I too would love to know the answer to this question. I loved Eve as a teenager / young adult. It was a brilliant burst of nerdery, and the first time I ever met someone who wrote linux kernel modules for a living.
I sometimes think about logging in (I think I ragequit likely in a pod inside a wormhole in the middle of nullsec) and then I realise that way madness (and much sunk time) lies.
Yeah if I ever have the need to occupy an inordinate number of hours of my life again I’ll log back in, the temptation to dust of the account(s) arises sometimes. Think I managed to log off in lowsec but who knows!
This is why I had to quit. I enjoyed it way too much and would spend nearly all my free time playing it, much to the detriment of the rest of my (non-professional) life.
It was kind of a blessing for me that I was forced to quit after they introduced PLEX and in doing created a conversion rate for ISK to dollars. Suddenly I was too aware of how worthless everything I was doing was. It's one thing to spend an evening grinding to buy that new ship, it's another when you know you were grinding for 73 cents an hour. Risking losing a ship you spent a week earning the ISK for is thrilling and scary, losing a ship you can replace for eight dollars is just annoying.
For me, that was the thing that made the game feel real. The feelings of actual dread and anger when losing a a ship made for some of my best and most intense gaming moments ever. The times I managed to come out on top were amazing.
Participating in the big corporation wars was boring in comparison to small scale stuff. In the big wars, I was just a pawn for the commanders that actually made decisions and could play a giant strategy game.
Yeah it made my day when I’d pop some T3 cruiser gang in wormhole space with my buddies.
It was substantially less fun when I was on the other side of that and got scanned down in my officer fit Archon and popped. Finally I said to myself “why am I doing this to myself?” and quit. My wife approved.
If you ever do wish to go back, request Signal Cartel to rescue you. Rescuing people from wormholes is exactly what they do. I was with them for years.
Not a player myself, but I recall there were some articles about a player organization that helped people who were stranded, or something along these lines. It sounded quite wholesome and fun.
I started more than 15 years ago and recently got back into it. I would say that game has stagnated a lot more, character numbers may seem like it isn't that low but in reality most people who play it has around 5 accounts which they multibox with. So number of actual people who play it went really down. It is looking bleak for the future, and i can confidently say that it is all CCP's fault (called Fenris Creations now). They started aiming for short term gains and they probably realized themselves long ago it won't last so they started investing in other IP's but they were all mega failures so far.
Keep an eye out for EVE vanguard, an Eve-related extraction FPS. It might scratch the itch for many who perhaps enjoyed the universe but don't want to (or can't) spend the enormous time to ramp up again.
EVE is on the list with Dwarf Fortress for me. I'm interested in it. I absolutely see the appeal of them, and wish I had played them instead of WoW back when I was 20.
As someone who really no life fit and played WoW, Dwarf Fortress, and EVE in my 20s, you didn’t miss much. My most momentous EVE achievement was betraying my online “friends” who had mostly stopped playing, blowing up all their expensive ships for the insurance payout, then like a true space pirate losing all my ill gotten gains playing Space Poker.
EVE (and other MMOs) had their moment and the ideas of MMOs with a persistent lived in world were very cool but the moment for them seems to have sadly passed beyond the horizon for whatever reason. If you had asked me 20 years ago I would have told you MMOs were the future of gaming.
It's worth saying that whatever they call it, GTA: Online is basically an MMO and it's one of the top three most popular game on Earth iirc. In fact I think only Tetris and Minecraft beat it.
Looking at what GTA6 is shaping up to be, and wondering how R* is evolving the online side, I think we might simply have seen MMO's turn into something people our age don't recognize.
As someone who used to have a WoW problem and now and then relapses, it tickles me the same way Cookie Clicker does. It’s nice to see number go up.
Back when I was playing with my friends and the game was a little harder (BC & WotLK), there was a sense of shared accomplishment when overcoming difficult regions and raids.
There was a time when the community was the attraction, although I wouldn't say "the insanely large community", given that at the (for me anyway) best/peak WoW times, your specific community was the server, which was maybe a couple of thousand or so?
Around that sort of time you would encounter known groups/people, e.g. characters that had a reputation as extremely good in PvP etc.
Then along came the cross-realm stuff, and fairly quickly community ceased to matter, you just queue up, play, and move on.
Great for ease of play etc, terrible for community.
For many, it's an online third space. Cooperating to overcome shared challenges reinforces social ties. The game provides a weekly schedule of activities and new challenges quarterly.
My credentials: I played every expansion (but not every tier) since vanilla with the same group of people. I only stepped away in The War Within after family obligations and time zones got in the way.
Grind addiction aside, the gameplay was legitimately good. PvP was compelling, raiding was compelling, even the grind was pretty fun (especially compared to your usual free-to-play MMO).
It's not WoW, but the thing that kept me playing City of Heroes for longer than I should have was a weekly game night where a group of us would get together and run characters that we only ran on those nights.
When news about the server code leak broke containment and the open servers started I was initially intrigued, but I discovered that playing with randos just wasn't as much fun.
Planning 40 man raids was a part time job. Everyone worked together to grind out materials for potions and stuff and you really had to work together on dungeons to get through them, whether that was acquiring better gear or practicing strategies. The payoff of working on a dungeon for a month and finally clearing a boss was so satisfying. It created real comraderie.
