-game market or the corporation-related contracts to the players via the blockchain. The dev servers would query the blockchain for this information instead of storing it. This allows for potentially massive and breaking changes to the game engine, without players losing any progress they had in the game. Or, potentially, if the dev studio dies for some reason, the community could be given the sources. Or, other games could be developed around EVE which also have access to this blockchain. The possibilities are big. It's similar to how Steam untangled player inventory, market, and mods from the games themselves, but with blockchain, you don't even need Steam to do this.
Instead, we have these experiments in digital corporate governance on blockchains instead. Which would be more fun if there wasn't so much hype and fraud.
From reading the reddit comments, I'm not sure there were any other shareholders. Apparently 1000 shares are created upon corporation founding and the person who arranged the heist had 1000 shares so it would seem they had come into full ownership of the corp somehow.
ah just $22,000? people do this with flash loans periodically for way more of a bounty, 10s of millions maybe even hundreds of millions in a single takeover
no 3 day wait necessary, just 1 block
borrow money, buy enough of the governance token, launch a proposal to change treasurer to yourself, pass the proposal, withdraw from the treasury, sell tokens, return borrowed money
Took me a while to find, but yes, the most notable version of this attack was the $182 million one on Beanstalk, about a year ago, where someone used a flash loan (meaning, access to nearly unlimited money as long as you pay it back in the block) to add new assets, issuing themselves a majority of shares, which they then used to vote themselves the project's assets, then redeemed their shares, pulled the assets out, and repaid the loan.
If you are talking about large USD equivalents, I think they reflect not necessarily the amount invested (though there's certainly lots of dirty money) but what people would trade these for.
If you have a thing that everyone wants today, even if you invested zero dollars in it back in the day, it may be worth a mil. (However, if it turns out the thing is not so great it can cost half a cent the next day.)
VCs, retail, prior exploiters, gamblers, it circulates.
There are orders of magnitude more Defi projects than the ones that get exploited and posted about.
And the projects that get exploited go more days without incident, like construction sites.
Think of if as if you evaluated the entire tech sector based on an international headline of a single phishing attack. You would have a skewed view that leads you to ask the same question, because there are always phishing attacks and little coverage of a deeper conversation. That’s kind of how it was 25 years ago in tech. Now people largely ignore that and talk about what organizations build, while the other problems never went away.
The "real" money supply is effectively infinite, as money today is only backed by confidence in the banking system and nothing else.
In the UK for example, the amount of pounds in circulation has more than doubled in the last decade. This money supply grows with how much banks lend, and 80% or so of that lending is for housing i.e. speculation and investment.
All of that created money needs to go somewhere once it becomes more fungible than real estate, and that's how you got NFTs, Tesla and so on.
Now don't get me wrong, money is debt and always has been, far before the invention of symbolic currency. I'm not one of these gold standard idiots. I'm just concerned that a trust based system doesn't scale very well.
Do you actually need much starting capital for those? I was under the impression that anyone could in theory create a new cryptocurrency (or -product) from their proverbial basement and start selling it to gain (real money) capital.
I mean Bitfinex did it with Tether, in two directions as well; they pre-minted loads of this currency, then sold it for USD while at the same time allowing people (and themselves) to buy BTC with Tether, artifically boosting the value of BTC and the BTC that they themselves held, which helped them pay off the debts from their various breaches.
> Do you actually need much starting capital for those?
More about the rubes who see some new NFT advertised, and think, "Oh, that's going to go to the Moon!" and plunk down some actual money for it. I guess I'm surprised we haven't run out of rubes yet. Yes, I know human foolishness is a renewable resource, but at some point I'd think most of the easily accessible rubes have been used up (i.e. had their wallets drained), and it would be a while before a new crop of rubes is available in sufficient quantity for exploitation.
yeah I would say that successful phishing campaigns and rugs stay within the ecosystem to make more. they can directly buy into new projects or launder and buy into new projects. the new projects can be specifically launched to sell out to laundered funds, it can even be the same people using different addresses and nodes.
and then on the legal side with arbitrage bots (MEV and more), they also like to play around in the ecosystem, chase passive income in protocols and DAOs like everyone else.
speaking of everyone else, there are plenty of people with clearly legal funds, this post is just not about them.
its a whole parallel economy, where transactions simply aren't whitelisted, just as the people spent the last decade building due to the friction involved with whitelisting transactions unnecessarily. its here, this is how it works.
illicit fund users can cash out as well, whenever they want their local fiat money.
were they the person that launched the project (that got bought out by the laundered money)? congratulations.
were they one of the early believers of the project (that they also launched, that also got bought out by the laundered money?) congratulations, they have high capital gains just like any other lucky trader that "did their own research".
