Thursday, October 29, 2009

Nebraska and OpenSim

Back when I started this blog, my main focus in the area of virtual worlds was business usage. IBM was experimenting with Second Life and as an IBM business partner, my then employer asked me to keep an eye on what IBM was doing. Over the years my focus has shifted a bit, but the business usage of virtual worlds is still interesting stuff and there are still plenty people believing in it. Linden Labs, anyway, still does: in a few days, they will launch their 'SL behind the firewall' offering Nebraska.

"Mark Kingdon, CEO of Linden Lab, will unveil “Nebraska”, a stand-alone solution based on the technology that runs the popular Second Life virtual world. “Nebraska” is the much-anticipated behind-the-firewall solution which will allow enterprise to host their own virtual world environments within their organizations."

Kindon will unveil Nebraska at a Metanomics conference which promises to be one of the most interesting events of the year.

I'm sure I'm not the first one to talk about OpenSim vs Nebraska, but here's a few thougts. From an OpenSim point of view, Nebraska is a validation of it's existence: yes, there is a need and market for a standalone simulator. At the same time, Nebraska might be a threat to a part of OpenSim's marketshare, as companies might be sensitive to the fact that Nebraska is a corporate offering from an established company with a formal support organisation behind it, and not just something built by a bunch of hobbyists. Shortsighted? Perhaps, but this has been mentioned to me at least twice when talking about OpenSim!


From a technical point of view I'm interested in the security aspects of it. Does it require a separate directory server or can it use an existing LDAP server? Or MS Active Directory? Does it use encrypted network connections?

Interoperability is also an issue. Can I create a grid of Nebraska sims, and can I join that to OpenSim as well? How is content shared between Nebraska sims? Perhaps these issues are covered elsewhere already - I've been too busy with rl stuff to really read up on Nebraska!

Anyway, as an owner of an OpenSim, I'd like to test Nebraska as well, but I'm not sure we'll get the chance..

Saturday, October 24, 2009

Twinity: London


After Berlin and more recently Singapore, Twinity is about to grow again: the first snapshots of Twinity's virtual rendering of London have appeared on Facebook. From the accompanying press release I gather that London isn't finished yet, as Metaversum is looking for creative people to set up shop in virtual London.

That request kind of surprised me. Twinity aims to be a mirror world: a virtual world that mimicks the real world as closely as possible. Yet, Metaversum is looking for people to create new shops, businesses, art galleries and the like in their virtual London, and apparently these will be entirely new instead of mirrored from the real world. I wonder if this means Metaversum is changing their philosophy in this regard.

I'm really looking forward to visiting London in Twinity. I have never been in the real Berlin or Singapore, so I can't compare the Twinity experience with the real thing. I have however visited the real London, so this is the first time I'll visit a Twinity city I am somewhat familiar with in real life too.

Enter the wormhole?


Things are about to change! Our corp is making plans to anchor a player owned station in a nice and suitable class II wormhole we recently located. Of course we'll have to invest a bit, but the return on investment is said to be very good, as all sorts of interesting and profitable 0.0 minerals can be mined there.

To be honest, I have mixed feelings about this move. I've been running missions in Verge Vendor for months now, and I'm still enjoying myself. The missions aren't that hard anymore; I can usually salvage and chat with corp members while my drones do most of the hard work. A bit of casual play, nice and relaxing! And yet, while I still enjoy it, it's becoming a bit too predictive and perhaps even tedious. And, those ninja salvagers are becoming a pest in the systems I usually operate; why provide these lazy bastards with more opportunities to salvage my wrecks? Perhaps I really do need a change of scenery and action!

But there are a few drawbacks. I've been flying a largely T2 fitted armor tanking Dominix battleship for a while and I like it, especially for it's huge drone space. However, if we move into the wormhole, I probably won't be able to bring the Domi; it's mass would probably collapse the entry to the wormhole right behind me. So what ship to bring instead? I don't know yet.

Partly that's also because I'm not sure what I'll be doing in the wormhole. My corp mates are mostly miners, going after the precious ores, but I'm not one of them. Of course the miners would need some protection in the lawless wormhole space, so perhaps I could patrol the area to protect my corp mates, but that doesn't look like a casual player task to me. Sleeper hunting could be nice, but to be effective I'd have to invest in some scanning skills. Uncertainties abound!

I really have no idea where I'll be in a few weeks and what I'll be doing, but it sure looks like the quiet mission running days are almost over. And perhaps that's a good thing.

Monday, October 12, 2009

On top of Singapore

I used to be able to fly through Twinity, but when I didn't visit Twinity for a while, I forgot how. As it's an undocumented key combination, I couldn't find it anymore; I had to keep both feet on the floor. Luckily, after a tipoff from RC at the Twinity Monitor, I am now able to fly again, and here I am, enjoying the view over Singapore from the roof of Park Hotel Orchard, at Orchard Road!


Used like this, you can view a city like you'll never be able - or willing - to in real life.

Monday, October 5, 2009

Mixed news from the rentals front


For years now we’ve been hearing bad news about the economy, but at the same time, my Second Life rentals have been doing fine. Each month, the rentals (some of them visible in this snapshot to the right) pay for the tier fee, and usually there’s a small surplus of a few US Dollars. Over the past year or so, this surplus slowly grew to a buffer large enough to pay for two months tier. When I got to that point, I decided to cash in those US Dollars, as I needed them elsewhere. In hindsight however, this may not have been such a good idea.

Yesterday I received a report from my land manager Zena Silverstar and her team at Tropical Beach Rentals, with some less than stellar news: the occupancy rates of some of the rentals suddenly and unexpectedly dropped considerably, at an unprecedented rate, over the past few weeks. A development we hadn’t experienced before! Tenants come and go all the time, and occupancy rates always vary a bit, but generally they stay well within a certain (profitable) bandwith and we didn't expect that to change so suddenly.

It took a while before a possible explanation was found: the occupancy drop occurred right after Zindra, the new SL 'adult' mainland, was opened. Could it be that people are moving off the regular mainland to Zindra as a permanent place to live? When asked, former long time tenants mentioned all kinds of small reasons to end their stay with us, but none of them mentioned the new adult continent ; perhaps they didn’t want to admit to moving there.

In the mean time however, occupancy has recovered a bit as rentals vacated by long term tenants are being occupied again by newcomers, and as far as I can tell my rentals are still profitable, albeit with a smaller than usual margin. Tropical Beach Rentals also expanded their staff, with support for tenants now available across a larger time frame of the day. Perhaps that helps too.

Friday, October 2, 2009


Walking across this submerged bridge will make my suit wet. But the water doesn't look too cold..

