Explore. Build. Conquer. EVE Online immerses you in a sci-fi experience where your every action can have rippling effects across a massive online universe. Team with and compete against over 500,000 players in epic starship battles or wage economic warfare on the galactic player-controlled market.
Valutazione degli utenti:
Recenti:
Nella media (243 recensioni) - 65% delle 243 recensioni degli utenti pubblicate negli ultimi 30 giorni sono positive.
Complessivamente:
Molto positiva (4,242 recensioni) - 4,242 recensioni degli utenti (83%) per questo gioco sono positive.
Data di rilascio: 6 mag 2003

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dopo il primo mese, è necessario un abbonamento mensile. Se hai acquistato EVE su Steam prima del 4 giugno 2013, potrai acquistare abbonamenti mensili o aggiornare account di prova solamente tramite EVE Online. Solo gli utenti che hanno acquistato lo Starter Pack EVE Online su Steam a partire dal 4 giugno 2013, potranno comprare gli abbonamenti e PLEX. Per accedere agli account creati tramite Starter Pack, è necessario lanciare il gioco da Steam. Al momento non è possibile trasferire personaggi per gli account di Steam.

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31 agosto

Introducing Clone States and the Future of Access to EVE Online



Please click the above picture for a video blog from CCP Seagull


Immortal Capsuleers,

Today, we have something exciting to share with you; our plans for a new feature that will let both old and new players take part in EVE Online for free.

This is a big, fundamental change to the way EVE works, so we’d like to go over the high level concept, some reasoning for it, and the kind of help we need from you to make it solid. Then, at the bottom of the blog you can find a full Q&A section which addresses points not covered in the blog itself.

This feature is built around the complex biotechnology which originally gave rise to the capsuleers: clones. Technological advancements in New Eden have led to a new way of manufacturing and augmenting clones, unlocking the possibility for a variety of distinct Clone States. With this technology, clone manufacturers can now build and distribute clones which possess a base state, the Alpha state. They can be enhanced or otherwise altered to achieve other states, but the Alpha state will always exist underneath. The state of a given clone may affect its access to trained skills, its ability to train new ones, or the rate at which new skills are acquired.

When we launch later this year there will be two clone states available:
  • The Alpha Clone State is the new base state for all clones and it will be available to any character in New Eden at any time. Clones in the Alpha state will be able to train and use a specific set of skills including tech one Frigates, Destroyers and Cruisers for your faction along with essential weapons and modules. Alphas will also train skills at a reduced rate compared to Omegas.
     
  • The Omega Clone State is obtained by augmenting basic clones using neural expanders and cerebral acceleration technology, granting unlimited skill access. Omega clone state will behave exactly as your subscribed characters do now. 
Your clone state will be determined by your account status. Characters on subscribed or PLEXed accounts will be granted Omega state, while Alpha state will be given to characters on any unsubscribed account.

You probably have a lot of questions already, and we will address many of them here, but let’s start with some discussion about why we are excited to make this change and why we’re making it now.

As you know, EVE is a very special game. Our single shard server means that every player truly affects every other, whether through economics, resource gathering, direct combat or bad posting. This in turn means that our universe is more interesting, more exciting and more dangerous with each additional citizen.

Just like you, we’ve known this for a long time and, just like you, we’ve been doing everything we can to bring more people into our spectacular sandbox. Part of our vision for the future of EVE has included more open access for some time, but with the interconnected nature of the game comes vulnerability. We knew that if the flood gates were opened in the wrong way, we could see anything from server meltdowns to the collapse of the EVE economy. Over time, our hardware has improved, code has been untangled (mostly!) and we’ve found a design we believe in.

EVE is ready for this.

Let’s dig into that design and how it really works.

Clone States – In Depth

First of all, accounts won’t be changing much. Every account has three character slots. One of those slots at a time may be used to train skills. One of those characters may be logged in at a time. Account services such as PLEX, Multiple Character Training, and Skill Trading will be completely unaffected.