It was a very forgiving and accessible MMO, one that really felt like playing diablo 2 on a persistent multiplayer world. That, and warcraft 3 was released not too long, and the Frozen Throne expansion the year before. So the setting and lore was fresh in people's minds.
I had a friend who was really into EVE online and showed me about 20 years ago. It felt too much like waiting and spreadsheets for me.
I got into Dwarf Fortress around 2015 and I was hooked. These days it's something I often play together with my son. I love how dynamic and deep it feels. It was such a privilege to get to buy a copy when it finally came to Steam.
My comment included EVE Vanguard. I tried it. As someone who played FPS all his life starting from Quake 1 and Wolfenstein 3D, and all the AA and AAA FPS that came afterwards, EVE Vanguard feels like a money laundering scheme at this point. Nowadays a single person with access to he SOTA AI models and engines like Unreal, can make a much better and polished game in less time. It's gonna be an absolute DoA. The only reasons CCP is still able to operate is the addicts (mostly old men with no other hobby) that has spent thousands upon thousands on their accounts can't let go.
I’ve played off and on for years - even multiple accounts, lots of hours, and a very helpful org, there was too much to do, and I quickly felt overwhelmed. I just can’t imagine them getting many new players, but it’s clear the game is 20+ years of upgrades and content.
The thing I miss the most about Eve Online is the immersive free market economy. I long for a true, in-depth economic MMO more than the space veneer around the order book. Buy low, sell high. Specialize in industry, trading, transportation. Add a little bit of light PvP to inject chaos and it's more fun than playing the stock market.
(I am actually designing such a game, but I'm open to suggestions)
My main activity in the game was stealing loot from under carebears' noses to sell for profit. A true rat scouring the battlefields for scraps. That must say a lot about me.
Usually I don't care about the economy in MMOs, but in New World it was fun and different when it launched. I played almost exclusively for the economy. Buy and sell orders and separate auction houses between cities. There was many unexpected ways to make money with trading and crafting. The only major source of gold was a single main story quest early in the game, so if you weren't careful you would go broke and struggle. The economy wasn't that advanced, but it was fun watching the players ping pong back and forth with supply and demand.
The crafting systems were so trivial that didn't make the economy game of New World particularly engaging. One core mechanic I seek is the division of labor; if everyone can and is expected to become a master in every skill, there is no niche to corner, and trivialises the experience.
There are very few games (actually, only EVE comes to mind with its skill system) that require you to specialize if you want to compete over everybody else.
Dune: Awakening tried this. Was kind of fun while it lasted (and before the bug stole all of my resources I was trying to sell. The support was zero help on getting that resolved. That killed it for me immediately).
I don't like how EVE is run, and the pay-to-win mechanics added over the years to entice the whales.
I'm looking at the problem with the eyes of a prospective game dev, and saying that there should be more games focused on free market economy, which is often just a half-arsed mechanic on the side, not the core game.
I played EVE for many years, and I really hated the addition of skill injectors. When I first started playing, the only way to get your skills up was to spend the time training them. Now it just takes real money cash.
There's a legitimate argument for some P2W mechanics, though. To keep a game going you need new players, and if you're looking at losing every PvP encounter for years as you skill up your character you probably won't stay.
I started in 2004 and played on and off until 2015 with a quick stint in 2020.
It was amazing in the early days, it felt like nothing else. I had a background in Ultima Online and Dark Age of Camelot. I liked PVP and I wanted full loot drop on kill.
EVE online has many times been referred to as the spiritual successor of UO, what made it really special however was the one server architecture (until China shard).
My name was Dieter Rams—I ganked, scammed and griefed. I probably made a lot of people quit the game; this was the appeal. I wanted to play a game where I could be the villain (successfully).
Over the years it lost its soul as the internet grew, social media became more prevalent and information disseminated more rapidly (watch madseasonshow on youtube for a great coverage on this topic) around the optimal ways to play etc.
All MMOs suffered for this, you could look everything up before doing anything and so the sense of discovery and adventure was lost. The frontier was no longer undiscovered, and once pay to win came into play everything came off the rails.
This is when I quit for real or as the EVE players say "won EVE".
A better comedic version of the video is this one by Honorable Third Party (typical EVE humor):
This is REALLY EvE
https://youtu.be/LmS9vcVNr5A
I came back in 2020 for a month but it's like that saying you can't step into the same river twice. I was older but the game had also changed so much. Other players were pressuring me to multibox (play multiple accounts), it felt terrible.
I knew a guy who played 30 characters at the same time, his setup was a technical marvel but it made me sad what gaming had become. There was a similar issue with buffbots in Dark Age of Camelot.
The fact that EVE needs a new player tutorial says everything you need to know about the state of the game (and gaming in general). Everyone needs a lot of handholding these days, in 2004 you were just thrown into the universe with nothing but the chat and other players to help you out.
Figuring things out was part of the game.
There were no YouTube guides, no tutorial and no real money to make things easier. The playing field was equal no matter who you were.
The magic was lost because of money, it's always the money in the end.
I miss the insane adrenaline rush when getting into small fights (1v1, 1v2, etc.). You go so long doing doing whatever it is you're doing- PvE, hacking data sites, transporting stuff- it's all a bit mundane.
But nothing raised my heart rate like getting into a fight. 30 seconds of terror. I would have to take a break after these, win or lose, until my HR returned to normal and my hands stopped shaking.