Thursday, October 1, 2009

Anonymously Confidential


Even though this blog post starts in Eve Online, it's also applicable to Second Life, Twinity and other environments. It's about the relative safety of being anonymous online.

I'm one of those Eve Online pilots who's trying to participate in corporate and alliance chat. Talking to corp mates and alliance friends adds a valuable social dimension to the game, and unless I'm busy with the mission or task at hand, I'm available for a bit of idle chat.

But it doesn't always have to be just a bit of chat. At times, I have ended up in quite personal and sometimes emotional conversations, usually about people experiencing all kinds of difficulty at home. Alcoholism, parental abuse, broken families, a bitter divorce, legal struggles with (usually) ex wives refusing a father to see his kids, financial issues - it's all there. And it's surprisingly close to the surface; sometimes it takes just one or two questions before someone pours their heart out. I've been, at times, taken aback by the painful stories, by the hurt that's hiding behind the screen names!

In an environment like Eve Online, it's not that difficult to hide your real life identity. This relative anonimity, coupled with a feeling of trust amongst corporation mates, will from time to time lead to this kind of confidential conversations. And though the circumstances may differ, I've also had encounters like these in Second Life.

I have said it before: these human interactions adds a value to MMO style games which I appreciate a lot. It would be a cold affair without it!

Saturday, September 5, 2009

OpenSim: building bridges


A while ago I loaded a second island; my eleven year old niece Emma built this beautiful bridge between them. Must have been hard to position the prims!

Tuesday, September 1, 2009

Eve Online: does CCP love griefers?

CCP, the creators of Eve Online, publish a Quarterly Economic Newsletter (QEN) in which they provide a lot of data concerning Eve's economy. In the QEN for Q2 2009, on page 13, we find this interesting tidbit:

"..However, the majority of EVE players are located in hisec space, or 70% of the total number of characters. Thus, most ISK is located in hisec. The least amount of ISK is located in lowsec space, where only 13% of EVE characters reside."


This segment of the QEN discusses the distribution of characters and ISK (Eve's in game currency) throughout Eve's single shard universe. For those of you unfamiliar with Eve, here's a quick primer on security in Eve Online's New Eden. This universe is divided in three areas, each with a different security policy. Pilots in high security space (highsec or hisec) are protected by the (quite effective) in game NPC police force called Concord, which provides the most protection on areas with security level 1.0, but a little less in 0.9, and so forth to 0.5 where a pilot is least protected. Pilots in lowsec (security levels 0.4 to 0.1) should not count on any protection; it is essentially a deserted wasteland with the occasional hornets' nest of pirates. Nullsec (0.0) is altogether different; player run alliances own these areas and they dictate who's safe or not.

Back to the QEN: it says, in short, that most of the characters - 70% - and ISK are located in high security space. This probably also means that highsec is, for CCP, the most valuable area in Eve Online in terms of paying customers. I know that '70% of the characters' doesn't directly translate to '70% of the paying customer base', but alt characters and multiple accounts are as common in highsec as they are in nullsec. At any rate, it seems that highsec pilots are instrumental in funding CCP and Eve Online. From my admittedly anecdotal experience, I think most of these paying customers are no hardcore PVP players or pirates, but peaceful miners and mission runners, carebears and newbies.


Yet the gameplay of Eve Online doesn't do these people many favours. Rather, it's the other way around. Especially newer pilots, mining or running PVE missions in their n00b ships, often fall prey to more experienced griefer players who know enough about the rules to trick the unexperieced into an unfair fight which the newbie is certain to lose. Carebear corporations, newbie corps, miners and such are a regular and easy prey for pirate corps who regularly - and often for the sheer fun of bashing weaker players - declare war on them. There's nothing you can do about such a wardec; the gameplay allows any corp to declare war (wardec) any other, as long as the wardeccing corp pays the necessary fees. For the wardecced corps, if you're not an experienced PVP corps, it often means either don't play EVE until the war is over ('dock and turtle') or run the risk of losing your ship and your expensive implants. Wars can last weeks; recently while I was on holiday, many of my corp mates lost almost a months' worth of playing time due to a series of wardecs.

I understand that this is part of the game. This is New Eden, it's a harsh environment, but still I don't understand why CCP continues to keep it this way. I have known a lot of trial accounts who chose not to become paying customers, and I know of (formerly!) paying accounts who refuse to ever set foot in Eve again after being harassed, griefed or wardecced one too many times. After all, why should I pay 15 dollars a month, only to be forced to dock and turtle almost the entire month, or to allow some griefer jerk to blow me to pieces? Not my idea of fun, really. When I just started out in Eve, I almost quit over such an incident, and if I hadn't found a good corp at that moment, I would certainly have quit indeed.

CCP loses money in cancelled subscriptions or lack of trial account retention, due to the fact that they allow pirates and griefers to harass (especially) less experienced players and corps in highsec. Yet it also seems that highsec is the region with the largest population of paying customers! These miners, pve mission runners and their corps, they just hang in there, and when they quit, their numbers get replenished with new players time and time again, despite the (CCP blessed) efforts to have them harassed, wardecced and griefed out of New Eden. They are many, but they could have been more, if CCP had wanted them to be; if CCP had given them a bit more protection.

I'm obviously not advocating a radical overhaul of Eve's gameplay. But, some added protection (in for instance the 0.8 to 1.0 regions of highsec, or in the first months of being a pilot) for certain categories of players against can baiters, flippers, griefers, or some recourse for corps against serial wardeccing pirate corps could be beneficial to player retention and thus to CCP's bottom line and Eve's long term prospects.

Saturday, August 29, 2009

Twinity: Unfinished business

Yesterday I decided I wanted to see the Singapore harbour in Twinity, so I walked from the city center towards the straits. Apparently not many people make it to the edge of the city yet, as my exploration even warranted some attention from Metaversum. Tonight I wondered: what if I went even further away from Singapore's city center? Would I eventually encounter a border or an edge, or would the world simply cease to exist at a certain point? And so I went on for a while - and there it was, the edge of the Twinity world!


This really is the place where the unfinished seams of Singapore become visible, and the visual effects are quite interesting.


But perhaps the most beautiful sight was this unfinished freeway, extending over the Singapore straits, in the dark blue glow of the night sky with the gentle waves of the straits below it.



The rest of tonight's snapshots can be found at koinup, as usual.

Thursday, August 27, 2009

Twinity: Singapore

Finally, I am able to visit Twinity again. The latest ATI patches seem to have fixed issues I had; CPU usage is now workable, even though Twinity still uses a lot of resources. I took the opportunity to take a walk through Singapore to the port near Raffles Avenue, where I cooled my tired feet in the harbour water..