This stuff often happens. I think in 2016 Brave Alliance had a Coup (actually they've had like 16 failed coups by now) where at midnight the CEOs of corporations that make up the Alliance held a vote when the current Alliance leader was asleep to change leadership.
In the Silicon Valley TV show, Richard also gets the Hooli board to sign a document, which Gavin (Hooli CEO) has 2 hours to object to, but he's off doing a triathlon.
Very interesting! What you describe (inaccessible location) is also similar to the German elections after the Reichstag fire:
> After the Fire Decree was issued, the Nazi-controlled police made mass arrests of communists, including all of the communist Reichstag delegates. This severely crippled communist participation in the 5 March elections. After the 5 March elections, the absence of the communists gave the Nazi Party a majority in the Reichstag, greatly assisting the Nazi seizure of total power.
And rules requiring a quorum in order to take any kind of binding action.
If this were a real-world corporation, this would be a massive failure on the part of whoever set up the organization's bylaws. Since this is Eve, I don't know whether to place the blame on the corp's leadership or on CCP Games (I don't know if it's feasible for an in-game corp to require a quorum or not).
In the game, the problem is that some gamers quit and the shares are frozen forever, so you need some trick to make it possible to vote with less shares and keep the organization working.
Anyway, IRL many organizations have somewhat similar method. For example the HOA of my building ask for a 50% of the votes at the anual meeting, but if there is no 50% after an hour, whatever votes that are there are enough. In this case, the problem is that most people don't do to the anual meeting because it's boring. Anyway, if they make a very scammy decition, I can go to a jure and they can go to jail IRL.
> Since this is Eve, I don't know whether to place the blame on the corp's leadership or on CCP Games [...]
The rules are broken, but it might still not be a failure of CCP Games: their goal is not to make rules that are good for business, but rules that are good for entertainment and engagement.
Quorums are great rules in the real world, but not having them in EVE might people log in more often? And definitely makes for some great stories.
I love the idea of Eve, but man… what a boring game day-to-day.
When I was younger and would just hang out in teamspeak with the crew it was a lot of fun and a lot of just sitting around or jumping for hours trying to catch a fight only to die in an instant or kill them in an instant.
You really have to be a self starter and find something you like. I've tried so hard to get into PvP but I just can't do it. I might have tried mining once. I've played maybe 5 times in the past 8 years and could never get into it even though I desperately wanted to. It seems so fun!
This round of playing I really got into wormholes and exploration and I'm having a blast with that. I only play maybe 7 or 8 hours a week and I find the probe scanning and data/relic site hacking minigames both a lot of fun.
I've also started using mapping tools for wormholes which is something else that's oddly fun. There's just something about sitting in space scanning for wormholes and people could warp on you while you're taking the 2 seconds updating your mapping tool that gives me a thrill. It's also mostly work I throw away when the wormholes close because I live in a high sec area too lol but I still find it fun. Sometimes I'll play two days in a row and visit wormholes I mapped earlier to scan new sites in them.
You should join Signal Cartel[1], the wormhole ‘rescue service’ it is a lot of fun and they provide some great tools for exploring.
Just remembering the good times make me want to jump back in! I’ve been the same as yourself. Probably tried a dozen times over the years. From mining to pvp, red v blue, tried it all but it always started to feel like work in the end. Exploring and Signal Cartel made me stick around the longest. Eventually got a bit bored with it.
The most EVE entertaining i’ve had recently is Andrew Groen book series Empires of Eve [2]. Basically all the great big war stories bundled into a very engaging 2 series book. It is a lovely read!
I've considered them! I joined Eve University for all the classes and free skills. The next thing is I want to join the wormhole community to get a feel for multiplayer wormholing because I've only done solo.
that's the key. does it feel like fun, or work? is it relaxing or entertaining? am i experiencing an interesting story?
i also try not to spend money on games unless i am sure it's going to be good, or the amount is small enough to avoid the sunk cost fallacy. i'd want to get my money's worth.
whenever i get the feeling that i should be doing something more productive then that means that the game is not enjoyable enough any more and it's time to stop.
> You really have to be a self starter and find something you like.
Too true. And sometimes you stumble upon the fun. For instance, a long, long time ago (circa 2008 or 9...) I thought Stealth Bombers sounded cool so I started to learn the skills, not realizing they were essentially useless.
Except that they could be used somewhat productively to fuck around deep in enemy territory and be a nuisance to their mining and logistics efforts. Was a I troll? Basically. Did I have any real impact on the war effort? I doubt it. But hey, I did blow up a few mining barges and annoy people.
