Gameplay Eve Online




1 gameplay

1.1 universe
1.2 combat , travel
1.3 advancement
1.4 economy
1.5 griefing





gameplay

players start game either selecting created character or creating new one. each eve online account allows 3 characters. when player creates new character, start choosing 1 of 4 playable races – amarr, gallente, minmatar, or caldari. each race further divided 3 bloodlines give characters different pre-defined appearances, can finely tuned player.


unlike many other mmos, there numerous copies of game universe intended run @ once (i.e., servers), eve online functionally single-universe game. there technically 4 copies of universe running: main server tranquility , chinese-based serenity , event test server duality semi-public test server, , test server singularity (also sisi ) general, public test server. new test server announced called buckingham replace singularity main eve online test server while singularity used dust 514/eve online joint testing. dust 514 no longer active, singularity main test server again , buckingham closed test server ccp developers.


universe

the playing environment in eve online consists of more 5000 star systems, 2500 randomly accessible wormhole systems, taking place in 23341 c.e. systems classified security status, on decimal scale −1.0 1.0. these systems categorized 3 groups, each determining response concord (consolidated co-operation , relations command) npc law enforcement units. star systems classed 0.5–1.0 security considered high security , unauthorized/unprovoked attack character on character anywhere in system result in appearance of law enforcement. these units attack , destroy aggressor, , designed reinforce in such strength win engagement. however, concord not preventative, punitive, meaning there short window between beginning attack , getting destroyed player (or group of) can destroy player s ship. systems classified 0.1–0.4 considered low security , concord law enforcement units not destroy aggressors, monitor unprovoked acts of aggression , have automated sentry guns in locations. unprovoked attacks flag aggressor free target other players, , attacks within sight of sentry guns cause them fire on aggressor. systems classified 0.0 −1.0 called 0 space or null sec , , feature no law enforcement; individual systems, or groups of systems, may controlled player alliances, creation of player-owned empires reaching across entire regions (an aggregate group of star systems). wormhole systems accessible wormholes randomly appear , disappear, , lawless space, showing −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 different kinds of operations. typically, players find asteroid fields, planets, stations, stargates, , moons in system. many of game s profitable income sources found in dangerous null or low security systems, giving players incentive engage in high-risk, high-reward activities in must survive possible harassment of other players may enter system.


combat , travel

an artist s rendering of rifter-class frigates after successful attack against armageddon-class battleship


the game s primary mode of play flying around in space ships. players can dock @ stations, safe , can use station services such repairing, refitting, , regional market. space combat takes place in real time @ sub-light speeds around 100 m/s in excess of 8000 m/s, depending on ship size , setup. while players can manually control ships in space combat simulators such wing commander or x-wing following release of rhea expansion on december 9, 2014, opt instead give commands such orbit, approach or align flight computer, best comply. weapon aiming, however, cannot done manually; instead, player locks on opponent , orders weapons fire, , result determined through calculations based on factors such range, velocity, weapon tracking, , degree of randomness.


travel across distances longer hundreds kilometers done ship s warp drive, every ship , escape pod has, though player may slow boat across distances, traveling without warp drive. player issues command warp object, must greater 150 km away , in same star system, and, after alignment maneuver, ship enter warp. after between few seconds several minutes, depending on ship speed , warp distance, ship arrive @ selected destination. ship s warp drive can temporarily disabled warp disruption weapons, essential part of combat prevent target escaping.


for ships, travel between star systems possible using structures called stargates . each stargate linked partner stargate in system; star systems have more 2 stargates, forming network through players travel. while travel within star system warp drive relatively free-form, need use stargates travel between systems makes them focal points combat.


capital ships may travel either stargate or using jump drives, require ship create cynosural field capital ship can jump to. while allows capital ship travel instantaneously, requires trusted second party (or alternate account) create beacon. jump drives consume fuel (in contrast stargates, require nothing), drain ship of capacitor, leaving defenseless until recharged, , incur jump fatigue , prevents pilot jumping progressively longer periods of time after each consecutive jump. titans capable of allowing other ships instantaneously travel creating temporary bridges cynosural fields. black ops battleships can create similar, undetectable, bridges capable of transporting specific ship types such stealth bombers.


