EVE Online is a persistent world multiplayer online game set in space. It is developed by CCP Games and was published from May to December 2003 by Simon & Schuster Interactive, after which CCP purchased the rights back and began a digital distribution scheme. Players are spaceship pilots in craft of varied style and purpose.
The fictional background story for EVE Online explains that long ago, mankind had used up almost all of the Earth's resources, and had started colonizing the rest of the Milky Way to sustain itself. Eventually, there was no more room left in the galaxy, and war broke out. However, one day, a natural wormhole was discovered. The first people to pass through this wormhole found themselves in an uncharted system, which they named New Eden, in a completely foreign galaxy. Soon, colonists passed through the wormhole to colonize this virgin galaxy. Two stargates (the EVE gates) were built at either end of the wormhole, so that when it closed (it would not be open forever), there would still be a way to access the new galaxy. Unfortunately, after the wormhole closed, a cataclysmic disaster hit the EVE gates, cutting off the new galaxy from the Milky Way and throwing the colonists back into the Stone Age. Five distinct colonies survived, and would eventually rebuild society. These make up the five major empires in EVE, and players may choose from four of these when creating a new character.
The Amarr, a group descendent from a Catholic fundamentalist group called the Conformists, were the first of the playable races to rediscover interstellar and faster-than-light travel. Armed with this new technology, they set about expanding their empire, enslaving several races in the process, including the Minmatar, who had only just invented space flight for themselves.
The Gallente and the Caldari homeworlds were situated in the same star system. The Gallente homeworld was originally settled by French colonists from Tau Ceti, while the planet that would later become Caldari Prime was purchased by a mega-corporation, which began to terraform it. However. the process was incomplete at the time of the gate collapse, and Caldari Prime remained environmentally inhospitable for millennia, delaying the rise of advanced society. The Gallente, with a more hospitable homeworld, restored a working civilization some hundred years before the Caldari, building the first democratic republic of the new era. However, the Caldari were able to reverse-engineer the terraforming equipment, giving their technology a substantial boost.
With their ideological differences, the Gallente and the Caldari proved incapable of co-habiting the same star system, and the increasing friction between the two races culminated in the blockade of the Caldari homeworld and the sabotage of the Gallente sub-aquatic city of Nouvelle Rouvenor on Caldari Prime which killed millions. These acts sparked the Caldari-Gallente war. During this time, the Gallente Federal Navy unleashed a campaign of orbital bombardment against Caldari prime. The Caldari, however, were able to hold off and distract the Gallente with their superior technology and great determination and sacrifice, allowing for Caldari Prime to be evacuated. The war continued for several decades until the Gallente came into contact with the Amarr, and finally brokered a peace deal. Meanwhile, the Caldari had encountered the Jovians, and benefited greatly from the older race's advanced technology.
The Jovians themselves had been a human colony, or group of colonies located in a distant region from the EVE Gate. After the collapse of the gate and the crumbling of interstellar trade and travel-ways, the Jovians were able to revive their civilization almost immediately, losing very little time and very little information thanks to the shortness of their relative dark age. For years they expanded outward and explored their sector of space as the other races still huddled, overcrowded in their isolated home systems. Eventually, the Jovians turned to wide-spread genetic engineering in order to mould themselves into a people more suited to deep space life and long range interstellar exploration. However, for some reason lost to history, a disaster occurred in their genetic research programmes, causing massive information loss. The Jovian’s genetic experiments began to spiral wildly out of control, irrevocably damaging the race, creating a multitude of bizarre afflictions unique among all the races of humanity. Although vastly intelligent, the Jovians are also physically atrophied, most of their bodies being small and vestigial. They are completely sterile, and reproduce abiogenetically through cloning and similar practices such as genetic infusion and artificial in vitro gestation. The worst of their afflictions is a dreaded psychopathy, colloquially known as the "Jovian Disease", which inflicts an abject depression on the victim, who loses the will to live and generally expires within a short time of the onset of symptoms. The Jovians have since renounced genetic tampering, though have continued their genetic research in earnest, hoping to discover ways to cure themselves and continue with their experimentations.