SBs were very strong against massed battleship fleets when coordinated properly. You'd have a scout get a warp-in close to an enemy fleet and bring a bomber wing in cloaked, then everyone uncloaks simultaneously to bomb and warp off. I have fond memories of doing bomb runs and instantly having a dozen killmails pop in my inbox.
I had fairly infamous lowsec and nulsec PvP runs throughout the years but as newbie-friendly groups popped up it was harder and harder to find fights that weren’t just blobs of T1 frigates rushing you.
At some point I made a bunch of outrageously blingy ships and when they ran out I sold the accounts on eBay.
I had a great time while it lasted and hope something like Star Citizen can bring back some of that fun with more
immersive gameplay…eventually.
I used to play EvE as well, earlier on, and it all eventually got so boring I couldn't continue.
Some of the game mechanics, like scanning with probes, are interesting, but once you figure them out it's all tedium. If you want to PvE in a nice ship, you need to be wary every time you undock. If you want to PvP, you need a source of isk to replace your ship and implants, since every time you go there's a significant chance that clone isn't coming back alive. There's so much effort involved in everything, and very little payoff other than the occasional shot of adrenaline or lootbox find. Which is exactly what they count on. Variable reinforcement, rather than consistent reinforcement.
I got a carrier, started thinking about supercaps, and gradually lost interest in the whole progression due to the logistical effort keeping such things. I suppose I could have tried getting involved in corporate or alliance politics, or I could have switched to trading. However, like the lootboxes, those human elements too are constrained by game dynamics to be predictably unpredictable, and not in very interesting ways. Few long-term real-life friendships come about due to in-game friendships, since almost everyone quits games within a few years. So, due to all of the above, I left.
The best part of the game was hanging out in occasionally good, fun voice chats, but you have to be in a well-organized corp or alliance that runs good ops. Unlike real military-style organizations, though, scheduling makes good ops very difficult. People's ships are in the wrong systems, most of the op is just getting organized, and then, as GP said, you might get ganked at the first nullsec gate you jump through. Oh well, time to rat or mine or trade more to finance another ship and clone, so you can organize another op, which will probably also not be that great other than some fun voice chat moments.
At the end of it all, the other people you're hanging out with in corporations and alliances are there either because they've gotten hooked on the game's adrenaline or lootbox reinforcement mechanisms, or because they have a Machiavellian desire to pull the strings of a corp or alliance, and you're cannon fodder or logistical support, there to be kept happy. Or they're there to figure out an angle to scam or gank you.
EvE is more fun to read about, or think about doing things in, than it is to play.
Non-persistent games, like any good RTS, are more fun because they're lower-stress, and because you can see that you're making progress solely because your skill is improving. In a MMORPG, you're progressing only partly because you're developing more skill at playing, and more because the game company rewards you, in skill or lootbox upgrades, for spending more time in game (or spending money buying isk which lets you buy pre-skilled characters and in-game stuff).
to me part of the problem is the risk to loose everything against other players. it's just no fun having to start over rebuilding your fleet. if the game was more cooperative then that would be different.
Even if it didn't take dozens of hours (or more) of in-game work (or equivalent) to rebuild a nice ship, there's still the reward for time spent in game, which isn't unique to EvE, but is toxic.
Back when skills couldn't be queued, the devs at CCP knew exactly what they were doing. Force people to be logged in when their last skill had been trained, or they'd lose precious minutes, hours, days of training time. Once players are logged in, they might as well engage with other aspects of the game, getting more addicted to grinding.
The implants mechanic is terrible as well. For long-term use, maxing out learning implants is valuable, but that conflicts with playing the game where you want combat-related bonuses, so you have to jump around, which adds logistical difficulties. You have to be able to jump back to your learning clone before logging out for a while. And if you're not looking for an edge with a combat-focused clone, and you fly around with maxed learning implants, you lose billions, in addition to your ship and its modules, if you get podded.
The stakes for having to log out on short notice when you're PvPing in 0.0 or even lowsec can be losing your ship or worse, since you will at a minimum be separated from your gang/fleet, and might even be probed in the minutes before your ship disappears (unless they've changed that mechanic), or trapped if you log back in and warp back to a (same or different) gate camp. Having game mechanics that put a lot of pressure on players to prioritize game time over real life, is not good.
I've played it for a good while and... pretty much, yeah. The bit that made it fun was the community I was in (Eve University at the time, fairly low stakes), weekly events with lots of banter, e.g. going out for fights - but you go into them knowing you'll probably lose your ship (and if not, it's probably faster to just self-destruct to get back to where you came from).
There was a period I did what's called incursions, high-level PvE content that has been min/maxed to optimize how fast you can make money. Other times I did exploration, especially after they rehashed it and added hacking minigames and the like, but the competition there was quite firm.