Same here. The thing that makes it so high stakes in EVE is you don't just respawn with all your stuff. It might have taken a couple weeks (or longer) for you to grind up the money for the ship you're using, and if the fight doesn't go well it's gone.
limping, halting, lame, crippled
c. 347 CE – 420 CE, Hieronymus, Vulgate Matthew 11:5:
Caeci vident, claudi ambulant […] The blind see, the lame walk […]
You could generate tests that give you 100% line coverage but the real test is if the thousands of subscribing players have the same experience which doesn't have the same agent friendly testing feedback loop
Not sure if it's worth it. I don't see them complaining about speed and they use specific python dependencies then they would need to translate that to rust also.
Rewriting it in Rust isn't automatically faster and more importantly Eve's gameplay is constantly being iterated on and Rust has proven to be bad for that.
Moreover, most of Eve's bottleneck isn't single server speed, it's mostly network IO and database queries and latency. The big TiDi skirnishes in particular are slow due to this.
I’ve been doing this on a large system I’m building. Anything that takes longer than an hour to run, processes a high rate of events (maybe >5/s averaged over a day) or has downstream gpu waiting for it.
Python + tests cross compiled to rust has huge benefits for memory footprint and secondly cpu.
It’s allowing me to achieve wonders on a small amount of hardware.
> modern Python went in a somewhat different direction with asyncio,
I'll say more, it went the wrong direction. I see async thing in Python as a step backwards. For some reason Guido heard of Twisted and deferreds and somehow got influenced by it, and here we are with "async def" and "await" sprinkled all over the place.
I mean, we had stackless, eventlet, gevent, we could have started something from that. We even had the example of Erlang and with a much better concurrency pattern. Go went with goroutines and channels and in retrospect made the right choice, not as good as Erlang/Elixir imo but still better than sprinkling async everywhere.
I shouldn't be surprised, given I saw plenty of nicely functioning legacy codebases, but still, somehow this isn't the news I was expecting to hear in 2026.
It really speaks to how great the technical team can be. As crazy as it sounds Goldman Sacks and JP Morgan both maintained 2.7 Python as a core language until just a few years ago (yes, it's still used in production).
Python is used as a kind of 'visual basic' language in a lot of banks especially in front-of-house trading software, e.g murex or frontarena. Migrations between major versions of these can take years, costs 100s of millions and involve thousands of devs. Mistakes can be _expensive_.
It is kind of 'insane' but also, meh..
There's more dragons out there than we've been led to believe :}
> isn't ms excel outdated , kinda, except the idea that it's always have easy fast solution
“People shouldn’t use this tool, unless they want stuff quickly and easily”.
Excel isn’t outdated, and has no competitor (there are many things that compete on sub parts of what Excel does, but nothing that competes on all or even most of its capabilities). Business-side people are creating fairly massive application-type tools in Excel every day, by the thousands. If I had a nickel for every new, growing, modern business I’ve worked with that uses Google for an office suite but has a few departments with Windows/MS Office just so people can process data in Excel, I’d have a lot of nickels.
This is fascinating, thanks for the link. I love to learn about big systems that are developed in the same room where the problem they're solving lives, so to speak.
Too few of these are revealed to the rest of us, as the piece notes. It's a shame, there's lots to learn there. Instead most will be lost to the mists of time, and some dumpster diving digital archaeologist will have to get lucky for us to hear about them.
I have run into other large (well known) financial companies on 2.x as well. They were using our old unsupported SDK and some long planned and communicated service API change broke them. They could not update to any recent SDK. I did gently point out their python version was 10+ years out of date.
Spot on. Py2 was integer division, Py3 was true division. In Py2 you could get the true division with an `from __future__ import division` (Can't recall which Py2 version this became an import). Fun fact too: In Py3 you can do a // to get back to the floor division effect (e.g. 1 // 2 --> 0)
PEP 238 lays out the story if anyone is curious. Well into the Python 3 transition, I still had a habit of multiplying the denominator by 1.0 to ensure it was a float.
When python started incorporating asyncio my initial reaction was fairly negative. I was behaving like a grumpy graybeard programmer ("kids these days should learn how to use concurrency instead of working on a new runtime altogether!" [0]).
But after using it for a production project I have to say I'm deeply satisfied and surprised by the maturity, quality of APIs and performance in general.
For me it is quite bad, but just we are now used to it.
In the same way that when you ask Windows users about all the bugs and problems they have with their system, they often say that they don't have any.
And ten seconds later, will click "ok" on a random crash popup they didn't even read the content of.
Not the OP but my impression with asyncio was that it's great for the uses case it was built for (hence the "no problems") but if you need to do something a bit different it can become an annoyance (hence the "unexpected bugs").
I see it for a specialized solution for a specific class of problems, which can lead to surprises if your problem evolves. There are always trade-offs to be made (performance, flexibility, hardware cost, etc.), asyncio just has different characteristics than the alternatives. Maybe since a upper bound of concurrent users it is always a great (the best?) solution, someone with more experience along all the design and requirements space could comment.
There are things that are quite good for other than what they were designed for.
I find it interesting when someone mentions that X is bad for something it was not designed for, as much as I am interested when someone mentions that X is good even if it was not designed for something.
Yeah I dunno, the first time I tried to use asyncio I ran into a bug that nobody knew how to solve. Can't remember what it was but generally if I use something for the first time and immediately hit a bug... Yeah I'm not using that thing if I can help it.