Even though Singapore is not finished yet, it's nice to be able to visit a new city in Twinity.

More Twinity visuals can be found at Koinup!

Tuesday, August 25, 2009

Are you prepared?

Many of Eve Online's pilots enjoy doing stuff together. Mining, missions or operations: it's often done with corp mates, alliance members or friends, which makes it a lot more enjoyable. Yesterday, an ad hoc team of four Alien Ship Builders did a couple of level 4 missions: Angel Extravaganza and Mordus Headhunters. Given the huge amounts of damage (dps) we could inflict and absorb (tank), neither of these missions proved to be much of a problem.

Yet, at one point during Mordus Headhunters I ran into trouble. I drew much of the aggro of the second pockets, meaning I had dozens of enemy ships firing at me at point blank range. My setup wasn't really prepared for those amounts of dps as I had only one armor repair unit fitted, and after a while I had to warp out to repair my ship. On the snapshot below, which you can click for a larger view, my shields are half gone, but my armor is still intact:


The reason I had left so ill prepared: I was running a relatively easy level3 mission solo, when we decided to run the level4's together. Without changing my fittings I jumped in, when in hindsight I should have adapted to the new, more demanding circumstances!

In the end, nothing was lost; the three others were more than capable to handle the incoming fire thrown at them. We completed the missions and cashed the rewards; in total, with the level3 and a few sales combined, I earned almost 30 million ISK yesterday.

Tuesday, August 18, 2009

Questions on CCP's new 'Dust 514' console game

Today brought us the news that CCP, the creators of Eve Online, will bring a new console only MMO to the market, called 'Dust 514'. The funny thing is: Dust 514 is situated on the planets of the very same EVE Online universe, New Eden, we already know! Both EVE Online's space bound pilots and Dust 514's planet dwelling fighters will play a role in the story that unfolds in New Eden. According to CCP, this is "one universe, one war", and they hope the Eve Online and Dust 514 communities will merge together over time. After reading a few news reports I have a few quick questions and remarks about Dust 514.

First off, Dust 514 is an FPS, meaning the players will be walking avatars - something still missing from Eve Online. Called 'ambulation' or 'walking in stations' we have been waiting for this for quite some time, but so far this hasn't materialised. Could Dust 514 be the precursor to ambulation? If Eve and Dust 514 players are ever to meet in game, both need a real avatar. Besides, the Dust 514 snapshot below - provided by CCP - shows a command pit, floating in space above the planet, not built on it. This is clearly ambulation, but of course it could be only for Dust 514 players.



Will an EVE pilot be able to participate in fights on the planets? Could EVE spaceships affect battles by bombing enemy Dust 514 players or by providing logistical services to his own Dust 514 mercs? Could an EVE pilot 'beam down' to pick up a gun and join the fight on the planet? And if he survives, could he then take his Dust 514 buddies back up to the station for a drink at the bar? Again, without ambulation this is impossible, but there's certainly a very interesting perspective for future expansions. Although, given that Dust 514 is a console game, I don't know whether it's technically feasible for CCP to provide such a mixed environment within the current implementation of New Eden.

Second: the changes to sovereignty in 0.0 (nullsec) space. Currently, an alliance can claim sovereignty over regions of 0.0 space by placing and maintaining player owned space stations (POS'es) there. In the future, Dust 514 players get to play a role in this mechanism too, as owning stations isn't going to be enough to maintain sovereignty. You'll need Dust 514 mercenaries on the ground, on the planets, to conquer those for you as well. This may have significant impact on the balances of power and the politics of New Eden. I wonder how the big space holding 0.0 alliances think about this sudden change to the playing field.

And the existing EVE pilots? If you're a highsec PVE player or miner, it doesn't look like your daily game experience will change much, as the sov changes only affect nullsec. Also, with Dust 514, CCP is aiming for a different audience: the existing pilots can stay in space, CCP wants new FPS players for Dust 514 combat! IF CCP succeeds, the number of gamers active within New Eden will continue to grow (or grow even harder), which is a good thing for CCP and hence for all of us who like to spend time in New Eden.

Monday, August 17, 2009

Opensim: two islands

Today I created a second island at my OpenSim location:



It's not that spectacular; it's just one of the default islands available for download in the Second Life knowledge base. But it's good enough for my purposes, here. I think I'll ask the kids to turn this into a park or tropical island, instead of an ordinary residential area. I wonder if they are up to it!

Sunday, August 16, 2009

OpenSim amazement

The new OpenSim server I created last week, has seen a lot of action in the past few days. My kids and a few nieces living nearby, are busy building annd furnishing houses. They have discovered how to work with textures, too! At first they noticed that screenshots could be saved to inventory, and they started using them as textures. After that I showed my daughter how to upload pictures found on the internet or local hard drive, and now they are creating tv's, laptops and stuff like that. They are learning fast, and I am, frankly, quite amazed at some of their work.

This nice bar is built by my eight year old niece:

My almost-ten-years-old daughter framed a tv in her new house - but also some popcorn to go with a movie:

And this is perhaps the most promising build, a beach house, still under development. This one is made by my fourteen year old niece, who's very much into interior design, and I'm quite eager to see what she's going to do with this nice place!

More pictures are available at my Koinup stream.

Saturday, August 8, 2009

OpenSim up and running


After trying again and again to get OpenSim running on CentOS 5 64bits, and persistently failing at it, I finally surrendered and installed in on Windows XP. I had an old Dell PC standing idly in a corner; downloading OpenSim and installing it was a breeze. Configuring MySQL wasn't much of an issue either; only a network issue and some tricky configurations in OpenSim.ini gave me some headaches. In the end, I got it up and running in a few hours - not bad. The kids are going to be happy tomorrow!

Sunday, August 2, 2009

Skill training completed

One of the advantages of Eve Online's skill training system, is that training continues even if you're offline, for instance when you're on holiday. Of course you'll have to start training a skill that takes long enough, but there's plenty of those. I had several skills I could train to level 5 (the highest skill level) and that would take 22 days; longer than my holiday was! After careful deliberation, I choose to train Drone Interfacing level 5, giving me 20% extra drone damage. A translation for you non EVE playing readers: in space, I can use up to five drones that will inflict damage on the targets I direct them to. This means a lot of firepower, and many enemies rightfully fear the damage a swarm of drones can do, especially if their owners are well trained - as I am now. So, today, upon returning to Eve Online, I was quite happy to see the notification: "Skill training completed. Sered Woollahra has finished learning Drone Interfacing V." Twentytwo days of training, but it's worth every day of it!