As described above, any account with an active subscription (paid directly or via PLEX) will have all its characters upgraded to Omega state. Omega can be summed up in a very simple way: It works exactly like subscribed accounts always have.

Alpha State, on the other hand, will be much different. The most important thing to know about Alpha clones is that they may only use a specific set of skills and skill levels. To begin with, we are planning that the Alpha skill set will be focused on using tech one Frigates, Destroyers and Cruisers. Alpha clones will only be able to use ship and weapon skills native to their faction. If you have skills trained on a character in Alpha State, which are not part of the Alpha skill set, those skills will be locked and unusable until Omega state is reactivated. Characters will start the game with the same 400,000 skill points as they do now and will be able to train freely within the Alpha list. A fully trained Alpha will have roughly 5 million skill points. You can find the full Alpha list in the Q&A below the blog.

By specifically selecting skills in this way, we can ensure that the EVE ecosystem and the value of Omega state are both protected, while still providing a wide-ranging, exciting EVE experience for Alphas. The clone state prevents access to powerful skills like Cynosural Field Theory and Cloaking, and limits farming through skills that control scaling and efficiency. We are also able to react to unexpected issues by refining the Alpha clone skill list further, should the need arise. Of course, Alphas also have enormous freedom. They will be doing everything from rampaging null sec in Caracal fleets to exploration sites in high sec to playing a major role in faction warfare.



Along with all the system changes described above, we want to make sure that the game itself does a good job showing where skills, items, certificates or activities require a certain clone state. For that reason, we are doing a hefty update to the skill section of the character sheet as well as adding new iconography across the client to let you know exactly what each state can do. Here’s a work in progress shot of the new skill window and an Alpha looking through an inventory with some Omega required items:


(click to enlarge)



Many players coming back to check EVE for free will have played before and they might have last logged out in any number of situations which an Alpha could never have found itself in, like behind the wheel of a Titan for instance. Again, check out the Q&A for more detail, but our general approach in these situations is going to be very hands off. We won’t be moving ships around or cancelling your jobs and orders. Instead, benefits from skills that require Omega state won’t be applied and modules requiring those skills will go offline.

The design we're describing is based on the combined effort of all of us here, but we need your help to make sure the Alpha experience is the best it can be. We need to hear how you think Alpha state will get used, especially if there’s obvious problems. We need to get the set of Alpha state skills tuned very carefully. And we also need to know what we can do to support you as a wave of new players come to the game looking for a home.

The CSM heard about this concept just a couple days ago--basically the same time you are, but we are communicating now specifically so that they can help gather your feedback and bring it to us for the summit in September, where we will be flying out the entire CSM for the first time. If you would rather talk to us directly, the forum thread for this blog is a great place to start and we will be opening up other channels, such as a Reddit AMA, in the coming weeks.

We are extremely excited about the Clone States feature. Soon, New Eden will be inundated with a flood of wide-eyed capsuleers eager to explore the world we've been building together for the past 13 years. And you will be able to shape their experiences. Are you going to help them fit a PVE destroyer? Or maybe have them point that destroyer towards the waiting ranks of a rival alliance? Or might you perhaps share a few rounds of that famous low sec hospitality? The choice is yours. 

Clone States are coming this November. What will they mean to you?

Signing off,

Team Size Matters, on behalf of the EVE Online Development Team

For more information and Q/A please read the rest of this blog.

21 commenti Altre informazioni

29 agosto

Command Bursts and the New World of Fleet Boosting



Make On-Grid Great Again!

Hello again benevolent Capsuleers.

It’s happening!

We here in Team Five 0 are preparing a massive reimagining of the fleet support roles in EVE, and we are ready to go into detail on the current plans and move to the next phase of the player feedback process.

“Command Bursts” will form the backbone of the new system, completely replacing the existing Warfare Link system. These new modules will apply timed bonuses to all fleet-mates within a defined area of effect. To go along with these new Command Bursts, we will also be reworking the bonuses provided by leadership skills, mindlink implants, and boosting ships.

