Players who wish to obtain this video must also have had an active Omega subscription in order for the retrospective video to be generated. First released in , Eve Online is now entering its 18th year of service, giving it the unique honor of the game possibly being older then some of its players. Potential loss and strife aside, the active player base has also built strong communities with a sense of purpose, including aiding scientists in Covid research.
Is EVE Online dying? How long did it take to make EVE Online? Is EVE Online free forever? What is the most expensive ship in EVE Online? Is Eve Online pay to win? Can you make real money from Eve Online? What platforms is EVE Online on? What is the most powerful ship in EVE Online? What is the best ship in EVE?
When did Eve Online come out for PC? How many expansions have been added to Eve Online? System Requirements Windows. See all. Customer reviews. Overall Reviews:. Review Type. All 25, Positive 18, Negative 6, All 25, Steam Purchasers 6, Other 18, All Languages 25, Your Languages 14, Customize. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.
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They now inhabit a region of space supposedly inaccessible to outsiders. In addition to different backgrounds and histories, each of the races have characteristic philosophies of starship design. Minmatar ships tend to be quite fast but fragile, and rely on their high speed maneuverability to evade the tracking systems of heavier weapons, while themselves using projectile weapons such as artillery or autocannons, more sophisticated kin to today's munitions technology.
Amarr ships are ponderous, densely armored, and pack batteries of powerful laser-based energy weaponry. Gallente ships are sleek, well designed and armored, and specialize in deploying fleets of robotic drones while mounting hybrid weapons that operate using superconducting magnets to accelerate mass toward targets at extreme speeds.
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. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player. Unlike many other MMOs, where there are numerous copies of the game universe intended to run at once i.
There are technically four copies of the universe running the main server "Tranquility", the Chinese-based "Serenity", the event test server "Duality" [ 23 ] that focused on organized events like mass tests and playtests coordinated by CCP and the test server "Singularity" which is subject to periodic wipes when new content is being tested [ 24 ] but rather than starting a new "realm" when in-game population increases, CCP simply adds new features to the existing game environment.
The playing environment in Eve Online consists of more than star systems, [ 1 ] as well as randomly accessible wormhole systems, taking place in C. These units will attack and destroy the aggressor, and are designed to reinforce in such strength that they will always win. Systems classified as 0. Unprovoked attacks will result in a criminal countdown of 15 minutes, though, during which gate and station guns will fire, and other characters may attack the aggressor without penalty.
Systems classified 0. 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, stargates, and moons in a system. Many of the game's most profitable income sources are found in dangerous null or low security 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.
The game's primary mode of play is flying around in space ships. Players can dock at stations, where they are safe and can use station services such as repair or refitting and buy and sell cargo.
The player does not manually control their ship like in space combat simulators such as Wing Commander or X-Wing , and instead gives commands such as Orbit, Approach or Align to their flight computer, which does its best to comply.
Similarly, weapon aiming is not done manually, instead the player locks on to an opponent and orders their weapons to fire, and the result is determined through calculation based on factors such as range, velocity, weapon tracking and a random factor.
Travel across distances longer than hundreds of kilometers is done with the ship's Warp Drive, which every ship and escape pod has. The player issues a command to warp to an object, which must be greater than km away and in the same star system, and after an alignment maneuver their ship will enter warp. After between 6 seconds and a minute, depending on ship speed and warp distance, the ship will land at the selected destination.
A ship's warp drive can be temporarily disabled by warp disruption weapons, which is an essential part of combat to prevent a target from escaping. Travel between star systems is only possible for most ships by the use of structures called "Stargates".
Each stargate is linked to a partner stargate in another system, and star systems typically have more than one stargate, forming a network through which players travel. While travel within a star system by warp drive is relatively free-form, the need to use stargates to travel between systems makes them focal points for combat.
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. Some skills require more time to train than others - for example the skill to fly a Titan takes 8 times as long to train as the skill to fly a frigate.
The in-game economy in Eve Online is an open economy that is largely player-driven. Non-player character NPC merchants sell skill books used by players to learn new skills and blueprints to manufacture ships and modules. NPC merchants also buy and sell Trade Goods. The characters themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game.
NPC ships can be looted and salvaged for items and materials, Non-player created ships and equipment may be purchased from various NPC factions as a character 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. This encourages a more even spread of players.
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 player characters operate primarily as traders, buying, selling and transporting goods to earn profits.
Others operate primarily as producers, purchasing components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, or various technologies wanted by players.