I mean that's true for Python in general, but sadly these days you can't really avoid it.
asyncio has always looked interesting, but whenever I have run into a problem which could use asyncio I have always gone with multiprocesses instead. I am not sure if async would makes my code easier for others to read and debug, and none of my problems seems to be of the kind where process overhead would make a noticeable difference in performance.
Did you find readability to be improved by going async?
the eve client is pretty incredibly well made these days. but when the server side solution was to exponentially reduce time , i think they fundamentally lost somewhere else. maybe something good will come out of (some?) that server c++ code being released as well
> Some of you may remember upgrading to Stackless Python 2.5 in 2007, then to Stackless Python 2.7 in 2010. That was the last time EVE changed its Python version.
Yikes. 2010 ... python is built forever.
But, ignoring this - I think when the "scripting" languages can bridge the speed penalty towards C, even if not reaching it for many reasons, then they become real contenders here.
I wish there was a test instance people were allowed to play around on. I never did it but for a while the game client wasn't really secure & you could just talk to the python repl basically, and script the game. I think that would be an incredible experience all unto its own, to teach coding, to be an interesting experience. Feels like with Carbon being open source, there's need for just a little more to get back around to that halycon moment.
Some basic sample code for stackless python, for those like me who had never heard of it: https://github.com/stackless-dev/stacklessexamples/blob/main...
Say "stackless tasklet" five times fast.
less task, let stack
Load-bearing bear loading.-
Bode learing, for my EEs that do RF work.
Boar leading load bearing bear loading.
Lead-boring bar leading, for those touring radioactive night life sites. Can happen ...
> less task, let stack
More Music, Less Nessman
py thon thigh porn
downvoters can take the red pill
pythonista here
zen is the only religion that can laugh at itself
Can an experienced player gives us a summary of what's the "vibe" of the EVE online community these days? I was lightly involved ~15 years ago.
I too would love to know the answer to this question. I loved Eve as a teenager / young adult. It was a brilliant burst of nerdery, and the first time I ever met someone who wrote linux kernel modules for a living.
I sometimes think about logging in (I think I ragequit likely in a pod inside a wormhole in the middle of nullsec) and then I realise that way madness (and much sunk time) lies.
Yeah if I ever have the need to occupy an inordinate number of hours of my life again I’ll log back in, the temptation to dust of the account(s) arises sometimes. Think I managed to log off in lowsec but who knows!
This is why I had to quit. I enjoyed it way too much and would spend nearly all my free time playing it, much to the detriment of the rest of my (non-professional) life.
It was kind of a blessing for me that I was forced to quit after they introduced PLEX and in doing created a conversion rate for ISK to dollars. Suddenly I was too aware of how worthless everything I was doing was. It's one thing to spend an evening grinding to buy that new ship, it's another when you know you were grinding for 73 cents an hour. Risking losing a ship you spent a week earning the ISK for is thrilling and scary, losing a ship you can replace for eight dollars is just annoying.
For me, that was the thing that made the game feel real. The feelings of actual dread and anger when losing a a ship made for some of my best and most intense gaming moments ever. The times I managed to come out on top were amazing.
Participating in the big corporation wars was boring in comparison to small scale stuff. In the big wars, I was just a pawn for the commanders that actually made decisions and could play a giant strategy game.
I was a criminal, and me and my crew would pull in about $200 worth of isk daily
Yeah it made my day when I’d pop some T3 cruiser gang in wormhole space with my buddies.
It was substantially less fun when I was on the other side of that and got scanned down in my officer fit Archon and popped. Finally I said to myself “why am I doing this to myself?” and quit. My wife approved.
> I enjoyed it way too much
Well if you enjoyed it it's was not a waste of time! Much human endeavour (and _all_ hobbies!) are ultimately pointless.
If it negatively affects other aspects of your life it's a different story though.
That’s the implication with any of these mmo stories, really - they’re addictive by nature
If you ever do wish to go back, request Signal Cartel to rescue you. Rescuing people from wormholes is exactly what they do. I was with them for years.
Wait, EVE has a volunteer search-and-rescue group?
Not a player myself, but I recall there were some articles about a player organization that helped people who were stranded, or something along these lines. It sounded quite wholesome and fun.
You may also be thinking of Elite Dangerous.
The Fuel Rats are awesome people!
Yes. If you are stranded in a wormhole, go to Services > Eve Scout Rescue at https://signalcartel.org/
I love it. I've never played the game myself but everything I read about it just makes it seem so much more "alive" than other MMOs.
Yep. My wormhole corp would shoot just about anyone we ran across except Signal Cartel. You get a bad rep killing those guys.
I started more than 15 years ago and recently got back into it. I would say that game has stagnated a lot more, character numbers may seem like it isn't that low but in reality most people who play it has around 5 accounts which they multibox with. So number of actual people who play it went really down. It is looking bleak for the future, and i can confidently say that it is all CCP's fault (called Fenris Creations now). They started aiming for short term gains and they probably realized themselves long ago it won't last so they started investing in other IP's but they were all mega failures so far.
Keep an eye out for EVE vanguard, an Eve-related extraction FPS. It might scratch the itch for many who perhaps enjoyed the universe but don't want to (or can't) spend the enormous time to ramp up again.