These changes are currently scheduled for our big November release, and we have four dev blogs planned between now and then to go over the new system and many associated changes.
  • This blog will cover the goals of the new system, the new mechanics and the plan for leadership skills and other modifiers.
  • Blog two will go into detail on the changes to Mining Foreman gameplay, including the Mining Foreman Bursts, changes to the Rorqual and Orca, and the new Porpoise - class industrial command ship.
  • Blog three will focus on the balance tweaks being made to combat-focused boosting ships to release alongside the new system.
  • Blog four will be released right before the November release, covering all the changes to the plan we made thanks to your feedback and summarizing all the ship and module balance changes in the November release for easy reference.
 
Goals of the new system

There are a number of goals that we consider crucial for the design of this new system -- many of which are not being met by the current warfare link and fleet bonus system.

Fleet boosting should represent a distinct and valuable support role that allows skilled players to shine

Force multipliers are a huge part of EVE gameplay, and we always want to ensure that there are engaging and valued roles for players who enjoy providing support to their allies. Many other dedicated fleet support roles such as logistics, command destroyer, interdictor, and interceptor piloting all involve tactical decision making and allow the best pilots to stand above their peers.

The old warfare link mechanics leaves something to be desired in this area (language warning).


By building the new Command Burst system around specific areas of effect and enabling booster pilots to swap bonuses during combat, the new system will provide much more engaging and active gameplay.

 
Fleet boosting should allow counter-play by enemies and involve risk appropriate to its power

Although probing down and catching off-grid boosters under the current system is possible and can be very powerful, it requires support that is not always available to small fleets or solo players. Bringing all fleet-affecting gameplay into visible range ensures that players have the ability to interact with all relevant elements of their opponent’s fleets.

Under the old fleet hierarchy system, this vulnerability would have become an undue burden on fleet commanders as reshuffling fleet positions as your booster ships die would involve unreasonable micro-management. Under the new Command Burst system fleet, hierarchy no longer matters for boosting, allowing Command Burst redundancy in the same way fleets already build logistics and interdictor redundancy.

 
Fleet boosting should provide clear feedback so all players involved can understand what’s happening

The existing warfare link system has a serious feedback problem. A small checkmark is the only way to see if your boosts are working, and pilots memorize the effects of certain boosts on certain stats to keep an eye on their bonuses. For opposing players the situation is even worse, as there is no way to detect that an opponent is boosted by warfare links and passive fleet bonuses. This can be especially frustrating for pilots flying in small groups or solo, as it strongly impacts the capabilities of your opponents without providing discernable feedback.

In the new Command Burst system we are ensuring multiple layers of feedback so everyone involved can understand the situation. Command Bursts will have a clear visual effect indicating the area in which ships have received the buff. Command pilots will receive



a combat log message that indicates how many allied ships have been impacted by each burst, so they can more accurately judge their positioning. Pilots that are receiving the bonuses will see new icons in



the “effects bar” above their HUD that indicates what bonuses they are receiving and how long those bonuses will last. Opposing pilots can see the visual effects trigger when boosts activate and a new subtle visual effect that can be observed when a ship becomes affected by a burst.

 
How do Command Bursts work?

Command Bursts are high-slot modules that can be fit on the same classes of ships that can currently fit Warfare Links. There will be five types of Command Burst modules at launch, one for each of the existing fleet boost groups: Armor, Shield (formerly known as Siege), Information, Skirmish, and Mining.

These modules must be loaded with ammo in order to activate, and the ammo choices determine which bonus the module will provide to nearby fleetmates. Ammo can be swapped in the field to change bonuses as the situation changes, although a reload time of between thirty seconds and one minute means that choosing the right time to swap bonuses is important.

The ammunition for Command Bursts will be compact, inexpensive and manufactured by players primarily from ice product raw materials. We are planning for very large ammo capacities on the Burst modules themselves, so boosting characters will not need to reload often unless they are changing boost types. Command Burst modules will also require a moderate amount of capacitor to activate.