Last times I played it I was careless; I lost a Loki (a half a billion advanced ship) from going into low-sec to kill things, running out of ammo, going out, and making the mistake of coming back. And I lost a Stratios (another half a billion ship with equipment) by going into new content where you need to clear it before the time expires, but I couldn't because I was harassed by tiny enemies that my ship couldn't hit.
Maybe one day I'll come back to it, but I just don't have the spare time for it anymore.
That was my experience as well. The power difference between players is too great. I would get killed by randos in cloaked ships using missiles worth several time my ship and its entire loadout. What's the fun in that?
At some point I realized that this is an financial game with a space setting, not a space game with a rich economy, and I never played again.
I remember liking read the drama about alliances and betrayals in EVE and even though I never played the game I always enjoyed reading about it. That is with the condition that everything is done in game, I'm not a fan of the whole social engineering outside the game to rip people off angle.
Now to me in mmo games EVE players are a BIG red flag as the vast majority of them from my experience will bring their EVE mindset to other games and try the same tactics. Before if someone wasn't happy with the guild they would just leave or form a competing guild but these people might engage with people more, even pretend to be real life friends in order to rise in the ranks and to ultimately steal everything or will try to cause people to turn on each other so that the guild breaks apart. Who wants to deal with that? its crazy.
I feel like fun stories like this from EVE fell off as the same skillset was used in crypto exploits. Is the fact that people are returning to EVE a sign that crypto is past the peak?
It could also be that a security model exploited in crypto has now been corrected for, and we are seeing similar attacks spread out to other vulnerable infrastructure that is lagging behind updated threat models.
As fat as I was aware EVE has been stagnant for years, company sold to Pearl Abyss, which is likely to continue this or radically alter the game. Some radical changes were already made.
This seems like a very weak connection.
I'd crypto were "past the peak" the US gov would not be targeting it.
So, does anyone ever cash out with these big heists? Like is there money leaving the ISK ecosystem in cash? I get that you can measure ISK since it is pegged to subscription costs that are solid objects that can be traded or destroyed, but does anyone heisting 22k of eve online ships actually ever turn that into money at that rate? Who's the buyer, vs WoW goldfarmers?
Trading ISK for real money isn't allowed by CCP. You are exactly right that describing an amount of ISK as if it was worth some amount of USD doesn't tell the whole story. It's likely that if the market were truly bidirectional, ISK would be worth less USD than it seems now.
The exchange rate is based around PLEX: an in-game item that can be exchanged for subscription time. People who want to buy in-game currency spend real money for PLEX, and then sell it in the game to other people.
The only way to do so is if you find a buyer IRL, but you're probably looking at taking a big hit on your profit. People can buy an item called PLEX for real money, which they can use in-game for a month of subscription OR they can sell it for the in-game currency, so you're already competing with those that are willing to spend real money on in-game currency.
But it's a frequent issue in other MMOs, where these companies will set up bot farms (or even pay people to play) to earn tons of the in-game currency, then sell it online. Officially it's not allowed by most games, but it's only illegal if you get caught.
For one character, but they don't mind (if not actively encourage) people paying for multiple characters. Although I'm not sure if they decided to crack down on multiboxers or not.
The main reason that this was possible is inattentiveness of other players. That is a usual thing when people are playing a game and then turn to other more important things in life. What grinds me most about this is the waste of money and time. Whoever puts thousands of dollars into a game and then leave it seem to have no sense of responsibility or value of money. And then cry out it was stolen. Well, it wasn't. It was taken.
This dynamic reminds me of unpopular or shady laws being passed in some parliaments in the middle of the night or during major sports events where the representative attendance and public attention is at its minimum to get enough majority votes. This "biggest heist in game history" follows the exact same dynamic.
> Whoever puts thousands of dollars into a game and then leave it seem to have no sense of responsibility or value of money.
The monetary value associated with Eve Online things is a bit arbitrary, as it's usually the accumulated value of people's efforts in game; we can't be sure if real money was invested in this heist.
That said, it's easy to underestimate the value of assets and property in-game in eve, as it builds up over the years and for a lot of people it's just a video game.
I agree, but from a game perspective I’d say it’s pretty odd that these types of events does not at least result in more alerting to the people concerned. I don’t know if emails are already sent out in this situation, but even if they are it would make sense to have push notifications via an app, or SMS notifications, or anything in addition.
Not because it’s the game designers “fault” but in cases of anything that can have a permanent impact on someone’s experience of a game without their knowledge it’s probably better to err on the side of caution.
Org rules can go the other way, too. A regional nonprofit I once belonged to stated in its bylaws that any amendments required 2/3 of all members to vote in person at the general assembly.