EVE is on the list with Dwarf Fortress for me. I'm interested in it. I absolutely see the appeal of them, and wish I had played them instead of WoW back when I was 20.
But today? Ain't nobody got time for that.
Dwarf fortress is the “reading a book” of vidya for sure.
But sometimes I personally forget that it’s allowed and enjoyable to just read 20 mins here and there…
As someone who really no life fit and played WoW, Dwarf Fortress, and EVE in my 20s, you didn’t miss much. My most momentous EVE achievement was betraying my online “friends” who had mostly stopped playing, blowing up all their expensive ships for the insurance payout, then like a true space pirate losing all my ill gotten gains playing Space Poker.
EVE (and other MMOs) had their moment and the ideas of MMOs with a persistent lived in world were very cool but the moment for them seems to have sadly passed beyond the horizon for whatever reason. If you had asked me 20 years ago I would have told you MMOs were the future of gaming.
It's worth saying that whatever they call it, GTA: Online is basically an MMO and it's one of the top three most popular game on Earth iirc. In fact I think only Tetris and Minecraft beat it.
Looking at what GTA6 is shaping up to be, and wondering how R* is evolving the online side, I think we might simply have seen MMO's turn into something people our age don't recognize.
30-player lobbies isn't exactly "massively" multiplayer though.
I still can't figure out what the appeal of WoW was, but I'm guessing it was the insanely large community?
As someone who used to have a WoW problem and now and then relapses, it tickles me the same way Cookie Clicker does. It’s nice to see number go up.
Back when I was playing with my friends and the game was a little harder (BC & WotLK), there was a sense of shared accomplishment when overcoming difficult regions and raids.
There was a time when the community was the attraction, although I wouldn't say "the insanely large community", given that at the (for me anyway) best/peak WoW times, your specific community was the server, which was maybe a couple of thousand or so?
Around that sort of time you would encounter known groups/people, e.g. characters that had a reputation as extremely good in PvP etc.
Then along came the cross-realm stuff, and fairly quickly community ceased to matter, you just queue up, play, and move on.
Great for ease of play etc, terrible for community.
(Well, that was how I saw it anyway).
For many, it's an online third space. Cooperating to overcome shared challenges reinforces social ties. The game provides a weekly schedule of activities and new challenges quarterly.
My credentials: I played every expansion (but not every tier) since vanilla with the same group of people. I only stepped away in The War Within after family obligations and time zones got in the way.
Grind addiction aside, the gameplay was legitimately good. PvP was compelling, raiding was compelling, even the grind was pretty fun (especially compared to your usual free-to-play MMO).
It's not WoW, but the thing that kept me playing City of Heroes for longer than I should have was a weekly game night where a group of us would get together and run characters that we only ran on those nights.
When news about the server code leak broke containment and the open servers started I was initially intrigued, but I discovered that playing with randos just wasn't as much fun.
Planning 40 man raids was a part time job. Everyone worked together to grind out materials for potions and stuff and you really had to work together on dungeons to get through them, whether that was acquiring better gear or practicing strategies. The payoff of working on a dungeon for a month and finally clearing a boss was so satisfying. It created real comraderie.
It was a very forgiving and accessible MMO, one that really felt like playing diablo 2 on a persistent multiplayer world. That, and warcraft 3 was released not too long, and the Frozen Throne expansion the year before. So the setting and lore was fresh in people's minds.
I had a friend who was really into EVE online and showed me about 20 years ago. It felt too much like waiting and spreadsheets for me.
I got into Dwarf Fortress around 2015 and I was hooked. These days it's something I often play together with my son. I love how dynamic and deep it feels. It was such a privilege to get to buy a copy when it finally came to Steam.
I got bronchitis.
if you like the idea of dwarf fortress check out songs of syx. it really scratches that itch for me and is infinitely more accessible
My comment included EVE Vanguard. I tried it. As someone who played FPS all his life starting from Quake 1 and Wolfenstein 3D, and all the AA and AAA FPS that came afterwards, EVE Vanguard feels like a money laundering scheme at this point. Nowadays a single person with access to he SOTA AI models and engines like Unreal, can make a much better and polished game in less time. It's gonna be an absolute DoA. The only reasons CCP is still able to operate is the addicts (mostly old men with no other hobby) that has spent thousands upon thousands on their accounts can't let go.
Which console is this exclusive this time
I’ve played off and on for years - even multiple accounts, lots of hours, and a very helpful org, there was too much to do, and I quickly felt overwhelmed. I just can’t imagine them getting many new players, but it’s clear the game is 20+ years of upgrades and content.
I played in the early days and quit to have a life, came back for a bit to check it out.
Basically the community is people checking it out, bots, and the terminally addicted multi boxing 30 accounts.
The thing I miss the most about Eve Online is the immersive free market economy. I long for a true, in-depth economic MMO more than the space veneer around the order book. Buy low, sell high. Specialize in industry, trading, transportation. Add a little bit of light PvP to inject chaos and it's more fun than playing the stock market.
(I am actually designing such a game, but I'm open to suggestions)
My main activity in the game was stealing loot from under carebears' noses to sell for profit. A true rat scouring the battlefields for scraps. That must say a lot about me.