Some less combat-oriented players operate as miners or salvagers, collecting and sometimes processing ore used in manufacturing and collecting salvage to make into ship rigs, respectively.
Finally, some characters operate as mercenaries or pirates, earning money or being paid primarily to be battle-ready and either to attack or defend-from-attack profitable enterprises such as mining, salvaging or transportation of goods.
Unlike some games such as Second Life , in-game currency is not freely convertible with real world currency. Players may only pay real world currency to CCP for in-game items specifically the Pilot License Extension PLEX , a token for renewing one's game subscription that can be traded in-game for virtual currency.
The reverse, turning in-game currency or items into real-world money, is prohibited. CCP would rather not place this restriction on in-game behavior, due both to the difficulty of regulatory enforcement, and the desire to allow players to create illegitimate in-game banks or Ponzi schemes if they wish to do so. Commentators have attempted to estimate the value of Eve Online entities in real-world currency.
Due to the game's focus on freedom, consequence, and autonomy, many behaviours that are considered griefing in most MMOs are allowed in Eve. This includes stealing from other players, extorting, and causing other players to be killed by large groups of NPCs. Only malicious, prolonged and concentrated harassment where no material gain is involved and a few other actions are considered to be illicit griefing by the game's developer.
Ships in Eve Online are organized into classes, from tiny frigates only a few dozen meters long to gigantic capital ships ranging in the tens of kilometers as large as whole cities. Ships fill different roles and vary in size, speed, hull strength and firepower. 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 their preferred style of play, the player might want their characters 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 the job" today will continue to be the best ship tomorrow.
Furthermore, unlike many online games, Eve does not feature racial bonuses, that is, characters of different races do not gain intrinsic advantages for flying ships designed by their own race. While a character will begin with more advanced skills in his own race's ships, a character of another race can reach the same proficiency through training. Thus, players are encouraged to use starships that meet their preferred style of play, and the game does not place incentives for playing as one race over another.
Ships in Eve Online come in four size classes. Small starships include frigates small, mobile gunboats and destroyers dedicated turret platforms and frigate-killers. Medium starships include cruisers reliable multipurpose vehicles and battlecruisers heavier, more combat-oriented cruisers. Battleships heavily armed and armoured dedicated combat-systems vehicles make up the large size class.
Extra-large or capital-class starships include carriers extremely large mobile bases and fleet command points , dreadnoughts very large dedicated siege vehicles for attacking immobile starbases , supercarriers larger versions of carriers focused more on damage to capital class ships and titans supermassive all-purpose mobile battle stations, capable of equipping doomsday devices which do massive amounts of damage to other capital ships.
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 power grid, CPU, capacitor size and recharge rate, energy shields, armor, maximum velocity and inertial modifier, agility, locking range and maximum number of lockable targets.
A ship's systems also receive bonuses depending on the level of various skills of the ship's pilot. These bonuses usually correspond to the role the ship has been designed for, and thus vary widely. One important characteristic of a ship is the slots it has available for modules.
Slots and modules come in three variants: high-, mid-, and low-power. Examples of high slot modules include weapons such as turrets and missile launchers, 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, and "tackle" other ships to slow or stop movement. Low slot items include armor enhancements and repair, increased cargo space, and improved speed, agility, computers, or power supply.
Different-sized ships have different numbers of module slots. A ship may also have one or more slots for rigs, modules that require no power grid or CPU, but instead require a ship resource called calibration. Installing a rig is a semi-permanent action, as 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.
Most rigs also incur a penalty to certain aspect of the ship; for example armor rigs reduce the maximum velocity of the ship. Tech I or T1 ships are general purpose, easily manufactured models that perform simple, straightforward functions in an obvious way.
Tech II T2 ships are based on T1 designs that have been modified to perform specific roles using specialized technology. T2 ships are harder to manufacture and are only produced by certain corporations, and are priced well above the T1 variants.
They also require significantly greater skills to fly than their T1 variants. These highly advanced starships gain their unique qualities by being manufactured from material recovered from beyond wormholes, another new feature introduced by Apocrypha.
Strategic cruisers are quite rare and expensive, and require unique skillsets on the part of manufacturers that allow the reverse engineering and integration of highly advanced technologies recovered from dead or dormant ancient civilizations.
They differ from other ships in that the actual hull is modular. Players customize 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 equipped with a default layout of low, medium, and high slots but possess five subsystem slots that 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.
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