player-run corporations claim sovereignty on 2 null sec systems within range of each other can set jump bridge @ player owned starbase (pos) in orbit of moon. jump bridges allow instantaneous travel other system s jump bridge, @ cost of using fuel (requiring supply owning corporation) scaled mass of ships use them. leads accumulation of jump fatigue.


advancement

unlike other massively multiplayer online games, player characters in eve online advance continuously on time training skills, passive process occurs in real world time learning process continues if player not logged in. skill training queue allows 50 skills scheduled, 10-year total training schedule. before november 4, 2014 phoebe release, skill training queue allowed skills scheduled start training 24 hours in future. skills require other prerequisite skills trained level trained, , skills require more time train others; example, skill fly titan-class spaceship takes 8 times long train skill fly frigate ship, significant number of prerequisite skills.


until odyssey expansion, not possible train more 1 character per account @ same time. odyssey introduced dual character training , allows players expend plex (see accounts , subscriptions) in order allow account train second character 30 days, equivalent paying 30-day subscription on account train single character. odyssey 1.2 introduced more generalized multiple character training allows players expend yet plex activate feature third character on account.


economy

the in-game economy in eve online open economy largely player-driven. non-player character (npc) merchants sell skill books used players learn new skills , blueprints manufacture ships , modules. npc merchants buy , sell trade goods. trade goods trade between npc merchants while others have functional use , not trade npc s. characters gather necessary raw materials manufacture of ships , ship modules in game. npc ships can looted , salvaged items , materials. non-player created ships , equipment may purchased various npc factions character gains status them, , can resold in in-game economy. in-game currency isk (interstellar kredits), currency code of icelandic króna, real-world currency of iceland, eve online development studio located.


the amount of money or materials in universe not fixed and, such, economy operates under supply , demand. market manipulation possible on large scale, particular examples being ramping , bear raids. ccp not issue refunds on in-game purchases. hence, there risk of types of confidence tricks or other scams. economy balanced automatic introduction of materials in underpopulated areas. encourages more spread of players.


the game provides support trading of in-game resources, including graphs of item price history, donchian channel , daily average price. player characters operate traders, generating profits through buying, selling, , transporting goods. others operate producers, obtaining components or raw materials , transforming them, on massive scales, useful items such weapons, ships, ammunition, items, or various technologies in demand other players. less combat-oriented players operate miners or salvagers, collecting , processing ores used in manufacturing or collecting salvage materials make items, respectively. finally, characters operate mercenaries or pirates, being paid battle-ready , either attack or defend other profitable enterprises.


unlike games such second life, in-game currency not freely convertible real world currency. players may buy specific in-game items (such pilot license extension (plex), token worth 30 days of game time) ccp real-world currency. player can sell items on in-game market isk (game currency). reverse process, selling in-game currency or items real-world money, prohibited. developers reasoning policy, related ccp representative @ fanfest 2010, free interchange of currency causes in-game banking fall under same regulatory domain real-world banking. ccp rather not place restriction on in-game behavior, due both difficulty of regulatory enforcement , desire allow players create illegitimate in-game banks or ponzi schemes if wish so.


commentators have attempted estimate value of eve online entities in real-world currency based on current value of plex. 1 such conversion valued fleet-ready titan (the powerful ship in game) @ us$7,600, though estimates vary. generally, no player expends such amounts of real-world currency acquire such sums of in-game wealth, opting instead activities in-game net high amounts of profit.


in 2007, ccp first game developer hire economist, eyjólfur guðmundsson, oversee eve s in-game economy. guðmundsson dean of faculty of business , science @ university of akureyri. eyjólfur guðmundsson leave ccp in 2014 position of rector @ university of akureyri in july 2014.


griefing

due game s focus on freedom, consequence, , autonomy, many behaviours considered griefing in mmos allowed in eve. includes stealing other players, extortion, , causing other players killed large groups of npcs.


only malicious, prolonged , concentrated harassment no material gain involved , few other actions considered illicit griefing game s developers. escaping concord retribution high-sec aggression forbidden, concord intentionally designed unstoppable.








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