Usually I don't care about the economy in MMOs, but in New World it was fun and different when it launched. I played almost exclusively for the economy. Buy and sell orders and separate auction houses between cities. There was many unexpected ways to make money with trading and crafting. The only major source of gold was a single main story quest early in the game, so if you weren't careful you would go broke and struggle. The economy wasn't that advanced, but it was fun watching the players ping pong back and forth with supply and demand.
The crafting systems were so trivial that didn't make the economy game of New World particularly engaging. One core mechanic I seek is the division of labor; if everyone can and is expected to become a master in every skill, there is no niche to corner, and trivialises the experience.
There are very few games (actually, only EVE comes to mind with its skill system) that require you to specialize if you want to compete over everybody else.
Dune: Awakening tried this. Was kind of fun while it lasted (and before the bug stole all of my resources I was trying to sell. The support was zero help on getting that resolved. That killed it for me immediately).
What has changed about the EVE economy that you don't like?
> Buy low, sell high. Specialize in industry, trading, transportation
I did all of this, quite profitably and for quite a long time, in EVE?
I don't like how EVE is run, and the pay-to-win mechanics added over the years to entice the whales.
I'm looking at the problem with the eyes of a prospective game dev, and saying that there should be more games focused on free market economy, which is often just a half-arsed mechanic on the side, not the core game.
I played EVE for many years, and I really hated the addition of skill injectors. When I first started playing, the only way to get your skills up was to spend the time training them. Now it just takes real money cash.
There's a legitimate argument for some P2W mechanics, though. To keep a game going you need new players, and if you're looking at losing every PvP encounter for years as you skill up your character you probably won't stay.
I haven't played it, but a commonly suggested alternative for EVE Online that revolves around spreadsheets and a free market is Prosperous Universe.
Check out Offworld Trading Company.
>I long for a true, in-depth economic MMO
Schwab?
It's one guy and 40 alts now
So basically the way it was in 2003?
(Yes I have a 23 year old toon)
pre-plex, yes
I started in 2004 and played on and off until 2015 with a quick stint in 2020.
It was amazing in the early days, it felt like nothing else. I had a background in Ultima Online and Dark Age of Camelot. I liked PVP and I wanted full loot drop on kill.
EVE online has many times been referred to as the spiritual successor of UO, what made it really special however was the one server architecture (until China shard).
My name was Dieter Rams—I ganked, scammed and griefed. I probably made a lot of people quit the game; this was the appeal. I wanted to play a game where I could be the villain (successfully).
This was the original trailer for the game, in my opinion the true vision: https://youtu.be/GwpgXFA3UQk
Over the years it lost its soul as the internet grew, social media became more prevalent and information disseminated more rapidly (watch madseasonshow on youtube for a great coverage on this topic) around the optimal ways to play etc.
All MMOs suffered for this, you could look everything up before doing anything and so the sense of discovery and adventure was lost. The frontier was no longer undiscovered, and once pay to win came into play everything came off the rails.
The developer made this video in 2014:
This is EVE - Uncensored https://youtu.be/AdfFnTt2UT0
This is when I quit for real or as the EVE players say "won EVE".
A better comedic version of the video is this one by Honorable Third Party (typical EVE humor): This is REALLY EvE https://youtu.be/LmS9vcVNr5A
I came back in 2020 for a month but it's like that saying you can't step into the same river twice. I was older but the game had also changed so much. Other players were pressuring me to multibox (play multiple accounts), it felt terrible.
I knew a guy who played 30 characters at the same time, his setup was a technical marvel but it made me sad what gaming had become. There was a similar issue with buffbots in Dark Age of Camelot.
The fact that EVE needs a new player tutorial says everything you need to know about the state of the game (and gaming in general). Everyone needs a lot of handholding these days, in 2004 you were just thrown into the universe with nothing but the chat and other players to help you out.
Figuring things out was part of the game.
There were no YouTube guides, no tutorial and no real money to make things easier. The playing field was equal no matter who you were.
The magic was lost because of money, it's always the money in the end.
I miss the insane adrenaline rush when getting into small fights (1v1, 1v2, etc.). You go so long doing doing whatever it is you're doing- PvE, hacking data sites, transporting stuff- it's all a bit mundane.
But nothing raised my heart rate like getting into a fight. 30 seconds of terror. I would have to take a break after these, win or lose, until my HR returned to normal and my hands stopped shaking.
I've never experienced that in any other game.
I get that from the Souls games (including Bloodborne and Elden Ring). They are all I can play now.
Same here. The thing that makes it so high stakes in EVE is you don't just respawn with all your stuff. It might have taken a couple weeks (or longer) for you to grind up the money for the ship you're using, and if the fight doesn't go well it's gone.
> So how do you migrate 2.4 million lines of code?
> Very carefully, and in multiple stages.
That answer is so 3 months ago
"Claude, migrate the code. Do it fast. Make no mistakes."
No, you gotta tell Claude that you believe in them
Does Claude claim a gender/pronouns now?
Or maybe there's multiple running in parallel.
Claude is a man's name, so...
Actually no, while it is predominantly a male name, it is also a woman name.
Some examples of women named Claude: https://en.wikipedia.org/wiki/Claude_Pompidou
https://en.wikipedia.org/wiki/Claude_Bessy_(dancer)
https://en.wikipedia.org/wiki/Claude_Sarraute
https://en.wikipedia.org/wiki/Claude_Jade
But in this case, Claude is named after Claude Shannon.
https://en.wikipedia.org/wiki/Claude_Shannon
As the sibling says, Claude was named after Claude Shannon, but TIL, thanks!