Sunday, July 12, 2009

Engineering efforts

For me, one of the most interesting aspects of virtual worlds is the technology side. I'm a systems administrator myself, responsible for maintaining and optimizing an important internet application, and as such, I can appreciate the engineering efforts of my colleagues at Linden Labs, CCP et cetera. It's not an easy task to keep all those residents and pilots lag free and happy..

Linden Labs has long struggled with Second Life's performance. Over the years, there have been many improvements: as I am writing this, there are over 77.000 SL residents online, which is roughly about three times the number of concurrent residents usually seen in late 2006. And in those days, SL would crash if the number of active residents got near 30.000!

But today, it's CCP that I want to talk about. Eve Online (as Second Life, btw) is a single shard world, meaning all pilots inhabit the same instance of the virtual universe that is Eve Online. And some of solar systems put quite a strain on the servers! Take, for instance, Jita, the major trade hub of Eve Online, which is sometimes populated by 1000 pilots or more. Until recently, having that many pilots in local (in any one system) would mean intolerable lag, horrible performance and all the fun associated with it. Recently, however, CCP released a patch that drastically improved on that situation: bugs were fixed, code was refactored and a database index was added. It is now estimated that Jita can serve up to 1400 or perhaps even 1500 pilots. A considerable improvement!

CCP has published quite a detailed account of this effort on it's dev blog here. As an engineer, I really appreciate the level of detail they're willing to provide. If you're really into engineering efforts, you should read this one: debugging jita live is for real men, where CCP Atlas details how a critical bug was fixed on the Jita server - while the system was online. Quite an effort, and a good read for anyone involved in high availability internet application!

Monday, July 6, 2009

Immersiveness in the browser?

Last week, I watched the Gaikai demo featured on Massively and Slashdot. I came away quite impressed: it looked realistic, didn't make over the top claims and the speed of loading and playing MMO games like Eve Online and WoW looked decent as well. I immediately requested a beta signup, as did many others I suspect!

There is however one issue with Gaikai, that that is immersiveness. Some MMO games or virtual world environments are intended to be immersive: the intention is to immerse all your senses in the game or world you're visiting, creating an intense experience. That's why Twinity, Second Life and Eve Online for instance are best played in full screen mode: nothing of the host computer or operating system is visible on screen, to distract from the environment. From the demo, it isn't clear whether Gaikai can deliver that; I'm actually pretty sure they don't. This is not an issue for most games I suspect, but it should have a negative impact on the immersiveness of virtual worlds, as you can see in the snapshot below.


Still, if the price is right, I would sign up for the service. The ability to access my favorite virtual worlds and games from every PC that has Flash installed, is certainly appealing. Perhaps not as a primary means for real gameplay, but to do a bit of trade, to finalise a deal, to check in on in game communications, to add a skill to my Eve Online skillqueue, Gaikai may still be very useful.

Tuesday, June 30, 2009

Twinity: a first look at Singapore

Today I got an invite to have a look at the first beta build of virtual Singapore, as being built in Twinity. As I wasn't required or even asked to sign an NDA, I'm going to post this snapshot:


Granted, it's not that special, but it was dark there! Singapore is six hours ahead of us and so it's the middle of the night there now, even in Twinity. Hopefully I'll be able to take a daylight look too, soon!

Sunday, June 28, 2009

Twinity: two sides of the mirror


Twinity has been in public beta for quite some time now; I've been a member for over a year. It started with standalone rooms, tied to a geographical location but without a real sense of world. That changed when virtual Berlin came: we were finally able to walk outside! With the arrival of virtual Berlin, Twinity's mirror world philosophy became a reality, be it at a limited scale. Obviously there's more to come: Singapore is in the works, hopefully to be launched later this year. Earlier there was talk about London, too, but I think we're not going to hear much about that until after the Singapore launch. It seems logical to finish that one first before taking on the next big project!

I don't have access to the Twinity subscriber database, but I have a feeling that Twinity's audience is still mainly based in Germany. 'Man spricht English', of course, but many Twinizens talk German between them. Adding Singapore to the mix might change this: the expected influx of visitors from Asia might tip the scales from a mainly German speaking to a more internationally oriented population. This too, obviously, presents opportunities for growth; it might also make Twinity an even more diverse and interesting mirror than it is today.

Two sides of the mirror
The mirror world vision which is slowly materialising in Twinity offers possibilities for real world businesses, tourism and such to present themselves to a virtual audience. And they do; the list of Twinity partners is growing. I can't judge whether the growth is fast enough or not, but it's is certainly there.

But the mirror vision also implies limits. Twinity has to resemble the real world as closely as possible, leaving little room for creativity in shaping or changing the world. Twinity's designers (the German company Metaversum) nor citizens ('Twinizens') can't just go ahead and randomly build houses or toy with the landscape, as is possible in Second Life. Clothing and interior designing allow for some creativity, and to be honest, some Twinizens have created beautiful spaces. But all in all, Twinity is, in this regard, more limited than SL citizens are used to. For me that's not much of an issue as I wasn't an active artist or designer anyway, but for some it is.

Who's providing the entertainment?
It also, and perhaps more significantly, means that Twinizens need to be entertained, much more so than in Second Life, where residents can easily organise their own concerts and events. This puts and additional burden on Metaversum; more than in Second Life or other game environments, amusement and entertainment has to be provided (or facilitated) by them, the world's owners. Exploring Berlin is nice for a start, but after a few sessions you probably have seen the best parts, and Twinizens might stop logging in, if that's really all there is! Looking at the list of events that have been organized recently, I think Metaversum understands this all too well. There have been movie premieres, literaty events, live music, parties, contests, games.. Metaversum is putting a lot of effort in this area. But if they didn't, I'm not sure Twinity would survive another year.

Saturday, June 27, 2009

IBM goes 3D - once again

Much has been said on this blog about IBM and it's involvement in virtual worlds, most notably (but not exclusively) Second Life. Yet I somehow completely missed this announcement about Sametime 3D. Sametime is IBM Lotus' instant messaging and unified communications software, and Sametime 3D is a virtual world addition to the existing package.

Via this IBM Lotus Sametime blog announcement I found this youtube clip, which shows Sametime 3D. I haven't found confirmation yet, but it looks like Sametime 3D is an implementation of OpenSim! In itself that's not such a big surprise, given that IBM has been involved in OpenSim - unofficially for the most part - for a long time.


Sametime 3D doesn't look too fancy, it's just OpenSim. But, I don't think this has to be an issue, as business use has other requirements than recreational use.

