| Eve Online | |
|---|---|
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| Developer(s) | CCP Games |
| Publisher(s) | SSI (expired) CCP Games |
| Distributor(s) | Atari (Retail Version, from March 2009) Valve Corporation Mobius Games |
| Platform(s) | Microsoft Windows, Mac OS X |
| Release date(s) | NA May 6, 2003 |
| Genre(s) | MMORPG Space simulation |
| Mode(s) | Multiplayer |
| Rating(s) | ESRB: T PEGI: 12+ |
Eve Online (officially capitalized EVE Online) is a video game by CCP Games. It is a player-driven persistent-world massively multiplayer online role-playing game set in a science fiction space setting. Players pilot customizable ships through a universe comprising over 7,500 star systems.[1][2] Most star systems are connected to one or more other star systems by means of stargates. The star systems can contain several phenomena including, but not limited to: moons, planets, stations, wormholes, asteroid belts and complexes.
Players of Eve Online are able to participate in a number of in-game professions and activities, including mining, manufacturing, trade, exploration and combat (both player versus environment and player versus player). The range of activities available to the player is facilitated by a character advancement system based upon training skills in real time, even while not logged into the game.[3]
It is developed and maintained by the Icelandic company CCP Games. First released in North America and Europe in May 2003, it was published from May to December 2003 by Simon & Schuster Interactive,[4] after which CCP purchased the rights back and began to self-publish via a digital distribution scheme.[5] On January 22, 2008 it was announced that Eve Online would be distributed via Steam.[6] The current version of Eve Online is dubbed Dominion. On March 10, 2009 the game was again made available in boxed form in stores, released by Atari.[7]
Contents |
Set more than 21,000 years in the future, the background story of Eve Online explains that humanity, having used up most of Earth's resources, began colonizing the rest of the Milky Way.[8][9] This expansion led to competition and fighting over available resources. Everything changed with the discovery of a natural wormhole leading to an unexplored galaxy dubbed 'New Eden'. Dozens of colonies were founded and a structure was built to stabilise the wormhole, a giant gateway bearing the name "EVE". However, when the natural wormhole collapsed it destroyed the gate. Cut off from Earth and its much-needed supplies, the colonists of New Eden starved. Five colonies managed to return to prominence, each eventually rebuilding their own society. The states based around these colonies make up the five major empires in Eve Online: the Amarr Empire, the Caldari State, the Gallente Federation, the Jove Empire and the Minmatar Republic.
The Amarr, a monotheistic theocratic empire, were the first of the playable races to rediscover faster-than-light travel.[9][10] Armed with this new technology and the strength of their faith in their god, the Amarr expanded their empire by conquering and enslaving several races, including the Minmatar race, who had only just begun colonizing other planets.[11][12] Generations later after the battle between the Amarr Empire and the Jove Empire, many Minmatar took the opportunity to escape and successfully rebelled against their enslavers, and formed their own government in the Eve Online universe. However, much of their populace remains enslaved by the Amarr.
The Gallente and the Caldari homeworlds are situated in the same star system.[13][14] The Gallente homeworld was originally settled by descendants of French colonists; Caldari Prime was purchased by a mega-corporation that began to terraform it.[15][16] The terraforming of Caldari Prime was incomplete at the time of the wormhole's collapse, however, and the planet remained environmentally inhospitable for millennia. The Gallente restored a working civilization some hundred years before the Caldari, building the first democratic republic of the new era. Animosity between the two races broke into war during which the Caldari seceded from the Gallente Federation to found their own Caldari State. The war lasted 93 years, with neither party able to overwhelm the other.[15][16] The planet Caldari Prime was retained by the Gallente Federation during the war, and did not become part of the new Caldari State. Much more recently, a new Caldari offensive managed to recapture their lost homeworld. Both the Gallente and Caldari are business oriented peoples, however, the Gallente value free markets and entrepreneurship whereas the Caldari practice a form of corporatism or state capitalism. The Gallente Federation attracts many immigrants; a third of the Gallente Federation's population consists of ethnic Minmatars.
The Jovians (currently a non-playable race) were colonists, too. Unlike the other races of Eve Online, they maintained use of their technology after the collapse of the wormhole and did not need to spend millennia rediscovering it, and while the other four major races were still grounded, Jovian history saw two periods of empire.[17] They expanded outward and eventually turned to genetic engineering in order to mold themselves into a people more suited for deep-space life and long-range interstellar exploration. Genetic experimentation, however, eventually led to the deadly "Jovian Disease", which, despite their extremely advanced technology, crippled their civilization. They now inhabit a region of space supposedly inaccessible to outsiders.[18]
In addition to different backgrounds and histories, each of the races have characteristic philosophies of starship design. Minmatar ships tend to be fast and use projectile weapons such as artillery or autocannons; Amarr ships are usually slow, heavily armored, and use lasers; Gallente ships are often well-armored and specialize in drones and short-ranged particle blasters, but mount railguns for combat at greater distances; and Caldari ships are typically poorly armored but very well-shielded, and use missiles and railguns.[19]
Players start the game by either selecting a previously-created character or by creating a new one. Each Eve Online account allows for up to three characters to be made.[20] When players create a new character they start by choosing one of the four playable races of Amarr, Gallente, Minmatar and Caldari. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player.
The playing environment in Eve Online consists of more than 5000 interconnected star systems,[1] as well as 2500 randomly accessible wormhole systems, taking place 23341 AD.[2] Systems are classified by their Security Status, on a decimal scale from 0.0 to 1.0. These systems are roughly categorized into three groups, each determining the response from CONCORD (Consolidated Cooperation and Relations Command) NPC law enforcement units.[21] Star systems classed as 0.5 - 1.0 security are considered "high sec" and any unauthorized/unprovoked attack by a player, on another player, anywhere in the system will result in the appearance of law enforcement. These units will attack and destroy the aggressor, and are designed to reinforce in such numbers that they will always eventually win. Systems classified as 0.1 - 0.4 are considered "low sec", and unprovoked attacks will result in a criminal countdown of 15 minutes, during which gate and station guns will fire at them, and other players may attack them without penalty. 0.0 systems are called "zero space" or "null sec", and feature no law enforcement. Star systems contain different types of celestial objects, making them more or less suitable for different kinds of operations. Typically, players find asteroid fields, planets, stations and moons in a system. Many of the game's most profitable income sources are found in dangerous nullsec or lowsec systems, giving players incentive to engage in high-risk, high-reward activities in which they must survive the possible harassment of other players who may also enter the system.