That is why Claude needs a harness — the penis. The harness is for Claude’s penis and in this essay I will prov
"Claudine" is a traditional feminine-gendered variant of the name.
It may be helpful to point out the definition of "Claude" as "lame; crippled" since the Roman Emperor and his gens.
https://en.wiktionary.org/wiki/claudus#Latin
https://bible.usccb.org/bible/matthew/11?5
Claudette, surely? (Also, both are massively outnumbered by Claudia ofc)
Claude is a french name and is unisex
* and commit no felonies
highly optional
it's self-regulating don't worry
/goal code migrated to python 3
bonus points if you tack on "I believe in you, you can do this!" at the end
This works every time just do it in a loop
Knowing game codebases, I'm guessing their test coverage was not fantastic. Agents weren't gonna get it done.
I have an idea how to fill in the missing tests.
You could generate tests that give you 100% line coverage but the real test is if the thousands of subscribing players have the same experience which doesn't have the same agent friendly testing feedback loop
What if we replaced the players with AI, also? That would make testing far easier.
yeah I'm sure they never considered AI
Especially given, you know, the minority share that Deepmind bought a few months back haha.
I'm surprised it's still ongoing. Kudos to the community.
1/2 troll side-galley comment: use AI and translate to Rust.
If the outcome or outputs / test cases are known, AI is great at language translations.
Not sure if it's worth it. I don't see them complaining about speed and they use specific python dependencies then they would need to translate that to rust also.
TiDi is a huge problem in big skirmishes, to the point where people actively avoid large group fights: https://wiki.eveuniversity.org/Time_dilation
The server isn't fast enough and it ends up slowing the game down to 10% speed as a workaround.
Rewriting it in Rust isn't automatically faster and more importantly Eve's gameplay is constantly being iterated on and Rust has proven to be bad for that.
Moreover, most of Eve's bottleneck isn't single server speed, it's mostly network IO and database queries and latency. The big TiDi skirnishes in particular are slow due to this.
Ladybird situation is wild...
What happened?
Yeah, what happened with ladybird? Did they pull a bun?
Second this but with Go
Why choose a second rate backwoods language if you could choose one that actually has guardrails for AI with an actual functioning type system?
Half joking.
I’ve been doing this on a large system I’m building. Anything that takes longer than an hour to run, processes a high rate of events (maybe >5/s averaged over a day) or has downstream gpu waiting for it.
Python + tests cross compiled to rust has huge benefits for memory footprint and secondly cpu.
It’s allowing me to achieve wonders on a small amount of hardware.
Stackless python had such potential, it could be extremely useful in Agent era for long running tasks with durable state.
modern Python went in a somewhat different direction with asyncio, but with tasklet and continuation it could be a much powerful combo.
> modern Python went in a somewhat different direction with asyncio,
I'll say more, it went the wrong direction. I see async thing in Python as a step backwards. For some reason Guido heard of Twisted and deferreds and somehow got influenced by it, and here we are with "async def" and "await" sprinkled all over the place.
I mean, we had stackless, eventlet, gevent, we could have started something from that. We even had the example of Erlang and with a much better concurrency pattern. Go went with goroutines and channels and in retrospect made the right choice, not as good as Erlang/Elixir imo but still better than sprinkling async everywhere.
> 50 uses of <>, a way of writing "not equal" so old that many working Python developers have never seen it.
This hit me. Not sure when this was used and was deprecated.
If I were Fenris Creations, I would make a copy of Allegiance
https://en.wikipedia.org/wiki/Allegiance_%28video_game%29
I shouldn't be surprised, given I saw plenty of nicely functioning legacy codebases, but still, somehow this isn't the news I was expecting to hear in 2026.
It really speaks to how great the technical team can be. As crazy as it sounds Goldman Sacks and JP Morgan both maintained 2.7 Python as a core language until just a few years ago (yes, it's still used in production).
Or insane
Python is used as a kind of 'visual basic' language in a lot of banks especially in front-of-house trading software, e.g murex or frontarena. Migrations between major versions of these can take years, costs 100s of millions and involve thousands of devs. Mistakes can be _expensive_.
It is kind of 'insane' but also, meh..
There's more dragons out there than we've been led to believe :}
It's a great 'glue' language to tie a lot of systems together, especially when you think of MS Excel as a system.
Although i really love or maybe have some memories, but isn't ms excel outdated , kinda, except the idea that it's always have easy fast solution
> isn't ms excel outdated , kinda, except the idea that it's always have easy fast solution
“People shouldn’t use this tool, unless they want stuff quickly and easily”.
Excel isn’t outdated, and has no competitor (there are many things that compete on sub parts of what Excel does, but nothing that competes on all or even most of its capabilities). Business-side people are creating fairly massive application-type tools in Excel every day, by the thousands. If I had a nickel for every new, growing, modern business I’ve worked with that uses Google for an office suite but has a few departments with Windows/MS Office just so people can process data in Excel, I’d have a lot of nickels.
https://calpaterson.com/bank-python.html
That was a very interesting read, thanks.
This is fascinating, thanks for the link. I love to learn about big systems that are developed in the same room where the problem they're solving lives, so to speak.
Too few of these are revealed to the rest of us, as the piece notes. It's a shame, there's lots to learn there. Instead most will be lost to the mists of time, and some dumpster diving digital archaeologist will have to get lucky for us to hear about them.