From what I've seen in the youtube clip, it's quite easy to initiate a new 3D meeting from the Lotus Sametime client, but it doesn't show how the meeting itself is started. It's obvious that the regular Second Life client is used to facilitate the meeting, so I assume you need to have that installed separately, but I can't confirm that at the moment. It could be that IBM has simply integrated a lightweight SL client in the Sametime software, but that seems unlikely; I would have expected to see some sort of IBM branding in the virtual world client, but the window just says 'Second Life'. So, is a separate Second Life client started as soon as you enter the Sametime 3D meeting? Do you have to login or does it use your Sametime credentials? What if you have SL installed, already? These things I am curious about, but details are scarce. More information is welcome!

Sametime 3D comes with a few prepared rooms: a boardroom, a collaboration space and a theatre/auditorium, and also features some business ready tools like a flipchart that can be used for note taking; the contents can be exported in "a word processor compatible format" as the video says. All in all I'd say it looks useful, and I would definitely like to give it a try once.

Linden Labs offers a standalone Second Life simulator behind the firewall, an effort that (as far as I know) is still in beta but also included IBM participation. This "SL behind the firewall" is, as far as I know, really just that: a standalone SL environment. Sametime 3D is different: the 3D part is a business oriented addition to a larger set of collaboration tools. I wonder what approach will work best in the real world! Frankly, I assume IBM Lotus Sametime 3D will find easier inroads in the corporate world, as it doesn't have the negative connotations that Second Life has for some, and because it's 'just' an addition to an existing package. It could be implemented without much fanfare or discussion, as a part of a regular upgrade cycle. Too bad we don't run Sametime at my employer!

Thursday, June 25, 2009

Looking for reinforcements


My corp, Alien Ship Builders, is growing quite nicely these days. When I first joined ASB (temporarily), there were usually a few pilots online; say about ten or a dozen. Nowadays however, it's often double that and then some. Most pilots are based in Europe, but we also have players from the US and other parts of the planet. Some members are barely out of trial; others have been in space since 2003, when EVE went in beta. We have miners but also mission runners, and we have aspirations in PVP too.

And yet, it's not enough. As a corporation, we're having plans to grow and diversify, not only in numbers but also in experience, sources of income and skills! To make this possible, we are looking for new members. Check this post by our corp director, Jastuu, out for more info.

See you in our corp channel, perhaps..

Tuesday, June 23, 2009

0.0


Last week, one of my favorite agents set me up with a courier mission to a lowsec system. Usually I don't do those, but I had an implantless clone and a cheap frigate at that station, so I thought.. why not! I accepted the mission and flew through several lowsec systems in Essence to my destination. After completing my business there I decided to, finally, pay a visit to 0.0 (nullsec); it was only a few jumps away, and I figured I was way overdue to check that area out anyway.

Jumping from Orvolle to PF-346 (Syndicate) and then to FP-MLJ was quite uneventful, to be honest; few people in local, all quiet at the jumpgates - apart from a few wrecks here and there. At X-BV98 there where a few NPC rats posting at the jumpgate, but as my frigate didn't have any significant firepower I ignored those; I pressed on to Poitot, where I warped to the next stargate. When the warp engine cut, I found myself in a shiny blue bubble.. uh oh. So this is how a warp bubble looks! With me unable to get away, someone opened fire, and within a few seconds my tiny Amarr frigate buckled under the blows of a 200mm cannon. Total destruction came fast! As my pod emerged from the wreckage I tried to slip away, but no no avail. Suddenly, after another couple of seconds, I was back at the University of Caille station in Bourynes, the station I was born, over a year ago..

I talked a bit with the guy who shot me, and he offered me some cordial advice, which I'm passing along to all you pilots like me, inexperienced in the ways of nullsec: never warp straight to a jumpgate, when in 0.0 or even lowsec. Because if you do fly directly towards it, your angle and direction of approach is predictable and you are more likely to end up in a warp bubble - and quite possibly in a fresh clone, half a galaxy away!

Thursday, June 18, 2009

How the mighty have fallen!


For those of you that don't play Eve Online, a short primer on territory and sovereignity in New Eden, Eve Online's virtual universe. New Eden is a single shard world, meaning all pilots live in the same, single instance of it. It's divided in three areas of space, indicated by their security level: from 1.0 to 0.5 is secure space, with 1.0 being the safest; this is where new players typically enter space. This secure area is also known as 'empire space'. The second area is 0.4 - 0.1; these are lower security or 'low sec' systems, where law enforcement is almost gone (0.4) to virtually nonexistant (0.1); it's a hornets' nest of pirates. The third area is 0.0 or 'null sec'. These are lawless regions, where alliances reign.

Empire and low sec space belong to the different empires emerging from New Eden's lore: Gallente Federation, Minmatar Republic and the Amarr and Caldari empires which are all non player (npc) empires. Nullsec however is different. A player alliance, if powerful enough, can actually own systems in nullsec; and if you hold enough (or strategically important) systems in a region, you can call it your own. Some regions however are more profitable than others; they contain more rare ores to be mined, more opportunities for moon mining or more npc enemies to kill. Hence, alliances are continuously struggling over systems and regions, fighting to gain or break sovereignity. The neighbour's grass is always greener!

And this is where the big alliances come to their own. Over the past few years, a large scale war has been fought between Band of Brothers, recently renamed to KenZoKu and it's allies on one side, and GoonSwarm and the Northern Alliance on the other side. It's been an epic struggle, a back and forth of spying and betrayal, large scale fleet battles involving hundreds of pilots, strategic manoeuvering; it's been a grind of destruction, fire and mayhem. And it looks like it might be over.

KenZoKu, once New Eden's most powerful alliance with thousands of active members, has yielded their last 0.0 holdout to the combined forces of GoonSwarm and it's Northern Coalition allies, after being thorougly decimated over the past few weeks. Compare for instance this map of 2007 which prominently shows Band of Brothers (KenZoKu's original name) with this recent one; at time of writing, there's no BoB or KenZoKu to be found, anywhere. The mightiest, perhaps most smug of all, fallen! Will it recover? Who knows.. Eve's politics and alliance warfare make for some pretty interesting history, and with this great conflict coming to an end, it's going to be even more so in the coming weeks. Will KenZoKu regroup and return to 0.0? Will GoonSwarm and it's Northern Alliance remain intact without a big adversary as KenZoKu to fight? We'll see in the coming months!

Tuesday, June 16, 2009

Twinity: Rocking the metaverse


shot0021, originally uploaded by seredwoollahra.