When you create a corporation (aka guild, free company, etc.) in EVE 1k shares are created by default (you can create more, not everyone does). And this corproration hadn't, so if you have 1k share you own every share in the company (and thus have complete control over the company, if you choose to excercise it).
Now, nany corporations don't really care for the share mechanic, and just leave the shares in the posession of the founder, or place it in a locked down corporate wallet. But somehow "Flam Hill" got all 1k shares in this company. They refuse to say how. Some people suspect the original founder of the company quit EVE while still holding the initial 1k shares, in which case Flam Hill is likely the founder, or someone who obtained the account from them. Or perhaps they were a company officer who got access to the wallet and took the shares, etc.
Which means all the writing about how the directors were AFK or whatever is just window dressing. Flam Hill owned 100% of the shares, and thus could do whatever they liked with the company. In other words, there isn't really any obscure rule here or clever tricks. Or rather it is, but it all happened off screen, because the only thing that matters is how Flam Hill obtained control of the shares; once he had it, everything else followed.
It's as if Elon Musk wrote something about how he obtained control of Twitter by the clever gambit of walking up to the HQ carrying a sink. Actually, he obtained control of twitter by buying all of its shares, at which point he could do whatever visual puns he liked because he owns the company.
How come Flam Hill owned every share in the EHEXP? There might well be a fascinating story there of intrigue and theft and betryal there. But this story is just about the boring stuff that followed.
> Flam Hill owned 100% of the shares, and thus could do whatever they liked with the company.
I think this is not quite right. Their 1000 shares were more than 5% of the total shares in the company, not (necessarily) 100% of the shares. 5% of shares can trigger a CEO vote at any time, and a majority of voting shares can elect a new CEO. They won the CEO election by being the only people online and voting at the time, and by having the corporation directors not notice the CEO change in the UI for 3 days until the vote took effect.
The failure of the corp was in not diluting the shares of the founder below 5% after they left the corporation a decade ago, so now they come back (with alt accounts) and rob them blind.
I haven't personally confirmed it, but it seems that there were only 1k shares outstanding, meaning that Flam Hill somehow had the original 1k created when the company was founded.
This would be a slightly more interesting story if someone found a company where, say, 90% of the outstanding shares were owned by inactive accounts, sneakily acquired 6% on the cheap, and then started and won a vote to become CEO, but it doesn't seem like that happened here. (Assuming that pseudononymous Reddit claim was correct, of course.)
Thanks, that's an interesting find. Although it makes the story more confusing, doesn't it? Why bother with voting for CEO while everyone is offline and hoping no one notices, if you have 100% of shares and can be guaranteed to win any election? Or if the part of the story about the election was false, then why? What purpose would misdirection serve?
I suspect the answer may relate to why "Flam Hill" is being so purposefully vague about how he acquired the shares. But you're right, the story doesn't really make a lot of sense.
I suspect someone paypal'd the original Flam Hill to buy his character when Flam Hill wanted to quit, extracted his skill points (the character went AFK in 2017 right? 2016-2017 was the time when skill extractors were new and it was profitable to buy character and skill extract them for a profit) then a few years later he discovered the char owns shares in a big corp.
If it was real money trading in exchange for the character then they wouldn't want to say it outloud.
Everything in EVE Online takes time. Presumably, they wanted to do it at a time where no-one is likely to notice it's happening, so the victims don't have time to transfer assets out of the corporation before the new CEO gains power and can lock everyone else out/loot everything.
1,000 shares is the default amount of shares any newly created corporation has, and iirc you need to transfer them to yourself if you want to protect your enterprise. So it wouldn't surprise me if there were indeed only exactly 1,000 shares.
Amazing what impact EVE Online has in the real world. The hardcore dedication of its players is very impressive.
This article also reminded me of the sad sad story of Vile Rat ( http://www.davidkushner.com/article/vile-rat/ ) years ago.
The CEO voting mechanics is hardly obscure, every single CEO knows about it. Also hard to believe the biggest heist is 2 trillion, stealing 10 titan BPOs that have been researched sometime in the past 20 years would be worth the same.
So basically this line describes that it's an inside job
"Flan_Hill transferred enough of his shares in the corporation to the infiltrator to enable a call for a vote for a new CEO"
Every CEO knows not to give shares away. The only reason to give other people shares is so that they can intentionally take over in case you die IRL and don't want to trap assets.
"The one aspect of the story that some redditors took issue with is the origin of the 1,000 shares in Event Horizon Expeditionaries that made this theft possible in the first place. Some redditors theorized that Flam_Hill is actually the long-departed founder of the corporation, who's been sitting with those shares in his personal wallet for years;
Absolutely possible
"others said they may have purchased a character from a member of the corporation who forget to remove the shares from their wallet before transferring ownership."
