EVE Online Forums
have the promised (story
) follow-up to the
allegations of developer misconduct in EVE Online (story
linking to a pair of posts, saying: "It is our hopes these Blogs will address
the remainder of the EVE community's concerns over these allegations" (thanks
borgholio). One of the blogs is called
, by CCP's t20, which admits to one of the accusations, and the
other blog is called
which delves into this and other past incidents of employee shenanigans and
describes efforts at preventing repeats in the future. Here's t20's
As you might have read and heard, there were recently some
allegations posted regarding developer misconduct that basically come down to:
• Developers helping (an) alliance(s) gain information they
otherwise would not have.
• Developers having an unfair advantage of game mechanics.
• Developers helping themselves acquire goods in-game by
means of in-house tools, otherwise not available to regular players.
All allegations mentioned above are untrue, except one. Sadly enough, the
allegation regarding unlawfully obtained blueprints are, in my case, true. Iím
here, laying out the facts of what happened in June 2006 so this whole issue --
which jeopardized my colleagues, my company and our community -- can be put
behind us, I hope for the better.
The blueprints in question will be returned to CCP and reintroduced through a
new raffle in the future. Specifically, these are:
• Flameburst Precision Light Missile Blueprint
• Phalanx Rage Rocket Blueprint
• Havoc Fury Heavy Missile Blueprint
• Bloodclaw Fury Light Missile Blueprint
• Spike L Blueprint
• Sabre Blueprint
Regrettably, my actions inevitably led to a shadow of suspicion being cast on a
number of my co-workers, as well as Reikoku and Band of Brothers. I wish to make
it clear that I acted alone and my co-workers and corp/alliance mates have been
cleared of any alleged wrongdoing.
As much as this is a confession it is also a request for your forgiveness for
events of which Iím truly sorry.
For those unfamiliar with EVE's
gameplay mechanics, there are a limited number of blueprints available for
in-game items in the science fiction MMORPG, and an alliance with a monopoly on
the blueprints for a given item have a powerful gameplay and economic advantage. Here's the conclusion of
which is written by CCP CEO Hilmar Veigar Petursson:
As we look to the
future, we will endeavor to improve our handling of these matters by acting in a
manner that is both swift and consistent with company policy. It is regrettable
that such instances reveal flaws in our governance, but by the same token,
addressing them decisively is what makes our company stronger. We now have
resources dedicated to performing audits of dev activity on Tranquility with
much more frequency than before. This, combined with additional layers of
security, and the non-negotiable penalty of employment termination upon
conviction of such acts, represents the full extent that we will go to deter dev
The developers of this company will always play the games that they build
here. Without being fully immersed in the player experience, perspective,
and community, it is impossible to build, maintain, and expand online worlds
with any degree of competency. And while that does expose us to some degree of
risk, the rewards are incalculably higher. EVE has grown stronger every year
since its inception; these bumps in the road are an inevitable part of the
journey we must endure as a growing company; and we would not be here today if
we opted to isolate ourselves from the player experience of EVE Online.
It is thus that we look forward to putting this matter firmly behind us, and
move forward with our continued mission to improve and expand a world that we
hold close to our hearts.