Maybe the bank bailouts were a mistake
I have run into other large (well known) financial companies on 2.x as well. They were using our old unsupported SDK and some long planned and communicated service API change broke them. They could not update to any recent SDK. I did gently point out their python version was 10+ years out of date.
if anything, it only shows just how bad breaking backward compatibility is - py3 was released in '06, 20 years ago
> The classic example is division: in Python 2, 1 / 2 is 0; while in Python 3 it is 0.5.
Can someone kindly explain this?
edit: I misread it as “In Python 2 2.1/2 is 0, while in Python 3 it is 0.5”
From long ago memory: in Python 2, 1 / 2 did integer division. You had to do something like 1 / 2.0 if you wanted floating point division.
Spot on. Py2 was integer division, Py3 was true division. In Py2 you could get the true division with an `from __future__ import division` (Can't recall which Py2 version this became an import). Fun fact too: In Py3 you can do a // to get back to the floor division effect (e.g. 1 // 2 --> 0)
PEP 238 lays out the story if anyone is curious. Well into the Python 3 transition, I still had a habit of multiplying the denominator by 1.0 to ensure it was a float.
https://peps.python.org/pep-0238/
What happened with the stackless python? Did they get rid of all the stackless stuff?
When python started incorporating asyncio my initial reaction was fairly negative. I was behaving like a grumpy graybeard programmer ("kids these days should learn how to use concurrency instead of working on a new runtime altogether!" [0]).
But after using it for a production project I have to say I'm deeply satisfied and surprised by the maturity, quality of APIs and performance in general.
I was proven wrong and I'm happy about that :)
[0] Old man yell at clouds type of meme
For me it is quite bad, but just we are now used to it. In the same way that when you ask Windows users about all the bugs and problems they have with their system, they often say that they don't have any. And ten seconds later, will click "ok" on a random crash popup they didn't even read the content of.
Can you elaborate? Why is Python asyncio bad?
Not the OP but my impression with asyncio was that it's great for the uses case it was built for (hence the "no problems") but if you need to do something a bit different it can become an annoyance (hence the "unexpected bugs").
I see it for a specialized solution for a specific class of problems, which can lead to surprises if your problem evolves. There are always trade-offs to be made (performance, flexibility, hardware cost, etc.), asyncio just has different characteristics than the alternatives. Maybe since a upper bound of concurrent users it is always a great (the best?) solution, someone with more experience along all the design and requirements space could comment.
I am always amused by "it's bad because it's bad at things it wasn't designed to be good at" rationalizations.
There are things that are quite good for other than what they were designed for.
I find it interesting when someone mentions that X is bad for something it was not designed for, as much as I am interested when someone mentions that X is good even if it was not designed for something.
You made a wild claim about ayncio and backed it up with a wild anecdote about windows and its users?
Yeah I dunno, the first time I tried to use asyncio I ran into a bug that nobody knew how to solve. Can't remember what it was but generally if I use something for the first time and immediately hit a bug... Yeah I'm not using that thing if I can help it.
I mean that's true for Python in general, but sadly these days you can't really avoid it.
asyncio has always looked interesting, but whenever I have run into a problem which could use asyncio I have always gone with multiprocesses instead. I am not sure if async would makes my code easier for others to read and debug, and none of my problems seems to be of the kind where process overhead would make a noticeable difference in performance.
Did you find readability to be improved by going async?
It's kinda funny to read a headline like this in 2026
the eve client is pretty incredibly well made these days. but when the server side solution was to exponentially reduce time , i think they fundamentally lost somewhere else. maybe something good will come out of (some?) that server c++ code being released as well
I thought I was a Python 2.7 holdout for a long time.
> Some of you may remember upgrading to Stackless Python 2.5 in 2007, then to Stackless Python 2.7 in 2010. That was the last time EVE changed its Python version.
Yikes. 2010 ... python is built forever.
But, ignoring this - I think when the "scripting" languages can bridge the speed penalty towards C, even if not reaching it for many reasons, then they become real contenders here.
Had to check the date.
Jan 1 1984
Eve Online used to be great.
Is there anything similarly great around now?
At the scale of EVE - no.
If you enjoyed the industry part, you may find https://prosperousuniverse.com/ even better than Eve.
Eve still is great - haven't had time lately but I got really into it last year and had a blast
They also open sourced their game engine? https://news.ycombinator.com/item?id=48780387 https://www.gamesindustry.biz/eve-onlines-carbon-engine-is-n...
I wish there was a test instance people were allowed to play around on. I never did it but for a while the game client wasn't really secure & you could just talk to the python repl basically, and script the game. I think that would be an incredible experience all unto its own, to teach coding, to be an interesting experience. Feels like with Carbon being open source, there's need for just a little more to get back around to that halycon moment.
Seems to me like a migration that should have been done 15 years ago.
This feels suspiciously AI-authored
Pangram: "100% of this text is AI generated."
what did they do about stackless? are they using greenlet or did they switch to asyncio?
googled it so this becomes a PSA: https://simonwillison.net/2026/Aug/25/eve-online-move-to-pyt...
so it's neither, it's their own: https://github.com/carbonengine/scheduler
so that's interesting
The proposed solution to 2.4M lines of python is.. more python, with the primary motivation being "performance" lol