The audience gathers for Rocking the Metaverse in Twinity Berlin. Dizzy Banjo is already playing, and the people around seem to have a lot of fun.

Twinity: group moderation

Koinup, the snapshot orientated social network for virtual worlds, is a participant in the Rocking the Metaverse tour, which sees virtual worlds artists perform in several virtual worlds environments. Now on Koinup, the Twinity group is administered by me. Today I received a message from Pier, one of Koinup's cofounders, asking me to keep an eye on the Twinity group; given the publicity, he expected new signups for the group and probably quite a bit of spam. I didn't see that coming, but he was right and I have already had to remove a few works that clearly didn't belong there! They were sometimes pretty and really nice to look at - but they had nothing to do with Twinity, and hence they had to be removed. Now I hope these people don't take it personally, but Pier was right: this is a group about Twinity, and it should stay that way. No offence intended..

Friday, June 12, 2009

Newbie bashing

Eve Online has a notorious reputation as one hard game to master and a harsh environment to survive in. Tonight one of my corp members experienced that firsthand. He's a few weeks old, and worked hard to be able to buy his first real mining barge. At his first mining trip with it, he gets tricked by an older character, this guy:



For non EVE Online inhabitants, here's a short primer on killing in space. Normally, you can't just fire upon any and all ships in high security (empire) space; you'd be killed on the spot by Concord, the in game police. This does however not apply if someone steals something from you; in that case you have killrights! You are free to destroy a pilot's ship and pod, for a certain amount of time, after that pilot steals from you; Concord will not harm you.

So here's our newbie miner, happily mining the asteroids, when all over sudden this guy pictured above attacks him and destroys his ship and pod. Without Concord intervention! How's that possible? Well, that's the trick part.. I don't know what happened, but our unsuspecting n00b was somehow tricked into taking something from Dark Drifter (a character from 2007), thus giving him killrights. And Dark did not hesitate to use them, unfortunately.

From a gameplay point of view, our n00b is out of luck. He was played, tricked, made a honest mistake - any of these will do - but he has to suffer the loss. Yet, given Dark Drifter's negative security standings, I suspect this is an older character who likes to grief n00bs. Again, from a gameplay point of view there's not much you can do about that, but it's appaling behaviour nonetheless, akin to a teenager bashing the kiddies in kindergarten.

Saturday, June 6, 2009

D-Day +65

Today marks the 65th anniversary of D-Day, the allied invasion of occupied Europe. The monumental sacrifice and achievements of that day should not be forgotten. I've been on the infamous Dog Green sector of Omaha beach, and while walking on the sand, I remembered the famous scenes of The Longest Day and Saving Private Ryan. It had quite an impact on me: so this is the place where all those young Americans died.. In honor of those men, and all those other soldiers who gave their life for freedom here's a fitting Second Life snapshot.

Twinity: new women

Earlier this week, Twinity launched a new patch release which contained a makeover for the female avatar. Generally speaking I like what they've done to the Twinity women; the results are pleasing. My wife has an avatar in Twinity, and we modeled her to look like a real woman, not like a virtual barbie as often encountered in Second Life. Here's some snapshots of her new avatar shape, wearing outfits by Supershape and Wundervoll, where these snapshots were taken:





There's one minor nitpick, and that's the shape of the breasts: if you make them bigger, they do definitely not look natural anymore.. on the other hand, that's true in real life too, isn't it?

Thursday, June 4, 2009

Second Life and Eve Online: community differences


When, in 2006, I first started in Second Life there was already a thriving community of entrepeneurs, bloggers, artists, creative souls and poseurs active on the internet. Apart from the built in postcard functionality, snapshot tools like bloghud.com made it even easier to share your SL impressions directly - text and visuals - with any audience interested. Given Second Life's nature, as a social world without a defined gameplay, there was a lot to blog about. "Your world, your imagination": many people let their creativity run free, doing wildy different and interesting things with this new blanco world that was given to them. They changed it thorougly, shaping new societies and communities, houses and ever different landscapes, organising meetings, concerts and breakthrough conferences (see the attached snapshot), and all this stuff just begged to be blogged and photographed! And so we did, and still do. At Flickr, one SL group alone has almost 10.000 members and over 285.000 snapshots! More recently, Koinup has become one of the most interesting places to find and share visuals, and there too Second Life is booming.

Eve Online, on the other hand, has long lagged in the realm of blogging. CrazyKinux recently celebrated the fact that there seem to be over 500 Eve Online blogs, but even he admitted that there might be a few inactives here and there, so the real number of active EVE blogs might be a bit lower. A couple of hundred blogs - not that impressive. There's an Eve Online group on Flickr: it has 96 members and under 3000 snapshots at the time of writing. There is only one guy posting Eve stuff on Koinup, that that's me! Given Eve Online's often stunning visuals and single shard open design, I find that quite amazing. Even though there are good Eve Online blogs, why are there so few?

There are huge differences in the EVE Online and Second Life and their respective communities, and I think these explain the differences in blogging behaviour.

The first and in my opinion biggest difference, is in the communities that inhabit Second Life and New Eden. Many Eve players are (hardcore) gamers, out there in space to achieve their goals. They are focused, and spend a lot of time in game. They may bitch and moan about CCP and rival alliances in forums, but for most of them, that's about it. Second Life on the other hand attracts a wholly different audience, many of them innovative, extravert and creative, craving an audience for their works and ideas. Blogging and publishing their work is, to them, an integral, perhaps even necessary part of their virtual world experience: what's your creativity worth if you can't share?

Second, there is, at first glance, just not that much to blog about in Eve Online. Many of the missions have been done thousands of times, and there's nothing new to tell about them, even if they are fun to do. Same for mining, industry, hauling.. it's ok if you're into it, but not really blogworthy in most cases. Pirates and PvP types have new stories to tell, and they do; also, new expansions are always an interesting blog topic. But that's about it, really. Yet there should be a lot of interesting tales to tell about Eve Online! As a big, single shard sandbox universe, it has the environment suited for bloggable events to happen. Take, for instance, this war report of 2007 and the current writings of The Mitanni. War and strategy, long term operations on a grand scale, involving thousands of players forming alliances and armies better organised and trained perhaps than many a third world country army - it's there and it's waiting to be written about. This, and more, and there are signs of life! Several in the Eve Online community strive to get the number of bloggers up: other than the already mentioned CrazyKinux, there's the new blogging services podlogs and gamescribe. The first one is squarely aimed at EVE, the second one also caters to other games. Let's hope these new services bring the number of interesting and regularly updated Eve Online blogs a bit up. And if you're still reading: join Koinup, it's free, and post some of those stunning visuals there too..