Unlike other massively multiplayer online games, player characters in Eve Online advance continuously over time by training skills, a passive process that occurs in real world time so that the learning process continues even if the player is not logged in.[22] Skills vary in their Rank, an indicator of how many skill points players have to acquire in order to train the skill. For example, a Rank 2 skill takes at least twice as long to train as a Rank 1 skill. Skills can take anywhere from a few minutes to several months to train.
The in-game economy in Eve Online is an open economy that is largely player-driven. Non-player character merchants sell skill books used by players to learn new skills and blueprints to manufacture ships and modules. The players themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game. NPC ships can be looted or salvaged for items and materials, Non player created ships and equipment may be purchased from various NPC factions as a player gains status with them, and can be resold in the in game economy.
The amount of money or materials in the universe is not fixed and, as such, the economy operates under supply and demand. Market manipulation is possible on a large scale, particular examples being ramping and bear raids. CCP does not issue refunds on in-game purchases. This causes scamming to become an ever present risk. The economy is balanced by automatically introducing extra materials in underpopulated areas. This encourages an even spread of players.[23]
The game provides support for the trading of in-game resources, including graphs of item price history, with Donchian Channel and daily average price. Some players operate primarily as traders, buying, selling and transporting goods to earn profits.
Ships in Eve Online are organized into classes, varying from tiny frigates to gigantic capital ships. Ships fill different roles and vary in characteristics such as size, speed, hull strength and their potential firepower. Roles and characteristics aside, the concept of ships in Eve Online is different from other massively multiplayer online games in that ships represent players in-game, whereas in most massively multiplayer online games the player is represented by an avatar. While Eve Online introduces the players to the idea of an avatar, a player's avatar remains a two-dimensional portrait. Players move in-game within their ships and as such are represented by the ship type they choose. CCP is currently developing a feature that will allow players to move freely outside of their ships in space stations, represented by three-dimensional avatars. See the Planned future developments section.
Each of the four races has their own unique ship design preferences and varied strengths and weaknesses, although all races have ships that are meant for the same basic roles and are balanced for play against each other. This means that there is no "best ship" in Eve Online. According to his preferred style of play, the player might want to fly a ship with a huge cargo hold, one that is suited for mining, one that has a powerful array of weapons or a ship that moves quickly through space (among other capabilities); but the fluid, ever-changing nature of Eve Online means that no ship will be perfect at all of these tasks, nor is there any guarantee that the "best ship for a job" today will continue to be the best tomorrow.
Each spaceship within the Eve Online universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including (but not limited to) power grid, CPU, capacitor size and recharge rate, shields, armor, maximum velocity, agility, locking range and maximum number of lockable targets. Ships also receive bonuses to performance depending on the level of various appropriate skills that have been trained by the ship's pilot. These bonuses usually correspond closely to the particular role that the ship has been designed for, and thus vary as widely as the roles of the ships.
One of the most important characteristics of a ship is the slots it has available for fitting modules. Each ship has a number of slots available, ranging from a handful to twenty or more. Slots and modules come in three variants: high, mid, and low power slots, with high power modules fitting in a corresponding high power slot and so on. Examples of high slot modules include weapons such as turrets and missile launchers, as well as cloaking devices, tractor beams, and other tools for mining and salvaging. Mid slot items include modules to improve shields or propulsion, repair hull damage, engage in electronic warfare, "tackle" other ships to slow or stop movement, and the like. Low slot items include armor enhancements and repair, increased cargo space, improved speed, agility, computers, or power supply, and similar utilitarian functions. Different-sized ships have different numbers of module slots, with the larger ships generally having more slots than the smaller ones.
A ship may also have one or more Rig slots which are designed to hold rigs, modules that require no power grid or CPU, instead requiring a ship resource called calibration. Installing a rig is a semi-permanent action, as unlike other ship modules a rig cannot be removed from the ship without being destroyed. Rigs come in three sizes, small, medium, and large which roughly correspond to the size of the ship, and are used to affect other aspects of the ship such as maximum speed or cargo capacity, or to augment the capabilities of other modules installed in the ship.
The Apocrypha patch introduced into EVE a new type of ship, Tech III hulls: the strategic cruisers. These hulls gained their unique qualities by being built from materials gained from wormholes, another new feature introduced by Apocrypha. Initially, these were quite rare and expensive. They differ from other ships in that the actual hull is modular. Players build a hull to the specifications they want, and then add the modules separately as they would to any other ship. Only the strategic cruiser hulls can be modified in this way; other ships' hulls are set. Strategic Cruiser hulls are not by default equipped with low, medium and high slots but possess five subsystem slots which can be populated with subsystem modules that affect ship characteristics more dramatically than normal modules or rigs, such as altering the number of standard module slots that are available.
Players have several options when playing Eve Online in regards to how they interact with the community. Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, for example pirate clans or corporations.
Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors. Alliances can control enough star systems that their territory can be plotted on the Eve Online game map.[24] Alliances based in lawless space often form unofficial political power blocs with other alliances. These power blocs are typically referred to as "coalitions".
Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Corporations can levy income taxes on their members, which skim off a percentage of every member's earnings. Many corporations offer a variety of benefits to their members, such as free or discounted ships, equipment, formal training, and organized corporate group operations.
Among the many activities that corporations can organize is piracy. Actions considered piracy generally involve breaking the in-game law, and can come in a variety of forms. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate players often will have low security status and may even be branded as outlaws by CONCORD. Likewise, victims of overt piracy may retaliate without intervention from CONCORD, often via an expressed right to destroy the pirate ship (i.e. "kill right"). It should be noted, however, that although these activities are "illegal" they are not against the rules of the game, i.e. there will only be in-game retaliation and punishment for them.
Illegally attacking another player in secure space will result in a loss of security standing; CONCORD, the interstellar NPC police, will arrive shortly to destroy the aggressor's ship. There are, however, legal ways to attack other players in high-security space.
Whole corporations and whole alliances can officially declare war on (or "war-dec") other corporations or alliances for a weekly fee, permitting all members of the involved corporations or alliances to attack each other without loss of security status or the intervention of CONCORD.[25] The weekly fee can be eliminated if the war declaration is reciprocated. War declarations will clearly flag a player's enemies, so the player can determine who can legally attack and be attacked.