They're not supposed to have shares before being sold in the Bazaar, maybe RMT?
Played back in 2011. I miss the “Suddenly Ninjas” days - glad to hear stories like this are still happening. We used to roll new accounts, prep a small history, sometimes even a social media presence.
Join a corporation. Role play as a newbie. Learn their schedule. A long while later, rank up in the “inventory” management roles and fly or bump ships out of the bubble to waiting “real” corp members.
Taking selling and scrapping all we could.
Truly Eve is one of the best implementations of “community goal/quest” games, in my opinion.
I wonder if it still works to contract for PLEX with a unit of measure missing. (Getting one for 10000000 instead of 100000000)
> I wonder if it still works to contract for PLEX with a unit of measure missing. (Getting one for 10000000 instead of 100000000)
Still extremely common to get attempted, although due to the current UI it's usually listing something for billions when it should be millions. Also common is describing the contract as "500 plex" but the actual contract content is "1 plex".
> A long while later, rank up in the “inventory” management roles and fly or bump ships out of the bubble to waiting “real” corp members.
Player-owned Upwell structures have largely replaced POSes so that basically isn't a thing anymore. What is a thing is using a Black Ops battleship to conduit jump expensive ships off of tether into a waiting gank. It's honestly a UI/design oversight, if your ship can fit a covert ops cloak and you're close enough to a blops in your fleet, you can get involuntarily yeeted to any system within jump range.
EVE is famously anything-goes, with corporations (EVE equivalent of guilds) being very careful about who they accept specifically to prevent this type of attack. I would be very surprised if there were any moderator intervention about it, as joining up with corps in order to drain their bank accounts is expected behavior.
As another example of EVE conventions, in 2012 the biggest trading hub was attacked [0]. This is nominally a safe area, and indeed the NPC security responded to every attack. This was part of the cost-benefit analysis of the attackers, who were aiming to drive up the price of resources that they had hoarded. When other players complained to the developers, the developers found it hilarious, and helped advertise about the attack.
> EVE is famously anything-goes, with corporations (EVE equivalent of guilds) being very careful about who they accept specifically to prevent this type of attack.
Really? The general run of comments seems to indicate that the attack could only succeed because nobody in the targeted corporation noticed a popup warning them about the attack for 72 straight hours.
That strongly suggests that very few corporations should have any guards at all in place to prevent this type of attack, because there's no way for the attack to succeed unless everyone in the targeted corporation has stopped playing the game.
Eve has a really robust API that allows corporations to use third party apps to gather background checks before a new member is admitted.
You can see corp (clan) history as well as all transactions between players. If you’re claiming to be a new pilot, but a 9 year old or 1 day old account is funneling money to you that would raise a flag.
No it's that corporate membership history is immutable and public on characters. So it's a bad look to be an old character with a string of now bankrupted, stolen or overthrown corps on your history.
(Not in-game or specific to the one game, but thought it was worth mentioning just because of the sheer size, and that it probably benefited North Korea. It still boggles my mind…)
Yes, that was what the last part of comment meant to convey. But my understanding is that Ronin was closely tied the game, and some of the “optimizations” (vulnerabilities) were motivated by the (popularity of the) game.
But even if I arbitrarily say the heist is 99% crypto and 1% game, it’s still much larger :)
some questions i have:
why was the secondary character needed ? could the original character with the shares have done this themself ?
why did no one else vote ?
Accounts have character slots and when you join a corp, you are often required to provide an api key to show all chars on this account.
Chars have public history of corp membership or pvp fights etc.
So if you roll a char in an acct with other bigger chars, it will come known that you’re a fraud, not a newbie, or you also play as a character that has “interesting” history.
So you spend a few more bucks a month and create a fresh entire account with new slots, etc.
> Flam_Hill estimated the total value of the heist at 2.23 trillion ISK, which works out to more than $22,300 in real money. ISK can't be legally cashed out of EVE Online, but it can be used to buy Plex(opens in new tab), an in-game currency used to upgrade accounts, purchase virtual goods, and activate other services.
Wait, if it can't be converted to money then what are they using to generate the $22,300 figure?
Or is it the "legally" part, where there's an illegal way to cash out?
Also, what would even make it illegal? There are actual laws against it or something? Or is it a TOS thing the company tries to enforce, which wouldn't make it illegal but just against policy?
You'd have to buy $22.3k worth of Plex, which can then be traded to ISK, to be able to buy those assets in game. Because you can buy plex with cash which can be used to obtain in-game-currency, it gives the in-game currency to a real world dollar value.