Wednesday, June 3, 2009

Kassigainen stargate



Beautiful, how the planet casts a shadow on the ring. A bigger snapshot is at my Koinup account.

Tuesday, June 2, 2009

Eve Online - the places I've been

Eve Online's New Eden is a vast universe, with over 5000 mapped and known solar systems, and over 2000 new uncharted systems accesible by wormholes only. Unlike other virtual worlds like Second Life, geography is a real factor in New Eden, something I've spoken about before from an economical point of view, and I have also mentioned Jeran Tek's trek across all 5000+ mapped systems. Last week, Kirith Kodachi launched a new EVE meme: the places I've been, which is more or less the same theme, so I'm happy to comply with his request to show this:



As you can see, I've mostly been in Gallente highsec, empire regions of space: Essence, Verge Vendor, Sinq Laison, Everyshore for instance. Incidentally I visit Genesis and I have been to Amarr and Caldari regions as well, such as Tash-Murkon, Kador and The Citadel. So far not a very adventurous list perhaps; I still have a lot of exploring to do, but I'd like to do that once I got this covert ops stuff down - in a few weeks. I don't have to worry about getting bored anytime soon!

Saturday, May 30, 2009

Eve Online: friendly pvp


Eve Online: friendly pvp, originally uploaded by seredwoollahra.

A few members of the Alien Ship Builders corporation gathered for a bit of friendly player versus player (pvp) fighting. Here, Calminer and Kallen Brack (foreground) go at it while we watch from a safe distance.

Disclaimer: no one was hurt during the making of this snapshot! More can be found at my Koinup page.

Saturday, May 23, 2009

New site for Alien Ship Builders

Our Eve Online corporation Alien Ship Builders (corp ticker: -ASB-) now has it's own website. We're still working on the content, but a nice start has been made! Visit our site here: http://asb.wassup.name

A year in space


It's been a little over a year since I signed up for the 14 day Eve Online trial (which is still available through the banner on the left), and it's a good moment to look back. What have I learned and achieved in the past year?

Eve Online is to me, in the end, more engaging than social worlds like Second Life. There are clear targets: goals to achieve, skills to train, ships to fly, missions to run, asteroids to mine, battles to be fought. There is just so much to do! And whenever you get bored by what you do now (mining, anyone?), just switch careers and become a mission runner, a pirate, an industrialist, a freighter.. Eve Online doesn't force strictly defined career paths down their players' throats. It's your future and your choice.

But it's a complicated universe: getting your character up to par, and getting a real appreciation of what Eve is, requires some time and effort. You can, as a very young player, already affect the course of things if you want to; you can fly big ships with powerful guns in short order, if you focus on that. But, usually it's best to invest a few months of broader skill training in a new character, in order to get the more advanced and useful skills; your in game experience will improve considerably.

As for achievements: I passed the 500 million ISK mark yesterday. Of course I could have been there some time ago, but I chose to invest in skills and ships instead. Still, it's a nice waypoint. I also fought and survived a few pvp engagements, did level 4 missions solo, participated in level 5 ones, been in a wormhole fighting sleepers, found another nice corp - and much more.

Still on my todo list: I have not been to 0.0 space. I live in high sec, empire space; incidentally I travel through 0.4 or 0.3, but that's about it. Lowsec doesn't appeal to me, and even though we have a friendly alliance in 0.0, I haven't made the trip yet, so that's one I'll have to tackle this year. Also still on the list, is training the skills for other races' battleships. I can fly all frigates, but as for cruisers and higher, it's only Gallente. This year I want to be able to fly other races' battleships as well. And: covert ops! Lots of skills to train for that one, but definitely worth it.

Wednesday, May 13, 2009

CSM candidates: why I don't vote for you

Eve Online is developed and maintained by the Icelandic company CCP. For a while now they have had the CSM, the Council of Stellar Management: a council, comprised of democratically elected players, who represent the player base in discussions with CCP. Some say it's very effective and valuable; others say it's nothing of the kind. I don't really know, frankly, but I still vote as I think it's about the only way for me to add something to the discussion between CCP and us, the inhabitants of New Eden.

So, I'm about to vote for one of the candidates for CSM. But whom to vote for? There's forty candidates, and I don't know any of them.



So, before voting, I would like to know a bit about candidate. Who are they, what are their goals? First step: to their website or blog! Except, many of them don't have one. Even though the candidate page features a link to their website, and even though it takes - perhaps - five minutes to sign up for a free blog account somewhere, many of the candidates fail to list a website. Memo to candidates: I don't vote for you if I can't easily find who you are and what you're going to do for me once elected to the CSM.
Two of the candidates FAILed in a slightly different way. They created a website, but never updated it with content. Samples here and here. Tell me, why should I vote for someone who can't even manage to update their website on time?
Another candidate registered a myspace page, but never updated it after that, either; he's got '0 friends' listed. Not exactly a ringing endorsement isn't it? Perhaps you should have gone with a blog page instead, but I'm almost tempted to vote for you out of pity.
One of the candidates only has a French language website. Moi, je ne votez pour vous, as I can't understand a thing you're writing.

You might be surprised that almost half of the 40 candidates fail this first screening: they do not have a website, didn't bother to update it with meaningful content or failed to provide a link to CCP prior to the start of voting.

One candidate states he wants to "join the CSM to .. CCP" and proceeds to tell us how he likes to boss people around, being a CEO and all. Yeah right, that'll teach them! Oh and btw, I'm not voting for you.

A few candidates seem preoccupied with one single issue; I'm not voting for them, as their issues don't concern me.

Some candidates consistently fail at spelling certain in game words correctly; if you can't be bothered to get the in game stuff right, I don't vote for you.

Others represent parts of the player base I'm not a part of; I obviously don't vote for them either, but at least they are viable, legitimate candidates with a story to tell, even though it's not mine. They will probably get voted in the CSM by their constituencies (for instance alliance and corp mates) anyway.

This, finally, leaves me with a handful of candidates that have, so far, passed the first test. I'll have to check them out; one of them gets my vote!

Skill training commences

As a pilot in Eve Online, there's lots and lots of ships to fly. Frigates, cruisers, destroyers, battleships; miners, transport vessels and many more. They all come in several flavors and there are specific types for each race in New Eden: A Gallente pilot can't just hop into an Amarr frigate, and a Caldari can't fly anything Minmatar, unless they train for it.

That really never bothered me, until recently. A corp member offered a Caldari ship up for sale, and I really liked it - but I had to pass as I couldn't fly it. Shortly thereafter, an alliance member loaned me his salvaging frigate, which was fitted with many handy modules I couldn't use.