As of October 2006 the average age of an Eve Online player was 27, of which 95% were male and 5% were female. The average weekly playtime is 17 hours, or just under 2.5 hours per day on average.[23]
On January 10, 2010, Eve Online claimed a new record for the maximum number of simultaneous pilots online with 56,021 concurrent accounts logged on to the same server. This was the third record after the release of the twelfth major expansion, Dominion and the second consecutive Sunday-record in 2010. Eve Online typically experiences the highest amount of users on Sundays and the peak player records have almost exclusively been broken on Sundays.[26]
As of May 6, 2009, Eve Online claimed to have more than 300,000 active subscriptions and 45,000 active trial accounts.[27][28][29][30][31]
Beginning in March 2006, CCP and its partner Optic Communications started working to bring Eve Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000.[32] The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to Eve Online's main server cluster.[33]
The code base between Serenity (serving China) and Tranquility (serving the rest of the world) is synchronised, so that software development is distributed to both server clusters, although the game worlds are not connected. Eve Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI.[34]
| Country | % | Country | % |
|---|---|---|---|
| United States | 39.30 | Netherlands | 2.40 |
| United Kingdom | 14.40 | Sweden | 2.30 |
| Germany | 8.30 | Denmark | 2.30 |
| Russia | 5.70 | Norway | 1.40 |
| Canada | 5.00 | China | 1.34 |
| Australia | 3.20 | Finland | 1.06 |
| France | 2.50 | Japan | 1.00 |
During two weekends in July 2006, a live streaming video production called Eve TV[35][36] covered the events of the 2nd Caldari Alliance Tournament. The tournament pitted three-man teams from the top alliances against each other. Eve TV provided live in-game footage of the battles along with expert commentary. Analysis of the teams and strategies, interviews with CCP staff and behind-the-scenes specials were also aired between battles. Eve TV was produced and hosted primarily by DJs[35] from Eve-Radio (a player-run streaming radio station) with resources provided by CCP. A total of 95 matches were scheduled, with the Band of Brothers[37] alliance emerging the winner on the final day.[38]
The first two weekends in December 2006 saw the 3rd Alliance tournament. This was once again broadcast via live streaming video by Eve TV[36] The tournament saw 40 Alliances[39] pitting five-man teams against each other. Once again, the Band of Brothers[37] alliance emerged as the winner. Of particular note in this tournament, was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate. The ship was destroyed in the semi-finals of the tournament by the COW (Cult of War) team. A last minute attempt to arrange an 8 billion isk ransom for the ship fell through.
The fourth Alliance tournament in September 2007 brought several exciting upsets, with Star Fraction defeating Band of Brothers in the second round, using only tech 1 cruisers, and a relative unknown, Hun Reloaded, sweeping both the semifinals and finals to win.[40]
The two weekends starting February 29, 2008 and March 7, 2008 saw the fifth Alliance Tournament.[41] Eve TV provided coverage via live streaming video.[42] During the six days a total of 40 teams competed in 95 matches. The last tournament's winner, HUN Reloaded, made its way into the quarter-finals where it lost to Ev0ke alliance who later became tournament champion after having won all of its eight matches.[41]
The sixth Alliance Tournament was held during three consecutive weekends starting January 24, 2009 and ending on February 8, 2009. A total of 64 teams took part in the qualifying rounds on opening weekend. While the final weekend was broadcast live via Eve TV, the qualifying rounds were broadcast through various Eve Online radio channels. A number of changes were made to the tournament rules compared to previous tournaments.[43] This was also the first tournament in which the newly formed Factional Militias were able to take part alongside traditional alliance teams.[44] In the final match R.U.R. went up against Pandemic Legion with Pandemic Legion emerging as the tournament winner.[45]
Alliance Tournament 7 took place in September 2009, with Pandemic Legion winning a second successive tournament, beating Circle of Two in the final.
| System requirements | ||
|---|---|---|
| Minimum | Recommended | |
| Windows[46] | ||
| Operating System | Windows XP, Windows Vista or Windows 7 | |
| CPU | Intel Pentium or AMD @ 1GHz | Intel or AMD dual core @ 2GHz |
| Memory | 1 GB XP / 1.5GB Vista and Windows 7 | 2 GB |
| Hard Drive Space | 6 GB of free space | |
| Graphics Hardware | 64 MB Shader Model 2.0 Graphics cards such as GeForce FX (5 series) class card or higher, ATi 9500, x300 series or higher and Similar chips from other manufacturers | 256 MB Shader Model 3.0 Graphics cards such as GeForce 8 class card or higher, ATi 3000 series or higher and Similar chips from other manufacturers |
| Sound Hardware | Audio hardware must be Direct Sound-compatible | |
| Network | 56k modem or better Internet connection | Broadband Internet connection |
| Macintosh | ||
| Operating System | Mac OS X 10.5.6 or later | |
| CPU | Intel-based computer with CPU speed equal or greater than 1.8 GHz | Intel-based computer with CPU speed equal or greater than 2 GHz |
| Memory | 1 GB | 2GB |
| Hard Drive Space | 6 GB of free space | |
| Graphics Hardware | 128 MB ATI X1600 or nVidia 7300 GT or higher | ATI HD2600 PRO or NVIDIA GeForce 8800 GT |
| Network | 56k modem or better Internet connection | Broadband Internet connection |
According to the developers Eve Online evolved from the classic computer game Elite, which itself was based on concepts from the science-fiction role-playing game Traveller. Eve combined concepts from Elite with the multi player chat and player versus player aspects of Ultima Online.[47] Elite had four single player aspects of missions,[48] mining, trade routes and combat with random hostile NPC's[49] all of which are aspects of the first incarnations of Eve Online.[50]
One of the original developers of Elite, David Braben, believes Eve Online is a reimplementation of the 1980s game, not its true successor.[51] Some of the developers (John Cameron, James Cassidy, Joe Chaney) also believe that this game creates a world where players can become someone else only possible in their imaginations.
