Some are technical, some are not. But the ones around the time of major tech changes are the most interesting. For instance, when they implemented "time dilation" a few years back.
Time dilation is, and remains, the single most beautifully elegant piece of problem solving I think I've seen applied to spaghetti legacy codebase like Eve's, and saved the game from a slow descent into unplayability.
Not played for a year or two, but that's coming off the back of a 10 year eve-habit. It always makes me smile when I see it randomly mentioned on HN and suchlike.
What is also quite interesting about their platform is that they use Stackless Python for the game logic (https://community.eveonline.com/news/dev-blogs/stackless-pyt...). Their whole architecture is quite amazing for how old their tech is and what they have managed to achieve.
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But they do have those. https://community.eveonline.com/news/dev-blogs/
Some are technical, some are not. But the ones around the time of major tech changes are the most interesting. For instance, when they implemented "time dilation" a few years back.
Time dilation is, and remains, the single most beautifully elegant piece of problem solving I think I've seen applied to spaghetti legacy codebase like Eve's, and saved the game from a slow descent into unplayability.
Not played for a year or two, but that's coming off the back of a 10 year eve-habit. It always makes me smile when I see it randomly mentioned on HN and suchlike.
PS. Free Larkonis Trassler.
What is also quite interesting about their platform is that they use Stackless Python for the game logic (https://community.eveonline.com/news/dev-blogs/stackless-pyt...). Their whole architecture is quite amazing for how old their tech is and what they have managed to achieve.