Eve Online Full PC Game
Game Information
Official Name | Eve Online |
Version | Full Game |
File Upload | Torrent |
Developer (s) | CCP Games |
Publisher (s) | CCP Games |
Distributor (s) | Atari |
Platform (s) | PC, Microsoft Windows |
Release date (s) | May 6, 2003 |
Genre (s) | Space simulation |
Mode (s) | Multiplayer |
Screenshots
Overview
Eve Online Full PC Game Overview
Eve Online Download Free Full Game (stylised EVE Online) is a player-driven, persistent-world massively multiplayer online role-playing game (MMORPG) set in a science fiction space setting, developed and published by CCP Games. Characters pilot customizable ships through a galaxy of 7,800 star systems.[2][3] Most star systems are connected to one or more other star systems by means of stargates. The star systems can contain moons, planets, stations, wormholes, asteroid belts and complexes.
Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player). The character advancement system is based upon passively training skills in real time, even while not logged into the game.[4]
Eve Online was released in North America and Europe in May 2003. It was published from May to December 2003 by Simon & Schuster Interactive,[5] after which CCP purchased the rights and began to self-publish via a digital distribution scheme.[6] On January 22, 2008, it was announced that Eve Online would be distributed via Steam.[7] On March 10, 2009, the game was again made available in boxed form in stores, released by Atari.[8] In February 2013, EVE Online reached over 500,000 subscribers.[9] The current release of Eve Online is Mosaic, published April 28, 2015. Eve Online Free Download.
Gameplay
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.[23] When a player creates a new character, they start by choosing one of the four playable races – Amarr, Gallente, Minmatar, or Caldari. 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.e., servers), Eve Online is functionally a single-universe game. There are technically four copies of the universe running (the main server «Tranquility», the Chinese-based «Serenity», the event test server "Duality[24]" 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[25]) but rather than starting a new «realm» when in-game population increases, CCP simply adds new features to the existing game environment. A new test server was announced called Buckingham to replace Singularity as the main EVE Online test server while Singularity was used for Dust 514/EVE Online joint testing. As DUST 514 has been moved to the main Tranquility server, Singularity is now the main test server again and Buckingham is a closed DUST 514 test server for the CCP developers. Eve Online Free Download PC Game.
Universe
The playing environment in Eve Online consists of more than 5000 star systems,[27] as well as 2500 randomly accessible wormhole systems, taking place in 23341 C.E.[28] Systems are classified by their Security Status, on a decimal scale from −1.0 to 1.0.[29][30][31] These systems are categorized into three groups, each determining the response from CONCORD (Consolidated Co-operation and Relations Command) NPC law enforcement units.[32] Star systems classed as 0.5–1.0 security are considered «high sec» and any unauthorized/unprovoked attack by a character on another character 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 strength that they will always win. Systems classified as 0.1–0.4 are considered «low sec», where CONCORD law enforcement units will not destroy aggressors, but do monitor unprovoked acts of aggression and have automated sentry guns in some locations. Unprovoked attacks will flag the aggressor as a free target for other players, and attacks within sight of sentry guns will cause them to fire on the aggressor. Systems classified 0.0 to −1.0 are called «zero space» or «null sec», and feature no law enforcement; individual systems, or groups of systems, may be controlled by player alliances, up to the creation of player-owned empires reaching across entire «regions» (the term the game uses to collect together large groups of star systems). Wormhole systems are accessible only by wormholes that randomly appear and disappear, and are also lawless space, showing as −1.0, however player-run corporations cannot claim sovereignty in wormhole systems. 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.
Combat and travel
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 repairing, refitting, and the regional market. All space combat takes place in real time at sub-light speeds from around 100 m/s to 8000 m/s, depending on ship size. While players can manually control their ships as in space combat simulators such as Wing Commander or X-Wing following the release of the Rhea expansion on December 9, 2014, most opt instead to give commands such as Orbit, Approach or Align to their flight computer, which does its best to comply. Weapon aiming, however, cannot be done manually; instead, the player locks on to an opponent and orders their weapons to fire, and the result is determined through calculations based on factors such as range, velocity, weapon tracking and a degree of randomness.