Both the server and the client software for Eve Online are developed in Stackless Python, a variant of the Python programming language. Stackless Python allows a relatively large number of players to perform tasks without the overhead of using the call stack used in the standard Python distribution. This frees the game developers from performing some routine work and allows them to apply changes to the game universe without resetting the server.[52]
On March 14, 2006, the Eve Online development team announced that they would be upgrading the graphics engine of Eve Online to a DirectX 10 / Windows Vista graphics platform.[53] Revelations patch 1.4 had patch notes quoted as saying that the current Eve Online client should work in Vista "as well as it does in XP."[54]
On September 10, 2007 CCP Games announced that the new 'Trinity 2' graphics engine will be using DirectX 9.0.[55] This was released on December 5, 2007.[56]
Official support for Linux and Mac platforms, using Transgaming Technologies Cedega and Cider for Linux and Mac compatibility respectively, was introduced with the Revelations 2.3 patch released on November 6, 2007.[57][58] At Fanfest 2008 Transgaming announced and demonstrated that the Premium graphics client is now running on Mac OS X 10.5 Leopard and will be released after further testing. In February 2009 CCP announced that the official Linux client will be discontinued with the next major patch,[59] and advised on using third-party programs to run the Windows version of the client under Linux.[60][61]
Third-party applications supplement players' Eve Online experience. Some of these, such as automated applications designed to claim publicly-available contracts accidentally put up without an associated cost, will result in a ban if discovered, while others are endorsed, tacitly or explicitly, by CCP. EVEMon, a .NET application that monitors and forecasts skill training times, is one example of an explicitly authorized external application.[62][63] Another such application, Eve Fitting Tool or EFT, allows players to try different ship setups and see how certain skills and modules will affect that ship.[64]
In May, 2005, CCP announced the Eve API Project; third-party utilities such as EVEMon now interface with character data, market, and other data through an API.[65]
From the release of Eve Online until today CCP has added twelve expansions to the game. The twelfth expansion, Dominion, was released on December 1, 2009. The penultimate expansion, Apocrypha, was released on March 10, 2009 and introduced features such as further graphics updates as started in the Trinity expansion; the ability for players to group their vessels' weapons for easier interaction;[66] changes to autopilot routes and avoidance of player-defined star systems.[67] CCP provides expansions free of charge to its subscribers.[68] Over time expansions have added features such as conquerable stations, ship classes like Freighter and Dreadnought capital ships and advanced missions for players to master. Apocrypha, included an overhauled probing system, wormholes and customizable Tech 3 ships as its major features.[69] The latest expansion to be released was the Dominion patch which became available for download on the 1st of December 2009. It included an overhaul of the sovereignty system, planet graphics, the Titan Doomsday weapon functionality being changed and the in game web browser with Chromium's web kit. It also included a redesign of the UI and in-game mailing system. As with all of the EVE Online expansions the Dominion patch is free to download from EVE Online's official website.
CCP has been working on a game feature that will allow players to exit pods and interact with other player avatars in the communal setting of the interior of a station.[70] CCP have not yet formally speculated on a release date for this feature. In March 2007 tentonhammer.com released in-development game footage of this feature, videotaped at Game Developers Conference 2007 with the approval of CCP's chief marketing officer Magnus Bergsson.[71] At the 2008 Fanfest players were able to play a restricted version of the Walking in Stations functionality, including walking through the Captain's cabin to the promenade and then into a Minmatar bar. Other shops will also be available, with 16 slots available for players or corps to rent in each station. Bars will also have skill-based gaming tables with strategy games. The personal avatar project for the game Eve 'Walking in Stations' (WiS), formerly 'Ambulation' has now been renamed as 'Incarna' (Incarnation being a synonym for Avatar) CCP has yet to publicly ratify a release date for this project.
The ability to enter a planet's atmosphere (planetary flight) and to interact with the surface is also mentioned as one of the future development plans. At Eve Fanfest 2005, a working prototype was demonstrated in which a Caldari Crow-class interceptor could be seen flying around over a planet surface. However CCP stated that full-scale integration of such features to the game requires an enormous effort and is only planned for post-Revelations production phases.[72] Subsequently it has been stated that until a proven in-game reason is found for planetary access further work on this will not have a high priority. The alteration of the UI to allow a font size larger than 12 points has been assigned a low priority by CCP.[citation needed]
During the 2009 Games Convention in Cologne, Germany, CCP unveiled Dust 514, an upcoming consoled-based MMOFPS title meant to integrate with the Eve Online universe. According to developers, players would fight over planets hired by Eve Online alliances.[73]
According to Eve Online Senior Producer Torfi Frans, at the recent Eve Online Fanfest, the Dominion release will involve sovereignty, the ownership of districts on planets which are capable of creating industry.[74] This player ownership system will be dynamic as it will be subject to PvP diplomacy as well as subjugation. The latter allows for linking with Dust 514 (planned release 2010), whereby players within Eve Online will be able to contract, in-game, Dust 514 players to take control of planetary regions within the Eve Online universe and these 'mercenaries' will then vie with other Dust 514 players hired by the opposing faction. The integration between the console MMOFPS game and the Eve Online MMORPG is both through community interaction and through the changeable battlefields based on the planetary architecture of a common universe — the outcome of these battles in Dust 514 will affect the status and ownership of the corresponding planets in Eve Online as well.
Piracy (in the ship-to-ship sense) is part of the game, as is protection racketeering, theft, and ransom.[75][76][77][78] One infamous example is a corporate infiltration and heist where one corporation infiltrated a target corporation over the course of nearly a year. They then performed a virtual assassination on the target's CEO and proceeded to steal corporate property to which they had gained access; the target corporation lost billions of ISK worth of property (amounting to about $10,000 USD) and a great deal of prestige: the CEO's expensive starship was destroyed in the attack.[79] Events of this nature are debated both inside the game world and in the media.[80]
In 2009, a player alliance known as Goonswarm was contacted by a disgruntled director of rival alliance Band of Brothers, one of the largest alliances in the game at that time. The disgruntled director then stripped Band of Brothers of a large quantity of assets including ships, money and territory, and disbanded the alliance.[81] In February 2010, Goonswarm was itself disbanded by one of its directors under similar circumstances.[82]
Such dangers are an inherent part of Eve Online's virtual economy and thus are purposely not dealt with by the developers.[83] Players are expected to make financial decisions based (among other factors) on the possibility of other players' financial malpractice, much as in real-life economics.
Since the release of Eve Online, there have been instances of developer misconduct, leading to debates and controversy within the Eve Online community. On February 9, 2007, a player known as Kugutsumen revealed that an Eve Online developer nicknamed 't20' had provided his alliance, Band of Brothers, with ten valuable blueprints, giving them an advantage over competing alliances.[84] Some within the Eve Online community asked for t20's dismissal. While an apology letter was left for the community in the form of a dev blog, he remained an Eve Online developer until late 2008. Kugutsumen was permanently banned from the Eve Online universe for violating the game's Terms of Service and End-user License Agreement.[84]
In response to public concerns, CCP decided to set up an Internal Affairs division headed by Ari Eldon, better known in-game as Arkanon, whose responsibility is to monitor the activities of both privileged and player accounts operated by CCP staff in-game. The impartiality of the division has been at times questioned.[85][86]
In part due to the matters above, CCP invited users to stand for the first Council of Stellar Management (CSM) in March 2008, resulting in 66 candidates seeking election to nine positions.[87][88][89] It was a requirement that candidates released their full 'real' names in addition to stating their in-game details.[90] In May, after a two-week voting period, the first Council was elected, comprising seven men and two women; three each from the Netherlands and the United Kingdom, two from the USA and one from Denmark, their ages ranging from 17 to 52.[89]
The remit of the Council has been changed since it was first proposed and is now seen by CCP primarily as a route for players to make requests for changes and improvements to the game mechanics, presentation, and game content of Eve Online. Each Council will serve for six months after which a new one will be elected.[88] Each individual may only serve twice. Each CSM will get the authority to put requests to CCP three times during their term of office which CCP have stated must be answered; once in person in Iceland and twice by e-mail, with most of the costs of their visit to Iceland being borne by CCP.[88]
The first meeting of the CSM with CCP took place in Reykjavik between June 19 and 23, 2008 and included not only the nine CSM members but a number of developers, designers, game masters and producers from CCP and members of print and video media.[91] Matters discussed by players on the Eve Online forums were reviewed in detail and whilst some were rejected for technical reasons many were accepted by CCP as useful improvements to the game which would be introduced either in an early so-called point release or added to the development plans for a future major update.