When activated, the Command Burst will apply bonuses to all fleetmates within range of the boosting ship, in a sizable sphere. Imagine a smartbomb that buffs your friends instead of damaging ships and you’ll get the idea. Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. The area covered by the burst is clearly indicated by their visual effect:



When a fleetmate is hit by the Command Burst, their ship will receive a timed bonus lasting between 60 and 130 seconds that continues to operate even if they move out of range, or if the boosting ship dies. The bonus persists through warps within a system, but does not persist through docking and undocking or through system changes. The bonus is applied to the ship rather than the character, so swapping ships in space leaves the buff on your unpiloted old ship rather than having it follow you to the new ship. Since the burst that applies the timed bonus is instantaneous, any ships that enter range after the burst goes off will need to wait until the next cycle to receive their bonus.

Command Bursts will not apply their bonuses to any fleetmates that are tethered or within a starbase force field, and ships cannot activate their Command Burst modules if they themselves are within a force field.

Fleet hierarchy does not matter for these new bonuses, so any fleet member can provide bonuses to any fleetmate that is within range. All existing bonuses that use fleet hierarchy will be removed with this release. This means that passive bonuses provided to entire fleets from skills, implants and ship hulls will be removed and replaced with this new active module system. Titans will be receiving a special new Effect Generator capability that replaces their current passive bonuses (more details about Effect Generators later in the blog).

There will be restrictions on what ship types can fit Command Bursts and how many Command Bursts can be fit to any individual ships. We are planning on converting Command Processors (the module that allow a ship to fit more links) into a rig, which should go a long way towards addressing a current source of imbalance between armor and shield tanked boosting ships.

If a ship is allowed to fit multiple Command Bursts, they are welcome to fit multiples of the same type of Burst module or mix and match Burst module types. So if a Claymore pilot for instance wishes to provide two types of Skirmish boosts to its fleet at the same time it will be welcome to fit two Skirmish Command Bursts and load each module with a different ammo. Or it could fit one Skirmish Command Burst modules and one Shield Command Burst module and swap ammo on the fly to provide whatever bonuses are most appropriate to the battlefield situation.

Like existing warfare links, multiple copies of any given Command Burst bonus do not stack on top of each other. The Command Burst system will only apply the bonus from the strongest version of each Command Burst effect that is applied to any given ship. However, Command Burst bonuses do stack on top of bonuses from other sources (such as modules and implants) and this interaction may be subject to diminishing returns (stacking penalties) depending on the attribute being affected.

 
Let’s see some numbers!

I want to start this section by making it clear that all these numbers are subject to change as we continue development of this feature. We are sure we’ll receive a lot of really valuable feedback from the EVE community over the next couple months and we’ll be updating the plan to take advantage of this feedback. We still have plenty of time before release so don’t consider any of these numbers set in stone.

Our plan for skill requirements in the new system significantly reduces the barrier to entry for this role.
  • Tech 1 Command Bursts will only require Leadership level 1 and their basic group skill such as Armored Command (formerly known as Armored Warfare) level 1
  • Tech 2 Command Bursts will require Leadership level 5 and their group specialist skill such as Armored Command Specialist (formerly known as Armored Warfare Specialist) level 1
  • We are also planning to adjust the skill requirements for flying the Tech 2 boosting ships such as Command Destroyers and Command Ships, which will reduce the training time to enter those ships slightly. More details to come in an upcoming blog.

For more please visit the following link to this dev blog

4 commenti Altre informazioni

Core Starter Pack



Introducing the new EVE Online Starter Pack! Designed from the ground up to kickstart a new pilot's career, the Core Starter Pack features a full arsenal of skills and gear for miners and crafters.

The Core Starter Pack includes:

  • The ORE Venture mining frigate
  • A full set of modules and equipment to kit out your ship
  • Extra skills, ready to train
  • Blueprints to build the Venture and the deadly Corax destroyer
  • A Mobile Depot personal deployable
  • Avatar apparel: male “Esquire” and female “Executor” coats (black)
  • Prototype Cerebral Accelerator (skill booster)
  • 30 days of game time

To help advance your career in space, choose one or more of the following Content Packs:

  • The Colonist Content Pack equips you with the essentials for your own planetary industry colonies.
  • The Explorer Content Pack provides specialized gear for whose make their fortunes discovering and looting lost treasures.
  • The Industrialist Content Pack gives you skills, minerals, and blueprints to get started as a manufacturer of the machines of war.
  • The Skirmisher Content Pack arms you with a combat-ready Breacher frigate, ammo and the skills you need to learn to hold your own in battle.