When the Amarr encountered the Jovians, their first response was to attack and to attempt to subjugate them. The Battle of Vak'Aioth was a humiliating defeat for the Imperial navy, as a single Jovian mothership massacred their proud fleet, destroying even the formidable "Apocalypse"-class battleships with a single shot. Seizing their moment, many of the Minmatar slaves used the consternation this caused within the Empire as an opportunity to rebel, successfully earning their freedom and establishing their own sovereign domain and founding the Minmatar Republic.
The Minmatar are the underdog race in the EVE world, their territory is relatively small, and the majority of Minmatar are either still enslaved by the Amarr, or else make up a significant portion of the population of the Gallente Federation. The Amarrians hold the greatest territory (controlling 40% of occupied space), and view themselves as the most powerful of the factions. The Gallente are the only true democracy in New Eden as well as being mostly responsible for intergalactic media and entertainment, while the Caldari are the smallest of the main factions, but continue to ride high in interstellar politics thanks to their superior technology and strong economy.
Since its release, EVE Online has claimed awards for its graphics, gameplay, company, and PvP EVE is played entirely on one large server cluster named Tranquility, however a Chinese shard is expected to launch soon May 29th, 2006, EVE Online achieved a new record for the maximum number of simultaneous avatars online with 26,534 concurrent accounts logged on to the same server *." target="_blank" > As of April 2006, Eve Online has over 117,000 subscribers [http://myeve.eve-online.com/devblog.asp?a=blog&bid=317.
The servers have a scheduled daily downtime between 11:00 and 12:00 GMT.
The economy is closely tied with the (also player driven) political aspect of the game. Player corporations (the EVE equivalent of guilds) rise and fall as they struggle for market dominance as well as territorial control. One instance is worth noting where an independent industrial corporation was attacked by a military alliance to prevent it from delivering a prototype capital ship to their enemies, a demonstration of the level of interaction between the in-game economy and politics.
Combat in EVE is a mixture of both tactical intelligence and spontaneous decision-making. While every race has certain tendencies for different battle tactics (Caldari like to utilize missiles for long-range engagements while Gallente prefer heavy blasters and automated drones at point-blank ranges; for example), a player's combat capabilities are determined by his/her skill levels, the ship being piloted and various hardware modules fitted into it. Making a good selection out of hundreds of ships and thousands of weapons/equipment for a particular situation is as important as fighting the battle itself. Due to the huge variety of possible equipment loadouts opponents can have, adaptability in tactics is essential. Fleeing to fight another day is a common occurance.
EVE's combat system allows ships of all sizes to be viable in combat. Large ships such as battleships are typically outfitted with heavy weapons allowing them to battle other ships of their size. Such weapons however do not have the accuracy to effectively damage smaller, faster ships like frigates. While a large ship can equip smaller weapons designed for attacking smaller targets, this leaves them at a disadvantage versus other large ships. Small ships such as frigates may be unable to do significant damage to larger ships on their own, but can greatly affect the outcome of small group battles by employing tactics like disrupting the engines of enemies (reducing mobility or chance to escape) and jamming enemy sensors.
The open PvP combat system and the fact that destroyed ships frequently "drop" some of their cargo and equipment provides incentive for player piracy. Pirates frequently work in small groups, summoning each other when they find unguarded targets. In turn, pirates risk being branded criminals by CONCORD (the equivalent of the United Nations or INTERPOL) and thus becoming open targets to all other players, as well as being unable to access high security systems. Players may even place a bounty on another player's head, providing work for bounty hunters.
At the strategic level, the rich resources available in low security space reward large cooperative groups. Usually formed when several player-owned and -operated corporations (similar to guilds, in other MMORPGs) band together, these "alliances" can vary widely in size and strength. The network of jumpgates, which allows travel between star systems, includes a multitude of chokepoints, which careful alliances can garrison to restrict access to claimed 0.0 systems. Moreover, corporations and alliances have the ability to manufacture player-operated stations (POS) that mine resources from moons in a system. Each POS requires substantial logistical support to remain in operation, but once an alliance mounts and maintains such facilities at the majority of moons in a system, it achieves "sovereignty." At that point, any neutral (or "conquerable") station in the system becomes the property of the successful alliance, and remains so until an enemy destroys enough alliance POSes and replaces them with its own. The conquerable stations tend to provide a wide variety of services in a single location, and so offer considerable benefits.