Nominations for the second CSM opened on September 26, 2008 with voting commencing on November 9. The following third Council of Stellar Management will see a modified age restriction in effect: candidates under the age of 21 are then no longer eligible as CSM members.[92]
Users start playing Eve Online either by creating a trial account, being invited to the game as a "buddy" via the game's Buddy Program, or purchasing the Eve Online Special Edition retail box.[93][94][95] Trial accounts are freely available through both the Eve Online website and the Steam content delivery system. The Buddy Program, on the other hand, is a means for full-subscription players to distribute 21-day free trial accounts to their friends. If the buddy account is converted to a full account within 2 weeks of receiving the Buddy Program invite, the referrer is rewarded with 30 free days added to their subscription.
Both buddy accounts and regular trial accounts are free and allow players to access most of the Eve Online game, with exceptions. Players cannot train skills for some advanced ship types, for example industrial ships. Players also cannot create contracts and cannot directly transfer ISK to other players. Once the trial period ends the trial account is locked and must be converted to a full account before its characters can be accessed again.
As of June 2008, Eve Time Codes (or ETCs) are available exclusively in 60-day increments. Until then, they were also offered in 30-, 50-, 90-, 100- and 120-day increments. Discontinued cards remain valid. Players using ETCs are treated like normal subscribers in every way. Eve Time Codes are available through CCP's online store as well as via online resellers.[96] Cards purchased through resellers are usually delivered through email for immediate use while codes issued through the Eve Online store are issued via postal mail or in-game item, and as such ETCs do not violate the EULA and can be bought and sold within the game.[97] There are no distinguishing differences in functionality between digital and hard-copy codes. Both provide the exact amount of specified game time, are entered into the same account section and can be exchanged between players for ISK using a secure exchange system facilitated by a "Timecode Bazaar" forum.
In November 2008 CCP introduced PLEX, the CONCORD Pilots License EXtension, which is an in-game item that can be used to extend a subscription for 30 days. PLEX can be purchased on the Eve Online website for real money, or inside the game for ISK. 60-day ETCs can be converted to two 30-day PLEX within the Eve Online client, which can then be sold via the in-game market. PLEX, while having an in-game item representation, cannot leave the station in which they are created, be recycled, destroyed, or be placed in any container.
As of March 10, 2009, a boxed edition is available in shops. The distribution is being managed by Atari.[7] The boxed edition includes a 60-day ETC, instant standings update to facilitate quicker entry into factional warfare, exclusive online new player guide, and an exclusive expanded cargo hold shuttle. Although marketed as included in the retail box, the bonus items are only available to new accounts created with the 60-day ETC.[98]
| Reception | |
|---|---|
| Aggregate scores | |
| Aggregator | Score |
| GameRankings | 89.33% (3 reviews)[99] |
| Metacritic | 88% (7 reviews)[100] |
| Review scores | |
| Publication | Score |
| GameZone | 8.8 of 10[101] |
Eve Online has received favorable reviews. The Apocrypha Expansion for Eve Online has an aggregate score of 88% on metacritic.com[102] and 89.33% GameRankings.com.[103] On January 11th, 2010, EVE Online was selected as 2009 Game of the Year by MMORPG.com.[104]
This page is a stub. Help us expand it, and you get a cookie.
| EVE Online | |
|---|---|
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| Developer(s) | CCP Games |
| Publisher(s) | SSI, CCP Games |
| Release date(s) | |
| Genre(s) | RPG |
| System(s) | Windows, Direct2Drive, Mac OS X, Linux |
| Players | MMOG |
| Rating(s) | |
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| Portal: MMOs | |
EVE Online at EVE Wiki |
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| EVE Online | |
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| Developer(s) | CCP Games |
| Publisher(s) | CCP Games |
| Release date | May 6, 2003 (UK)
June 12, 2006 (CHN) February 22, 2006 (SEA) |
| Genre | MMORPG |
| Mode(s) | online |
| Age rating(s) | |
| Platform(s) | PC |
| Media | CD, direct download |
| Credits | Soundtrack | Codes | Walkthrough | |
Eve Online (officially capitalized EVE Online) is a player-driven persistent-world massively multiplayer online game set in a science fiction space setting. Players pilot customizable ships through a universe comprising over five thousand star systems.[1] Most star systems are connected to one or more other star systems by means of jump gates. The star systems can contain several entities including but not limited to: moons, planets, stations, asteroid belts and complexes.
Players of Eve Online are able to participate in any number of in-game professions and activities, including mining, manufacturing, trade and combat (both player versus environment and player versus player). The range of activities available to the player is facilitated by a character advancement system based upon training skills in real time, even while not logged in to the game.[2]
It is developed and maintained by the Icelandic company CCP Games. First released in North America and Europe in May 2003, it was published from May to December 2003 by Simon & Schuster Interactive,[3] after which CCP purchased the rights back and began to self-publish via a digital distribution scheme.[4] On January 22, 2008 it was announced that Eve will be distributed via Steam.[5] The current version of Eve Online is dubbed Quantum Rise. The next expansion, Apocrypha, is expected on March 10, 2009.[6] At that time, the game will also be available in boxed form from stores, released by Atari.[7]
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Taking place 21,000 years in the future, the fictional background story of Eve Online explains that long ago humankind, having used up most of Earth's resources, began colonizing the rest of the Milky Way.[8][9] Eventually, humans expanded to most of the galaxy. Resources became contested and war broke out. When a natural wormhole was discovered, dozens of colonies were seeded at its other end, in an unexplored galaxy dubbed 'New Eden'. An artificial wormhole generator was built to support the collapsing wormhole. When the natural wormhole collapsed, however, it destroyed the generator with it. Cut off from Earth and its much-needed supplies, New Eden's colonists starved in the millions. Five known colonies managed to return to prominence, eventually rebuilding society together. These colonies make up the five major empires in Eve: the Amarr Empire, the Gallente Federation, the Minmatar Republic, the Caldari State and the Jove Empire. All but the Jove Empire are playable; CCP said that they intend to use the race within the Eve storyline.[10]
The Amarr were the first of the playable races to rediscover interstellar and faster-than-light travel.[9][11] Armed with this new technology, the Amarr expanded their empire and enslaved several races in the process, focusing on the primitive Minmatar race who had only just invented space flight for themselves.[12][13] While the Minmatar have rebelled against their oppressors and broken off to form their own faction in the Eve universe, much of their populace are still enslaved.