Premium Edition



Leave all your options open and be ready for anything with the Premium Starter Pack. Everything from the Core Starter Pack and all four Content Packs are included. We’ve also added some of the hottest battleship skins and PLEX, an in-game token worth 30 additional days of game time that can be used or traded on the EVE market. Be prepared for wherever your adventurous spirit wants to take you with the Premium Edition.

The Premium Edition includes:

  • Core Starter Pack (including 30 days of game time)
  • All four Content Packs (excluding Aurum): Explorer, Colonist, Industrialist, Skirmisher
  • Abaddon Tash-Murkon Battleship skin
  • Hyperion Innerzone Shipping Battleship skin
  • Maelstrom Nefantar Battleship skin
  • Rokh Wiyrkomi Edition Battleship skin
  • 1 PLEX (30 additional days of game time)
  • 750 AURUM for New Eden Store

Informazioni sul gioco

Explore. Build. Conquer. EVE Online immerses you in a sci-fi experience where your every action can have rippling effects across a massive online universe. Team with and compete against over 500,000 players in epic starship battles or wage economic warfare on the galactic player-controlled market.

Key Features

  • Multiple PVP systems – Enlist in Factional Warfare as a loyalist of one of the four races of EVE, dodge the law as a deep space pirate or take arms in the large-scale conflict of alliance warfare where battles can consist of over a thousand pilots clashing for supremacy among the stars. EVE online lets you choose the type of PVP that fits your playstyle.
  • Massive Player-Driven Economy – Everything bought and sold on the EVE Online market is manufactured and traded by players. Buy and sell orders, contracts, courier agreements and many other tools of trade are available to let players carve their industrial empire. Rise to the top as a savvy entrepreneur or a member of one of the many existing mega-corporations in EVE.
  • Explorations, Mining, Missions – EVE Online offers a diverse range of progression paths. Players can advance as merchants, industrialists, politicians, spies or any number of other careers without limitation. Hundreds of trainable skills and open gameplay allow you to define the role you want to play in the virtual universe.
  • Liberating character advancement - Never "grind" for a skill again. Passive skill gain system allows your skills to increase even while you're offline.
  • Single-shard universe - Join hundreds of thousands of players in the same persistent universe, where your fame or infamy is not confined to just a subset of the playerbase.
  • Free expansions – You will never be charged for an EVE expansion - as the EVE universe grows, so do the benefits of your subscription.
  • Play for FREE – Established players can eventually pay for their game time with in-game money they earn while playing.