CCP purchased distribution rights back from Simon & Schuster in 2003, and now distributes the game client via free digital download.
Free 14-day trials for EVE Online are available at: EVE Online Official Website
Those who are playing EVE Online can send 14-day trials to their friends via the 'Buddy Program', available from the EVE Online website. A trial account is able to perform almost all of the same functions as a full account with the exception of training certain skills (such as industrial ships) and transferring ISK to other players. If the buddy upgrades their trial account to a paying account, the person who sent the invitation will be entered into a monthly raffle for various prizes.
This patch included additional code optimizations and bug fixes, and was released on 2 March 2006.
Developer Blog about Kali - Must be a registered player to view.
As discussed in the recent dev blog with LeKjart, Serenity is the nickname given to a recently-announced EVE-Online partnership with Optic Communications to bring EVE-Online to the Chinese mainstream. Serenity is taking its first baby steps, and has been in closed alpha testing on a small cluster for a month now, with about 3,000 players chosen from an initial pool of 50,000. The Chinese EVE web site is up and already some events have been, and are being, held. At the end of March, several CCP Devs went to China to participate in PR activities in preparation for Launch of EVE China by the end of summer, 2006.
Following the alpha, Serenity will go into closed beta running on the brand new hardware that Optic has invested in to run the game. If that goes smoothly, it will go into open beta just before the launch itself, scheduled for some time this summer. The code base between Serenity and Tranquility will be strictly in synch, so that any new development will be distributed to all players. The main new addition that had to be done was converting the whole of EVE-Online to Unicode, as well as putting in place a whole new back-end system to enable localization of each and every aspect of the game's content and UI.
The developer blog can be seen here (NOTE: You must be a registered player to view)
It has been confirmed that the open-beta test will start in June of 2006, and prices are believed to be around 3.5USD for a CD-key promo package (includes a CD-key card, DVD client, player guide, and postcard), with an 8.00USD monthly fee after that. The game has gone through an extremely severe examination by China's authorities in order to prevent Chinese players from coming in contact with anything that might violate Chinese policy and related laws. This is believed to have resulted in a shrinking of the game's content, as Chinese law requires that all "drug dealing, political, or religious content" must be removed or changed. It's expected that many of these elements have been saved however, by appearing in a different form.
Ships in the EVE universe are organised into a variety of different classes, varying from minute frigates to titans hundreds of times larger.
The enormous scale of some of the newer vessels in the EVE universe can been seen in this image: *.* Using the Caldari fleet as an example, the small vessels in the top right of the chart are Frigates, along with the Shuttle and Destroyer. Moving counter-clockwise around the Caldari fleet, the next four vessels are Cruisers, while the following is a Battlecruiser. Following the Battlecruiser are the two Battleships, then the Carrier, Mothership, Titan, Freighter, three Industrials, and finally the Dreadnought. Comparisons to real world structures can be seen then the far bottom left hand corner.
Weapons in EVE are divided into four categories - turrets, missiles, combat drones and smartbombs. Each category requires a different set of skills in order to use effectively, and have distinctive behaviours. Additionally, certain modules have an important effect on tactics used in combat including warp scramblers/disruptors (and their counter, warp stabilizers), webifiers, energy vampires and energy destabilizers. Other options include electronic warfare (EW) modules that keep an opponent from achieving target locks or interfere with weapon functions, as well as the countermeasures to prevent such tampering.
On March 14th, 2006, the EVE-Online development team announced that they would be upgrading the graphics engine of EVE-Online to a DirectX 10 / Vista graphics platform. As a five-year-old engine, the 'Trinity' engine that EVE-Online currently runs on is nearing the end of its lifespan. However, there is no requirement that players upgrade to the new Vista compatible client, and an enhanced version of the existing DX9 compatible client will continue to function. The current version (Eve Classic) is likely to continue to be the preferred version for performance and stability unless Vista becomes the industry standard.
On June 14th 2006, a new Chinese server, Serenity, quickly seized the PCU World Record as more than 33,000 concurrent users logged in on the second day of service.
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