The Gallente and the Caldari homeworlds were situated in the same star system.[14][15] The Gallente homeworld was originally settled by French colonists while the planet that would later become Caldari Prime was purchased by a mega-corporation which began to terraform it.[16][17] However, the process was incomplete at the time of the gate collapse and Caldari Prime remained environmentally inhospitable for millennia. The Gallente restored a working civilization some hundred years before the Caldari, building the first democratic republic of the new era. Animosity between the two races drove the Caldari to found their own empire, a decision that led to a 93-year war that was eventually settled when neither party could win over the other.[16][17] One result of this war was that the original Caldari homeworld was conquered and occupied by the Gallente and only recently reclaimed by an invasion.
The Jovians were colonists, too. Unlike the other races, after the collapse of the gate they were able to revive their civilization almost immediately.[18] They expanded outward and eventually turned to genetic engineering in order to mold themselves into a people more suited for deep-space life and long-range interstellar exploration. Through their history there have been two previous Jove Empires. After genetic experiments resulted in the deadly "Jovian Disease", the Jove set off to find a new home. They now inhabit a region of space supposedly inaccessible to outsiders.[19]
In addition to different backgrounds and histories, each of the the races have characteristic ships. The Minmatar have the fastest ships in the game and use projectile turrets; Amarr ships are well-rounded and use lasers, Gallente ships can use the most drones and use railguns, and Caldari ships use missiles or railguns and have the largest amount of shields (they are also the slowest). Not all ships fit under these generalizations: there are several ships that mix the race characteristics, and some completely unique ships.Template:Fact
Players start the game by either selecting a previously-created character or by creating a new one. Each Eve Online account allows for up to three characters to be made.[20] When players create a new character they start by choosing one of the four playable races of Amarr, Gallente, Minmatar and Caldari. Each race is further divided into three bloodlines that give characters different pre-defined abilities. After further refining the character's starting skills by selecting features such as ancestry and career the new character is ready to begin its life in the Eve Online universe.
The playing environment in Eve Online consists of over five thousand interconnected star systems.[1] Systems are classified by their Security Status where higher-ranking systems have a higher presence of CONCORD (Consolidated Cooperation and Relations Command) NPC law enforcement units.[21] Star systems contain different types of celestial objects, making them more or less suitable for different kinds of operations. Typically, players find asteroid fields, planets, stations and moons in a system.
Contrary to other massively multiplayer online games player characters in Eve advance continuously over time by training skills, a passive process that occurs in real world time so that the learning process continues even if the player is not logged in.[22] Skills vary in their Rank, an indicator of how many skillpoints players have to acquire in order to train the skill. For example a Rank 2 skill takes twice as long to train as a Rank 1 skill.
The in-game economy in Eve Online is largely player-driven. While non-player character merchants supply some items, players can gain the ability to manufacture them for personal use or for sale. The economy in Eve is known as an open economy in that there is no fixed amount of money or materials in the universe. The current open economy is automatically balanced by introducing extra materials in underpopulated areas to encourage an even spread of players.[23]
Ships in Eve Online are organized into classes, varying from frigates to titans. Ships fill different roles and vary in characteristics such as size, speed, hull strength and their potential firepower. Roles and characteristics aside, the concept of ships in Eve Online is different from other massively multiplayer online games in that ships represent players in-game. While Eve Online introduces the players to the idea of avatars, a player's avatar remains a two-dimensional portrait. Players move in-game within their ships and as such are represented by the ship type they choose. CCP is currently developing a feature that will allow players to move freely outside of their ships in space stations, represented by three-dimensional avatars. See the Planned future developments section.
Players have several options when playing Eve in regards to how they interact with the community. Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, for example pirate clans or corporations.
Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors. Alliances can control enough star systems that their territory can be plotted on the Eve game map.[24] Alliances based in lawless space often form unofficial political power blocks with other alliances. These power blocks are typically referred to as "coalitions".
Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Normally members contribute a portion of all business proceeds to a pool and receive help in the form of cash and equipment. This is by no means the only model though many operate in this fashion as it helps to build loyalty amongst corporation members.
Players also form corporations for the exclusive task of pirating other players. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate players often will have low security status and may even be branded as outlaws by CONCORD.
While attacking another player in secure space will result in a loss of security standing and the attacker losing his ship to CONCORD, there are ways to conduct PvP in high security space. For example, a corporation or alliance can declare war on another corporation/alliance at the cost of a weekly fee, thus allowing for combat in all regions of space without the fear of standing loss or the intervention of CONCORD.[25] However, if the target of a corporate war elects to make the war mutual, there are no fees involved for either party.
As of October 2006 the average age of an Eve Player was 27 of which 95% male, and 5% female. The average weekly playtime is 17 hours, or just under 2.5 hours per day.[23]
On January 18, 2009, Eve Online achieved a new record for the maximum number of simultaneous pilots online with 48,065 concurrent accounts logged on to the same server.[26]
As of March 31, 2008, Eve Online has 236,000 active subscriptions and 45,000 active trial accounts.[27][28][29][30]
Beginning in March 2006, CCP and its partner Optic Communications started working to bring Eve Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000.[31] The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to Eve Online's main server cluster.[32]
The code base between Serenity (China) and Tranquility (Iceland) is strictly in sync, so that software development is distributed to both server clusters, but the game worlds are not connected. Eve Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI.[33]
During two weekends in July 2006, a live streaming video production called Eve TV[34][35] covered the events of the 2nd Caldari Alliance Tournament. The tournament pitted five-man teams from the top alliances against each other. Eve TV provided live in-game footage of the battles along with expert commentary. Analysis of the teams and strategies, interviews with CCP staff and behind-the-scenes specials were also aired between battles. Eve TV was produced and hosted primarily by DJs[34] from Eve-Radio (a player-run streaming radio station) with resources provided by CCP. A total of 95 matches were scheduled, with the Band of Brothers[36] alliance emerging the winner on the final day.[37]
The first two weekends in December 2006 saw the 3rd Alliance tournament. This was once again broadcast via live streaming video by Eve TV[35] The tournament saw 40 Alliances[38] pitting five-man teams against each other. Once again, the Band of Brothers[36] alliance emerged as the winner. Of particular note in this tournament, was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate. The ship was destroyed in the semi-finals of the tournament.