Requisiti di sistema

Windows
Mac OS X
    Minimum:
    • Supported OS: Windows 7 / 8.1 / 10
    • Processor: CPU that supports SSE2 (Intel Dual Core @ 2.0 GHz, AMD Dual Core @ 2.0 GHz)
    • Memory: 2 GB
    • Hard Drive: 20 GB Free Space
    • Video: GPU with 256 MB VRAM or more that supports Shader Model 3 and DirectX 9.0c (AMD Radeon 2600 XT or NVIDIA GeForce 8600 GTS)
    • Audio: Supports SSE, Direct Sound compatible
    • Drivers: DirectX® 9.0c (included) and latest video drivers
    • Network: ADSL connection (or faster)
    • Note that older graphics cards such as the NVIDIA 6000 and 7000 series may work but are not officially supported. Please note that Windows 95, 98, ME, NT, 2000, XP and Vista are not supported.
    • Note: the minimum screen resolution for EVE is 1024x768. Audio hardware must be Direct Sound compatible. For optimum performance, use latest drivers available.
    Recommended:
    • OS: Windows 7 / 8.1 / 10
    • Processor: Intel Pentium i7 Series or AMD X4 @ 2.0 GHz or greater
    • Memory: 4 GB or greater
    • Hard Drive: 20 GB free space
    • Video: AMD Radeon 6790 or NVIDIA GeForce GTX 560 or better with at least 1 GB VRAM
    • Audio: Supports SSE, Direct Sound compatible
    • Drivers: DirectX® 11 (included) and latest video drivers
    • Network: ADSL connection or faster
    Minimum:
    • Supported OS: Mac OS X 10.9, 10.10, 10.11
    • Processor: CPU that supports SSE2 (Intel Dual Core @ 2.0 GHz)
    • Memory: 2 GB
    • Hard Drive: 20 GB Free Space
    • Video: NVIDIA GeForce 320m, Intel HD 3000
    Recommended:
    • OS: Mac OS X 10.9, 10.10, 10.11
    • Processor: Intel i7 Series @ 3.0 GHz or greater
    • Memory: 8 GB or higher
    • Hard Drive: 20 GB free space
    • Video: NVIDIA GeForce 675mx or better with at least 1 GB VRAM
Recensioni dei giocatori
Sistema delle recensioni degli utenti aggiornato! Ulteriori informazioni
Recenti:
Nella media (243 recensioni)
Complessivamente:
Molto positiva (4,242 recensioni)
Pubblicate di recente
Koltry
265.9 hrs
Pubblicata: 27 agosto
non è divertente, anzi, è molto frustrante.
Eagle404
137.9 hrs
Pubblicata: 12 luglio
Per essere qualcuno in questo gioco devi scartare la tua vita e non uscire più di casa, compra della colla e attaccati alla sedia e vedrai che avrai successo in tempi brevi! (più o meno qualche anno)
lellotino
153.2 hrs
Pubblicata: 19 maggio
Molto ben curato, una volta entrati ti si apre un mondo di cose da fare.
the_fallen95
1.5 hrs
Pubblicata: 9 maggio
molto bello ma da giocare con degli amici
Max Rko
308.9 hrs
Pubblicata: 10 dicembre 2015
stupendo
xZaneblacKx
102.1 hrs
Pubblicata: 2 settembre 2015
Questo è un MMORPG di alto profilo, ricco di possibilità e con un vero e proprio organismo sociale ed economico, carico di tensione e difficile da metabolizzare all'inizio. Tuttavia nel corso del gioco le soddisfazioni si fanno sentire in maniera sempre più forte.
Consigliato agli amanti della fantascienza, sconsigliato agli animali sociali.
Khorne
222.3 hrs
Pubblicata: 11 febbraio 2015
Gran bel gioco.

puoi essere ciò che vuoi,un pirata,un mercante o un soldato.
e guidare dalle piccole navi fino alle navi capitali come titani e incrociatori da guerra
MrMegasd
595.4 hrs
Pubblicata: 9 dicembre 2014
JUMPONCONTACTJUMPONCONTACTJUMPONCONTACT

10/10
Petrus Fons
2,668.5 hrs
Pubblicata: 20 ottobre 2014
Premetto che non amo i gioco con sottoscrizione in quanto poi in qualche modo ti obbligano ad una presenza costante per non buttare via i soldi.

Il gioco in sè può essere noioso o molto eccitante, dipende da quanto si è disposti a perdere come tempo e risorse e dal "coraggio" che si ha nel volersi mettere in situazioni pericoloso dove si può perdere tanto per guadagnare di più.