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 150 km away and in the same star system, and, after an alignment maneuver, their ship will enter warp. After between a few seconds to several minutes, depending on ship speed and warp distance, the ship will arrive 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.
For most ships, travel between star systems is only possible by using structures called «Stargates». Each stargate is linked to a partner stargate in another system; most star systems 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.
Capital ships may travel either by stargate or by using jump drives, which require another ship to create a «Cynosural Field» which the capital ship can then jump to. While this allows the capital ship to travel instantaneously, it requires a trusted second party to create the beacon. Jump drives also consume fuel (in contrast to stargates, which require nothing), drain the ship of its capacitor, leaving it nearly defenseless until it is recharged, and incur «jump fatigue», which prevents the pilot from jumping for progressively longer periods of time after each consecutive jump. Titans are also capable of allowing other ships to instantaneously travel by creating temporary bridges to cynosural fields. Black Ops battleships can create similar, but undetectable, bridges capable of transporting only specific ship types.
Advancement
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.[33] The skill training queue allows up to 50 skills to be scheduled, with up to a 10 year total training schedule. Before the November 4, 2014 «Phoebe» release, the skill training queue allowed skills to be scheduled to start training only up to 24 hours in the future.[34] Some skills require other prerequisite skills to be trained to a certain level to be trained, and some skills require more time to train than others — for example the skill to fly a Titan spaceship takes 8 times as long to train as the skill to fly a frigate ship, with a significant number of prerequisite skills.
Until the Odyssey expansion, it was not possible to train more than one character per account at the same time. Odyssey introduced «Dual Character Training», which allows players to expend a PLEX (see accounts and subscriptions) in order to allow that account to train a second character for 30 days, equivalent to paying for a 30 day subscription on another account to train a single character.[35] Odyssey 1.2 introduced the more generalized «Multiple Character Training» which allows players to expend yet another PLEX to activate this feature for a third character on the account.[36]
Economy
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. Some Trade Goods are only for trade between NPC merchants while others have a functional use and are not good for trade with NPC's. 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 in-game currency is ISK (Interstellar Kredits), which is also the currency code of the Icelandic króna, the real-world currency of Iceland, where the Eve Online development studio is located.
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. Hence, there is always the risk of certain types of confidence tricks or other scams.[37] The economy is balanced by the automatic introduction of extra materials in underpopulated areas. This encourages a more even spread of players.[38]
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, generating profits through buying, selling, and transporting goods. Others operate primarily as producers, obtaining components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, items, or various technologies in demand by other players. Some less combat-oriented players operate as miners or salvagers, collecting and processing ores used in manufacturing or collecting salvage materials to make into items, respectively. Finally, some characters operate as mercenaries or pirates, being paid primarily to be battle-ready and either to attack or defend other profitable enterprises.
Unlike some games such as Second Life, in-game currency is not freely convertible with real world currency. Players may only buy specific in-game items (such as the Pilot License Extension (PLEX), a token worth 30 days of game time) from CCP with real-world currency. The player can then sell the items on the in-game market for ISK (game currency). The reverse process, selling in-game currency or items for real-world money, is prohibited.[39] The developers' reasoning for this policy, as related by a CCP representative at Fanfest 2010, is that free interchange of currency causes in-game banking to fall under the same regulatory domain as real-world banking. 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.[citation needed]
Commentators have attempted to estimate the value of Eve Online entities in real-world currency based on the current value of PLEX. One such conversion valued a fleet-ready titan (the most powerful ship in the game) at US$7,600.[40]
In 2007, CCP was the first game developer to hire an economist, Eyjólfur Guðmundsson, to oversee Eve's in-game economy. Guðmundsson was previously dean of the faculty of business and science at the University of Akureyri.[41] Eyjólfur Guðmundsson would leave CCP in 2014 to the position of Rector at the University of Akureyri in July 2014.[42]
Griefing
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, extortion, and causing other players to be killed by large groups of NPCs.[43]
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 developers.[44] Escaping CONCORD retribution for high-sec aggression is also forbidden (CONCORD is intentionally designed to be unstoppable). Eve Online Download Torrent.
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