The fourth Alliance tournament in September 2007 brought several exciting upsets, with Star Fraction defeating Band of Brothers in the second round, using only tech 1 cruisers, and a relative unknown, Hun Reloaded, sweeping both the semifinals and finals to win.[39]
The two weekends starting February 29, 2008 and March 7, 2008 saw the fifth Alliance Tournament.[40] EveTV provided coverage via live streaming video.[41] During the six days a total of 40 teams competed in 95 matches. The last tournament's winner, HUN Reloaded, made its way into the quarter-finals where it lost to Ev0ke alliance who later became tournament champion after having won all of its eight matches.[40]
The sixth Alliance Tournament is currently underway, with 64 teams taking part in the qualifying rounds on opening weekend. This is the first tournament in which the newly formed Factional Militias are able to take part alongside traditional alliance teams.[42]
Template:VG Requirements According to the developers Eve Online evolved from the classic computer game Elite, combined with the multi player chat and player versus player aspects of Ultima Online.[43] Elite had four single player aspects of missions,[44] mining, trade routes and combat with random hostile NPC's[45] all of which are aspects of the first incarnations of Eve Online.[46]
One of the original developers of Elite, David Braben, believes Eve Online is a reimplementation of the 1980s game, not its true successor.[47]
Both the server and the client software for Eve Online are developed in Stackless Python, a variant of the Python programming language. Stackless Python allows a relatively large number of players to perform tasks without the overhead of using the call stack used in the standard Python distribution. This frees the game developers from performing some routine work and allows them to apply changes to the game universe without resetting the server.[48]
On March 14, 2006, the Eve Online development team announced that they would be upgrading the graphics engine of Eve Online to a DirectX 10 / Windows Vista graphics platform.[49] Revelations patch 1.4 had patch notes quoted as saying that the current Eve client should work in Vista "as well as it does in XP."[50]
On September 10, 2007 CCP Games announced that the new 'Trinity 2' graphics engine will be using DirectX 9.0.[51] This was released on December 5, 2007.[52]
Official support for Linux and Mac platforms, using Transgaming Technologies Cedega and Cider for Linux and Mac compatibility respectively, was introduced with the Revelations 2.3 patch released on November 6, 2007.[53][54] At Fanfest 2008 Transgaming announced and demonstrated that the Premium graphics client is now running on Mac OS X 10.5 Leopard and will be released after further testing.
Third-party applications supplement players' Eve Online experience. Some of these, such as automated applications designed to claim publicly-available contracts accidentally put up without an associated cost, will result in a ban if discovered, while others are endorsed, tacitly or explicitly, by CCP. EVEMon - a .NET application that monitors and forecasts skill training times—is one example of an explicitly authorized external application.[55][56]
In May, 2005, CCP announced the Eve API Project; third-party utilities such as EveMon now interface with character data, market, and other data through an API.[57]
From the release of Eve Online until today CCP has added ten expansions to the game. The tenth expansion, Quantum Rise, was released on November 11, 2008 and introduced features such as further graphics updates as started in the Trinity expansion; the ability for players to group their vessels' weapons for easier interaction;[58] changes to autopilot routes and avoidance of player-defined star systems.[59] CCP provides expansions free of charge to its subscribers.[60] Over time expansions have added features such as conquerable stations, ship classes like Freighter and Dreadnought capital ships and advanced missions for players to master.
CCP has recently begun work on implementing a game feature that will allow players to exit pods and interact with other player avatars in the communal setting of the interior of a station.[61] CCP have not yet formally speculated on a release date for this feature. In March 2007 tentonhammer.com released in-development game footage of this feature, videotaped at Game Developers Conference 2007 with the approval of CCP's chief marketing officer Magnus Bergsson.[62] At the 2008 Fanfest players were able to play a restricted version of the Walking in Stations functionality, including walking through the Captain's cabin to the promenade and then into a Minmatar bar. Other shops will also be available, with 16 slots available for players or corps to rent in each station. Bars will also have skill-based gaming tables with strategy games.
The ability to enter a planet's atmosphere (planetary flight) and to interact with the surface is also mentioned as one of the future development plans. At Eve Fanfest 2005, a working prototype was demonstrated in which a Caldari Crow-class interceptor could be seen flying around over a planet surface. However CCP stated that full-scale integration of such features to the game requires an enormous effort and is only planned for post-Revelations production phases.[63]. Subsequently it has been stated that until a proven in-game reason is found for planetary access further work on this will not have a high priority.
Another new ability that will come with the Apocrypha expansion (Mid-Late March 2009) is the Tech 3 ship system that will allow subscribers to use a modular system to "glue" their ship together. This system has been said to yield numerous possibilities and will be the biggest add-on to ship customization to date in the game. These assemblies have their own special functions and attributes, which will affect the overall function the ship will perform. Note that this is still an experimental feature and is not finalized, as well as the features listed above that will come with the Apocrypha expansion.
Piracy (in the ship-to-ship sense) is part of the game, as is protection racketeering and theft. One example is the corporate heist perpetrated by the in-game assassin's guild Guiding Hand Social Club (GHSC). GHSC infiltrated a target corporation over the course of nearly a year before performing a virtual assassination on the target's CEO and stealing or destroying billions of ISK worth of property with which the CEO had entrusted them.[64] Events of this nature are debated both inside the game world and in the media.[65]
Such dangers are an inherent part of Eve Online's virtual economy and thus are purposely not dealt with by the developers.[66] Players are expected to make financial decisions based (among other factors) on the possibility of other players' financial malpractice, much like in real-life economics.
Since the release of Eve Online, there have been instances of developer misconduct, leading to debates and controversy within the Eve community. On February 9, 2007, a player known as Kugutsumen revealed that an Eve Online developer nicknamed 't20' had provided his alliance, Band of Brothers, with ten valuable blueprints, giving them an advantage over competing alliances.[67] Some within the Eve Online community asked for t20's dismissal. While an apology letter was left for the community in the form of a dev blog, he remains an Eve Online developer. Kugutsumen was permanently banned from the Eve universe for violating the game's Terms of Service and End-user License Agreement.[67]
In response to public concerns, CCP decided to set up an Internal Affairs division headed by Ari Eldon, better known in-game as Arkanon, whose responsibility is to monitor the activities of both privileged and player accounts operated by CCP staff in-game. SomeTemplate:Who have questioned the impartiality of the division.[68][69]
In part due to the matters above, CCP invited users to stand for the first Council of Stellar Management (CSM) in March 2008, resulting in 66 candidates seeking election to nine positions.[70][71][72] It was a requirement that candidates released their full 'real' names in addition to stating their in-game details.[73] In May, after a two-week voting period, the first Council was elected, comprising seven men and two women; three each from the Netherlands and the United Kingdom, two from the USA and one from Denmark, their ages ranging from 17 to 52.[72]
The remit of the Council has been changed since it was first proposed and is now seen by CCP primarily as a route for players to make requests for changes and improvements to the game mechanics, presentation, and game content of Eve Online. Each Council will serve for six months after which a new one will be elected.[71] Each individual may only serve twice. Each CSM will get the authority to put requests to CCP three times during their term of office which CCP have stated must be answered; once in person in Iceland and twice by e-mail, with most of the costs of their visit to Iceland being borne by CCP.[71]
The first meeting of the CSM with CCP took place in Reykjavik between June 19 and 23, 2008 and included not only the nine CSM members but a number of developers, designers, game masters and producers from CCP and members of print and video media.[74] Matters discussed by players on the Eve forums were reviewed in detail and whilst some were rejected for technical reasons many were accepted by CCP as useful improvements to the game which would be introduced either in an early so-called point release or added to the development plans for a future major update.