Mi sento di consigliarlo solo se si è disposti a studiare molto per capire le dinamiche e si ha un pò di tempo da dedicarci, in quanto il costo mensile (variabile in base alla lunghezza del piano) non è banale per un MMO. C'è da dire che gli sviluppatori sono sempre sul pezzo e gli update sono molto frequenti e ben fatti.
lunadiporpora
8.5 hrs
Pubblicata: 9 ottobre 2014
Attenzione oltre ad acuistarlo, poi per poter giocare bisogna abbonarsi a 10 euri al mese.
Una specie di truffa insomma.
Recensioni più utili  Negli scorsi 30 giorni
1 persone su 1 (100%) hanno trovato questa recensione utile
Sconsigliato
265.9 ore in totale
Pubblicata: 27 agosto
non è divertente, anzi, è molto frustrante.
Questa recensione ti è stata utile? No Divertente
Recensioni più utili  Complessivamente
3 persone su 3 (100%) hanno trovato questa recensione utile
Consigliato
1.5 ore in totale
Pubblicata: 9 maggio
molto bello ma da giocare con degli amici
Questa recensione ti è stata utile? No Divertente
4 persone su 6 (67%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
Consigliato
595.4 ore in totale
Pubblicata: 9 dicembre 2014
JUMPONCONTACTJUMPONCONTACTJUMPONCONTACT

10/10
Questa recensione ti è stata utile? No Divertente
11 persone su 20 (55%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
Consigliato
3,257.1 ore in totale
Pubblicata: 29 dicembre 2013
Non è il solito MMORPG, è un gioco maturo, non per bimbiminchia.
Questa recensione ti è stata utile? No Divertente
1 persone su 1 (100%) hanno trovato questa recensione utile
Consigliato
350.9 ore in totale
Pubblicata: 23 luglio 2014
The best Sci-Fi MMO game ever made!!!
Questa recensione ti è stata utile? No Divertente
1 persone su 1 (100%) hanno trovato questa recensione utile
Consigliato
1,221.2 ore in totale
Pubblicata: 16 febbraio 2014
EVE is not an MMO, EVE is really another world! Another life!
Questa recensione ti è stata utile? No Divertente
5 persone su 14 (36%) hanno trovato questa recensione utile
Sconsigliato
172.8 ore in totale
Pubblicata: 2 giugno 2014
Avevo sentito parlare di questo gioco per anni, e non trovavo mai il tempo disponibile per giocarlo. Mi sono trovato in un periodo un po' più libero, l'ho preso con tre mesi di abbonamento. Immensa delusione. Sicuramente il gioco è profondamente strutturato, ed impieghi almeno il primo mese, giocando varie ore al giorno, per comprenderne i meccanismi. Ma è NOIOSO! Se decidi, come ho fatto io all'inizio, di fare solo missioni, ne esaurisci la spinta in 3 - 4 giorni, ed allora decidi di entrare nel FW, insomma nella milizia, nel PVP. Per le persone che facilmente rimangono frustrate il fatto di essere uccisi da pirati russi in MENO DI DUE SECONDI può essere molto demoralizzante, ma ho proseguito e sono entrato anche in una Corp molto divertente. Il problema rimane sempre quello: fai sempre LE STESSE COSE!!! Credo sia doveroso specificare che faccio videogiochi dal 1978 ed ho giocato a decine di MMOPRG. A ciò si aggiunga che la grafica del gioco, ovviamente molto semplice perchè si svolge nello spazio, non la vedi nemmeno, perchè sei sempre a controllare i monitor dei dati. Questo gioco, a mio modesto avviso, NON E' DIVERTENTE.
Questa recensione ti è stata utile? No Divertente
1 persone su 29 (3%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
Sconsigliato
8.5 ore in totale
Pubblicata: 9 ottobre 2014
Attenzione oltre ad acuistarlo, poi per poter giocare bisogna abbonarsi a 10 euri al mese.
Una specie di truffa insomma.
Questa recensione ti è stata utile? No Divertente
Consigliato
1,144.4 ore in totale
Pubblicata: 26 giugno 2014
da avere assolutamente ma non la versione steam!!!
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Consigliato
91.0 ore in totale
Pubblicata: 22 giugno 2014
Uno degli ultimi mmrpg fatti davvero bene, e per cui vale la pena di pagare l'abbonamento. Unica pecca, appunto, l'abbonamento, i cui costi si possono coprire anche con la valuta in gioco, ma richiede davvero molto tempo da dedicarci
Questa recensione ti è stata utile? No Divertente