That's when I decided to spend some serious money on skillbooks (in game skillbooks, game items necessary to train the skills) and train up. Until now I mostly focused my skill training time on typical Gallente stuff: armor tanking, drone skills.. but there are dozens of very usefull skills I neglected, and it's high time I make up for that. I need to branch out, broaden the scope of my skillset!

So how do I determine which new skills to buy and train? Most pilots automatically turn to EveMon, which is a great tool indeed. But so far, the in game certificate planner has been helpful enough; it has pointed me to many skills I didn't know existed, but should have trained long ago.

So I am training frigates for Caldari, Minmatar and Amarr to level 3, and shield hardening and upgrade skills, gunnery, energy systems, engineering, missiles and rocketry, warfare and more to at least level 2. Many of these skills will save energy usage on certain modules, which is very useful. When you're tanking a lot of damage and you need to run repair modules and afterburner, you tend to run out of energy pretty quick. Saving 5, 10% here or 20% there (fuel conservation skill, level 2) should help a lot! The next step is to get these all up to level 3, and the most important ones to 4, but that's going to take some time.

Training that many new skills, by the way, would have been very hard to do, if it weren't for the skill training queue implemented with the latest expansion. Really a great addition! It allows me to train many skills to level 1 or 2 in one day, as this snapshot shows.

Sunday, May 10, 2009

The state of my virtual economy


Ok, I'll skip the mandatory talk about 'worldwide economic recession' and 'banking crisis' and go right to the important bit: how are my Second Life land holdings doing? And how much ISK do I make in Eve Online?

My Second Life land tier is due in two days, and I am happy to report that, yes, my SL rentals are still turning a profit. It's not much, but it's real! In four months time, I have made enough L$ to create a useful reserve: I could, right now, pay two months' worth of tier and still keep a positive U$ balance. Part of this success is, without doubt, due to the efforts of my business partner Zena Silverstar and her team of Tropical Beach Rentals, who do the day to day management of my land. TBR does an excellent job! Another factor may be the growth of SL itself which seems to be picking up in recent months.

The space based Eve Online business is doing well, too. I've just crossed the 450 million ISK line; a significant amount of money for a casual player like me. I could buy myself some game time, thus saving real world Euros, but that would quickly drain out those ISKs, and I'd rather spend them on new shiny modules or ships! For now the goal is to get up to half a billion ISK as soon as possible; I'd better not lose any ships, let alone get podded, until then. The last time I lost a Dominix battleship, I lost a couple of Tech 1 modules and some low level implants. That was bad enough at the time, but if the same were to happen now, I would loose more advanced Tech 2 stuff and much more expensive implants too. I'd be set back more ISK than I care to calculate.. Better be careful out there.

Thursday, May 7, 2009

Second Life and Eve Online both turn six

This year, both Eve Online and Second Life turn six. Yesterday was the big day for Eve Online; Second Life marks the momentous occassion on June 23.

There's a few similarities between the two, apart from their age. Both are persistent single shard, sandbox environments: all inhabitants live in the same instance of the world (or galaxy)and both let inhabitants make their own choices, let them determine their own in world fate. Both environments have a pretty interesting economy: Second Life's stats are freely available here, and CCP even employs an economist to keep track of Eve's money and trade.

Second Life went through some pretty turbulent times, hyped to the sky but also written off, derided and mocked. These six years have been a roller coaster ride! Eve Online's history isn't like that at all, it flew under the radar for quite some time, as it has a reputation of a tough MMO to get a grip on. This, by the way, is improved significantly with the latest Apocrypha expansion.

There's more differences. Second Life counts it's subscribers in the millions, even though the bulk of those are inactive basic (free) accounts; day to day concurrency for Second Life is usually a bit over 70.000 residents. Eve Online's concurrency record stands at 53.000, out of 300.000 active subscriptions. Eve Online does not know free accounts other than the 14 days trial, and according to Massively, CCP doesn't include trial accounts in the 'active accounts' number. This means that 300.000 active accounts really means these are all paid for.

On most evenings, more than 40.000 pilots are active in Eve Online. But, how many of these are individual players isn't clear: it is said that a significant number of players have two or more paid accounts in order to play with several characters at the same time. For instance, the main characters mines asteroids, and an alt transports the mined ore to nearby space stations for selling or processing. In other words, Eve Online's concurrency number isn't necessarily equal to the number of individuals playing. Second Life has somewhat similar issues, mostly with campers and bots (avatars not used by real humans), intended to boost visitor numbers and hence ranking/visibility for shops or clubs in world.

Another difference: CCP celebrates the sixth birthday of it's flagship product with a short blog post and a few gifts for a lottery; Linden Labs throws a big theme party on 20 regions of virtual land. CCP could learn something from Linden Labs in this regard!

In any case, I wish both worlds well. Congratulations, and here's to the next six years!

Caledon Skies


slSnapshot_003, originally uploaded by seredwoollahra.

Even though I spend most of my time in Eve Online's New Eden space, it's still nice to fly the dark Caledon skies every now and then!

Saturday, April 11, 2009

Deadly sleepers

A few weeks ago, the citizens of Eve Online were confronted with a change on a, literally, world shattering scale. The first planet of the Seyllin system was destroyed when a natural wormhole opened. Pretty soon these wormholes started appearing throughout known space:



The first few daring souls who entered the wormholes reported ending up in uncharted, new solar systems, where they encountered natural phenomena unknown in New Eden, causing equipment to malfunction, making it difficult to navigate.



On top of that, the wormholes are unstable, meaning that, if you don't return in time, you may find no way back as your entry wormhole has collapsed in the mean time. And finally, the wormhole solar systems are occupied by the fearsome Sleepers: huge, powerful drones still watching over their long gone masters' posessions. Their instructions are still active, even though the programmers who created them have been dust for thousands of years: protect our assets, destroy any object perceived as a threat!

This is what happened yesterday evening too. An expedition of five of my corporation members entered a wormhole from the Jurlesel system. On the other side we encountered the much rumoured sleepers and we engaged them in battle:



We were able to defeat some of them, but in the end their superior firepower proved too much for us; after losing several expensive drones and, more importantly, two of our ships, we retreated back to normal space - but not without looting the defeated Sleepers' wrecks and salvaging anything useful from them. In the end, the gains from the loot and salvage were not enough to cover for our losses. Obviously, we won't stand for that, so next time we'll bring better, more powerful ships, that's for sure.

For those interested: larger sized specimens of the snapshots above can be found at my Koinup site!