Nominations for the second CSM opened on September 26, 2008 with voting commencing on November 9. The following third Council of Stellar Management will see a modified age restriction in effect: candidates under the age of 21 are then no longer eligible as CSM members.[75]
Users start playing Eve Online either by creating a trial account or by being invited to the game as a "buddy" via the game's Buddy Program.[76][77] Trial accounts are freely available through both the Eve Online website and the Steam content delivery system. They differ in the length of the trial period with the Eve Online website offering 14-day trial accounts and Steam offering 21-day accounts.[78][79] The Buddy Program, on the other hand, is a means for full-subscription players to distribute 21-day free trial accounts to their friends. If the buddy account is converted to a full account the referrer is rewarded with 30 free days added to their subscription.
Both buddy accounts and regular trial accounts are free and allow players to access most of the Eve Online game, with exceptions. Players cannot train skills for some advanced ship types, for example industrial ships. Players also cannot create contracts and cannot directly transfer ISK to other players. Once the trial period ends the trial account is locked and must be converted to a full account before its characters can be accessed again.
Eve Online trial accounts can be upgraded to paid accounts in two ways. The first way is through activating an account subscription on the Eve Online website, resulting in immediate activation and 30 days of game time.[80] This subscription method requires a credit card. The alternative way is to subscribe using a Game time card, officially called Eve Time Code (ETC). These can be purchased in digital form online. ETCs upgrade a trial account to a full account and activate the account for the specified game time.
It is also possible to pay for a subscription through the purchase of Eve Time Codes using ISK.[81][82] The latter method allows relatively advanced players to play the game without paying real money. A player may buy an ETC for real money and sell it to another player in-game for ISK. The system is officially and securely supported by CCP and is monitored through the Timecode Bazaar forum.[83] CCP has since put in place a system whereby owners of Eve Time Codes may convert them into in-game items that can be bought and sold like any other item in the game.[84]
As of June 2008, ETCs are available exclusively in 60-day increments. Until then, they were also offered in 30-, 50-, 90- and 100-day increments. Discontinued cards remain valid. Players using ETCs are treated like normal subscribers in every way. Eve Time Codes are available through CCP's online store as well as via online resellers.[85] Cards purchased through resellers are usually delivered through email for immediate use while codes issued through the Eve Online store are issued via postal mail. There are no distinguishing differences in functionality between digital and hard-copy codes, both provide the exact amount of specified game time, are entered into the same account section and can be exchanged for ISK through the secure exchange system.
From March 10, 2009, a boxed edition will be available in shops. The distribution is being managed by Atari.[7]
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| EVE Online | |
|---|---|
| Developer(s) | CCP Games |
| Publisher(s) | SSI (expired) CCP Games |
| Platform(s) | Microsoft Windows, Mac OS X, Linux |
| Release date(s) | 6 May 2003 6 May 2003 |
| Genre(s) | MMORPG Space simulation |
| Mode(s) | Multiplayer |
| Rating(s) | ESRB: T (Teen) |
EVE Online is a 2003 Space science fiction MMORPG computer game. It was made by CCP Games. The game is very similar to the 1980s game ELITE. Players in EVE earn money called InterStella Kredits (ISK) to buy new spacecraft, skills or equipment. Several ways to earn ISK include mining, exploration, doing missions, trading, piracy, and bounty hunting (hunting criminals for money).
EVE is hosted on 1 server cluster. Unlike most MMORPG games, it is not split up based upon geographical location or how busy the servers are.
There are four races in the Eve universe that are playable by subscribers, there is a fifth race, but only Eve Online employees can get them.
Amarr
The Amarr is a race centered around religion. They were the first of the four races to develop ships capable of travelling space. Their main weapon type is a laser, which fire high-energy beams to the enemy to deal damage. They do not use ammunition like the other races, but instead use a type of ammunition called a crystal in order to focus the laser. The two subgroups of lasers are: Beam (long range), and Pulse (short range).
Caldari
The Caldari is a race centered around corporations. They are a very military driven race, and specialize in both missiles and hybrid turrets (which contains both a long-range shell, and a short-range one). Hybrid turrets are broken up into two different kind: Railguns (used for long-range), and Blasters (which are used for close range).
Gallente
The Gallente happened to be located in the same place the Caldari were, and were the first race to create a democracy. Like the Caldari, they specialize in hybrid turrets, however the Gallente do not specialize in missiles, instead using drones to good effect.
Minmatar
The Minmatar was the last race to develop space flight. The Amarr quickly enslaved them, however they were able to gain their freedom with the help of the Gallente. Their main weapon is projectile turrets, with the subgroup being artillery (long range), and auto-cannons (short range).
Gameplay in Eve is known to be complex, since there are so many things for a player to do. A player can do many things, with three of the main categories being:
Missions
Missions involves talking with an NPC (computer player), who will assign you with a task. This can include: killing other NPCs, hauling an item from one location to another, or a combination of both. The rewards from doing these missions include money, standings (better standings means you can do better missions), and Loyalty Points (which can be spent to get certain types of items that can not normally be bought.
Mining/Industry
Mining and Industry are the backbone of the Eve Universe. Almost everything that a player flies, or item he uses was made by another player. Except for certain items, everything is made through industry. There are certain ores (which give minerals when refined) that can only be found in certain areas. Players that find these ores and bring them back to the market will be sure to make quite a bit of money.
PVP
Although PVP (player-vs-player fights) is not a very good way to make money for new players, it is by far one of the most exciting things to do in the Eve Universe. The Eve industry is primarily focused around providing ships to PVP players. Many big corporations (groups of players that share a common goal), can form gigantic alliances to take control of certain areas, which are rich in a wide variety of ways.
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