That’s a really stupid mechanic. Why would it not require a minimum number of votes to pass? So you could go on holiday with 90% of the shares and they can just vote to take your shares and win with 10%?
Suppose devs use to fix it and now the minimum is 10 votes or any other number you like. Then somebody gets banned, someone gets mobilized to army and someone is hit by the bus. Guess what? Lots of wanna-be-wit comments about "absolute moron devs". 2 votes is decent to be honest, but in my opinion 3 days is too little.
One way to handle this is combine those two mechanics: the quorum gets lower the more time has passed. When I was playing GitHub Nomic [1] we decided you needed one fewer player to vote for each day that had passed since the proposal was initiated.
I haven't played for a while but Corp creation and access mechanics were always incredibly frustrating and buggy and these "heists" are almost always people exploiting mundane software bugs in the platform rather than being clever and/or sneaky in carrying off anything daring. This makes for really boring and unpleasant consequences for the victims of these actions which basically just drive people from the game.
Example: My alliance leader basically stole a huge amount of my personal money and several months of work from me.
Background: For anyone who doesn't know eve, wormholes in eve are habitable spaces but they connect in ways that are governed by rules but are fundamentally random in nature. So your wormhole might always have 2 guaranteed connections to particular types of space but specifically what systems it connects to is random and will change every now and then. And also other new connections will spawn and disappear at random all the time. It is also entirely lawless space full of people trying to jump you at every turn, (sometimes) powerful NPCs and (usually) very powerful corporations who will every now and again mount operations to jump into a wormhole and evict the occupants if they are not very careful about defending themselves. All of this makes wormhole space very dangerous and inconvenient in lots of ways, but if you persevere, the game rewards you with very interesting gameplay and valuable rewards. I had a lot of experience with wormholes and was teaching people in my corp the ropes.
I had bought a new higher-class wormhole for my corporation, set up several new stations and a bunch of infrastructure. Because of the randomness above, this kind of logistic stuff is very slow and tedious work and I had spent a month or so of my time and a bunch of ISK (in-game currency) buying the hole, the stations and all the ships and stuff so my guys had stuff to do and didn't have to sweat the logistical stuff.
My alliance leader created a new corporation, transferred all the stations in the wormhole (including all my stuff and all the things I had put in shared hangars etc) into that corp and made the other people in the hole in charge of that corp. I was locked out in the middle of nowhere with no recourse.
He said he had misunderstood a message I had sent about taking a break (for the rest of the day) as quitting the game completely but anyway it fitted his objectives for the alliance so I could just basically stfu and accept it.
I tried playing a bit after that but it really was never the same. I left the corp and tried to restart but never got back to where I was or recouped what I had lost.
I'm sick of those "real money" conversions every time something happens in EVE Online. Probably, those in-game assets were acquired by playing the game, not by paying dollars for them. Additionally no one would buy them for that amount. Why show a dollar value if that is not what it's bought or sold for?
This conversion rate is based on the price of subscriptions, which can be bought either with dollars or real money. But why should that establish a conversion rate for every other asset? No one is trying to buy $22,300 of EVE subscription.
I don’t see why “playing a game” can’t earn you money. There are many “play to earn” crypto games where 3rd world country gamers grind coins for people who don’t want to grind for money. Before crypto, world of Warcraft had gold mining groups.
I assume there is a market place that offers a currency exchange.
The dollar value is for everyone that doesn’t play the game and doesn’t know if that is a lot or a little of monies.
> I assume there is a market place that offers a currency exchange.
There is not. There might be a black market for this, but not with anything close to this made-up rate.
I'm not saying you can't make money from in-game assets, but you would make a completely different amount of money. Those assets have never been bought or sold at $22,300, so why do we pretend that's their value?
Because different assets can be bought using both dollars and ISK (and cannot be sold for dollars at all!), we decide that's a conversion rate? And apply it to everything else?
Not underappreciated at all. It's 20 years old and still among the TOP 20 most popular MMOs. Not everyone likes that kind of gameplay though. I was an EVE beta tester before it was released openly, and I finally decided that it wasn't for me. (I don't like the turn based mechanics, or "the ship is actually the person" kind of narrative)
Maybe I put it wrong. I should have said "your avatar is the ship."
There are no "people" in EVE Online. The "people" are supposed to be biological clones suspended in amniotic fluid integrated with the ship, so although they have the thoughts of the person they represent, they never get to leave the ship, and die when your ship is destroyed, so you get to create a new clone. That means you can't just walk around a station after docking, or get off your ship in space and do a space walk around the asteroids. The only thing you see about your persona is your profile photo that you generated at the beginning of the game, nothing else.
Walking in stations did exist for a while, but people complained it was just a medium for microtransactions that was distracting the devs, so they went back to mugshots and nobody else ever seeing your choice of pants.
I know, and got excited about it for a while when it happened. I think they should have invested more on it, and even extend it to landing on planets and whatnot, like how Elite Dangerous did, but on a second thought, maybe not as not every game needs to be every other game. It's just not for me this way.
Nowadays, you can actually leave the ship and stretch your legs in a 1 room station quarters. And I'd say in the social sense there are people almost everywhere, they will be present in the many chats or 'in person' in space, even when you hope you'll be left alone..
I think the philosophy of the capsuleer/ship mechanics is a refreshing one, and there's a cyberpunk feel to being wired up into that hull.
Are you sure about the quarters? My Google searches result in that the feature was dropped in 2018 or so. Couldn't find any sources about the current situation though.
Your character has a name, and even a portrait made by you, of your player's 3D model, but after those initial ten minutes of character creation, you basically never interact with the 3D character again. As soon as you begin the tutorial, you're floating in space in a ship. When you switch ships, the game unloads one model and loads the next. When your ship gets exploded, players see an escape pod. Then you get back in another ship.
> A player known as Flam_Hill in the online game EVE Online orchestrated a heist by exploiting the game's shares mechanic. Along with another player, Flam_Hill observed the 299-member corporation Event Horizon Expeditionaries (EHEXP), which is part of the Pandemic Horde alliance. They discovered that the corporation had minimal activity from its CEO and directors, making it an attractive target for infiltration.
> The duo applied for corporate membership using a clean account with a character that had some history. After being accepted into EHEXP, they initiated a vote for a new CEO, locking out the current CEO's roles. They waited 72 hours for the vote to pass, gaining control of the corporation. After being granted director roles, they systematically removed other directors and emptied the corporate wallet of 130 billion ISK.
> The heist also involved stealing assets from the corporation's high-security offices, which they believed were used to store valuable items. In total, the estimated value of the heist was 2.23 trillion ISK, or approximately $22,309 USD.
The neat part is there isn't a good way to retaliate. These players by now are gone from the corp, as is the money, so they can't do anything directly to them anymore. If they were "burner accounts" they might never know who did it. If they identify the players and they belong to some collective they could attack that collective but at that point it will probably be seen as petty and getting laughed at might be more trouble than it's worth. These heists are seen as cool for the most part. They could try to stage a counterheist, that would be exciting but very difficult to pull off.
Overall 2 trillion ISK isn't that much in the grand scheme of things for a mega-coalition like Pandemic Horde.
In the US outside of the game you couldn't do this even if you owned 100% of the corporation because it would be a violation of corporate law. You have to remember that a corporation is legally a person. Good recent note from the Harvard Law review here: https://harvardlawreview.org/print/vol-133/controller-confus...
If you can find out who the accounts are can you sue in real life?
This is a good note. As they point out: directors owe a duty of loyalty to the corporation and its stockholders, which requires that a director act in good faith and in the best interest of the corporation and stockholders, rather than in the director’s own interests or the interests of someone who the director is beholden to, controlled by, or otherwise dependent on.
Provided you can do this there is no legal problem.
There is no direct analogy for something an in-game thing like switching alliances, but in general courts give a large latitude to CEOs and boards to decide what is best for a company provided there is no conflict of interest.
So you wouldn't be able to sell all the assets and distribute the earnings to the CEO - but selling all the assets and distributing the earnings to all shareholders would probably be fine.
> Using a "clean account with a character with a little history," Flan_Hill and an unnamed partner applied for membership in the EHEXP corporation. After the account was accepted, Flan_Hill transferred enough of his shares in the corporation to the infiltrator to enable a call for a vote for a new CEO. The conspirators both voted yes, while nobody else in the corporation voted at all.
> This was vital, because after 72 hours the two "yes" votes carried the day. The infiltrating agent was very suddenly made CEO, which was in turn used to make Flan_Hill an Event Horizon Expeditionaries director, at which point they removed all the other corporate directors and set to emptying the coffers.
Which reminded me of this paper I read about Russia in the 1990s:
> In a similar scheme, raiders call a shareholders' meeting but fail to provide other shareholders adequate and timely notice, either by mailing notices to the wrong address, sending the notices only a short time before the meeting, or holding the meeting in a remote, inaccessible location. At the meeting, they exploit the artificially created majority to vote in a new board of directors.
[Criminal Corporate Raiding in Russia, Thomas Firestone](https://scholar.smu.edu/cgi/viewcontent.cgi?article=1222&con...)
It's unclear why none of the other shareholders voted though. Did they quit the game or something?