Une année de tourmente a ouvert la voie à une nouvelle ère. Une ère de nouveaux immortels, de grandes opportunités et de rétribution lucrative.
Évaluations des utilisateurs : très positives (3,476 évaluation(s)) - 85% des 3,476 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution : 6 mai 2003

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Note: Un abonnement mensuel est requis après le premier mois. Si vous avez acheté EVE sur Steam avant le 4 juin 2013, vous ne pourrez acheter un abonnement mensuel ou mettre à niveau votre compte d'essai qu'à partir du site EVE Online. Les abonnements et PLEX peuvent uniquement être achetés par les utilisateurs Steam qui ont acheté le Starter Pack EVE Online sur Steam le ou après le 4 juin 2013. Le jeu doit être lancé à partir de Steam pour accéder aux comptes créés avec le Starter Pack. Le transfert de personnages n'est pas disponible pour les comptes Steam.

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PLEX is short for 30 Day Concord Pilot License Extension. It's an in-game item that can be used to pay for your subscription without using more traditional payment methods.

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27 janvier

The First Citadels: Help Upwell Consortium build the world of tomorrow





Greetings Capsuleers,

Would you like the chance to help build the world of tomorrow?

Your friends at Upwell would like to help make your dreams a reality.  

This is a very exciting time to be a citizen of New Eden! The Upwell Consortium has completed the design phase of the Astrahus Citadel and is ready to construct prototypes to test run their staggering new technologies before releasing construction and control of them to the capsuleer market. To accelerate their plans of allowing the establishment of citadels across the cluster, Upwell is seeking capsuleer assistance in securing research components.  



Upwell have been able to obtain enough research components to start the construction of the initial Astrahus, however, many of these components have found their way in to the hands of pirate contraband dealers and must be retrieved from Serpentis Exploration Sites and Ghost Sites.

From January 26<sup>th</sup>, Intaki Bank’s special accounts manager Lee Brinalle, will accept contracts (https://wiki.eveonline.com/en/wiki/Contracts_guide) from capsuleers for the item ‘Research Component’ to help build the citadels in 5 locations in New Eden. To reward you for your efforts, each Research Component contracted to Lee Brinalle, will entitle you to one entry in to an Upwell sponsored prize draw. The lucky winner of the draw will receive a unique token that can be exchanged for 1, fully researched, Astrahus citadel BPC.  

But wait there’s more! Upwell would like to create 5 prototypes in different locations, so as capsuleers manage to provide the Research Component quota  needed for the first citadel, Upwell will increase the rewards for each additional prototype citadel:

  • Citadel 2: One additional Astrahus BPC
  • Citadel 3: Two more Astrahus BPC’s
  • Citadel 4: One more Astrahus BPC and Upwell Branded Apparel for every capsuleer who contracts a Research Component
  • Citadel 5: 1 Fortizar BPC
(All BPCs will be fully researched) 



So the more ‘Research Component’ items you contract to Lee Brinalle, the more chances you have of being selected during the prize draw.  There will be a draw for 1 Astrahus BPC after February 9<sup>th</sup>, where all capsuleers who donated Research Components will be automatically entered and in with a chance to win.  If all 5 are completed, the draw will be for 5 Astrahus BPCs and 1 Fortizar BPC. In addition, the top contributor plus all prize winners will have their names immortalized on the descriptions for the prototype citadels they helped construct.  As the prize draws will happen at the end, all entries from January 26th - February 9th will be a part of the draw for each reward. 

You can start collecting Research Components any time, but starting January 26<sup>th</sup>, remember to contract them to “Lee Brinalle”, for your chance to be in the running.

 Here is a photo of Lee Brinalle to help you double check you have contracted to the correct person:



Upwell will stop accepting contracts on February 9<sup>th</sup> and the winners will be announced before the end of February. 

Good Luck Spacefriends!

- CCP Affinity on behalf of Team Astro Sparkle

New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.

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18 janvier

Skill Trading in New Eden

Good day Capsuleers!

A couple months ago we published a dev blog introducing you to the idea of Skill Trading. The blog sparked a really great discussion in the EVE community. We decided to be fairly hands off and see where it would lead without us trying to persuade anyone. We weren’t sure exactly what to expect but it quickly became clear that many of you were able to see the potential benefits and that you’re also ready for some big changes in EVE, especially when they might help bring in newer players or give you more freedom with your own characters. After going through a lot of feedback while refining the design, I am now here to announce that we will be adding Skill Trading to New Eden and it is currently scheduled for our February release.

We learned a lot from all the articles, comments, and forum posts on the first blog, but before I get into any changes we’re making I want to again describe how the feature works since there did seem to be some confusion last time around.

Let’s look first from the perspective of someone wanting to add skillpoints to their character. All they need to do is get themselves a “Skill Injector” item (we simplified the name here for clarity), which they can find on the EVE market for ISK, providing another player has listed it. Once they’ve bought one, or convinced a loving supporter to give them one, they simple activate the item which immediately adds skillpoints to their unallocated pool and consumes the Skill Injector. Those skillpoints can then be spent however they like (following normal skill progression restrictions of course). That’s it.

The injector items will give a different amount of skillpoints depending on what your character’s skillpoint total is when you use the item, according to the following scale:

  • < 5 million total skillpoints = 500,000 skillpoints per injector
  • 5 million – 50 million total skillpoints = 400,000 skillpoints per injector
  • 50 million – 80 million total skillpoints = 300,000 skillpoints per injector
  • > 80 million skillpoints = 150k skillpoints per injector
But, the item you need and the process you use are the same no matter where you fall on the scale. One last thing here: we are making some big improvements to the UI for allocating skillpoints but I don’t have a screenshot of that for you just yet.

Now let’s look at the other side of the picture. If you’re someone wanting to sell some skillpoints, and your character has more than 5 million total skillpoints, you will need to get a “Skill Extractor”. This item comes from the New Eden Store, but can be traded on the market as well so you can choose the option that fits you best, ISK or AUR. Once you have a Skill Extractor all you have to do is activate it, which will give you a new window showing all your skills. 



You mark skills for extraction until there are 500,000 skillpoints worth marked. Once you’re happy with the skills you have chosen, you hit Accept. Now you will have a Skill Injector in your item hangar and the Skill Extractor you used will be gone, along with the 500,000 skillpoints.

It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate.  Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training.

The design hasn’t changed in any big ways since our last blog but you may have noticed that the diminishing returns scale has shifted somewhat since last time. Rather than seeing major concerns about this being used by high skillpoint characters we saw a lot of high skillpoint players who wanted better access to using it themselves and so we’ve relaxed the scale a little to allow more flexibility at the high end. Specifically, we changed the 3<sup>rd</sup> bracket which used to give 200,000 to now give 300,000, and the final bracket which used to give 50,000 to 150,000.

I’m sure you want to know about pricing for Extractors but we are going to announce that a little closer to release time.

That’s the big important stuff. As I said earlier, our target is February so you can expect to give this a try in the very near future. We very much appreciate all the debate and feedback based on the last blog and look forward to a second round following this blog. We are very excited to get this in your hands and hope it will have a great impact on EVE.

For now, fly safe,
CCP Rise for Team Size Matters

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Édition spéciale



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

Contenu téléchargeable



PLEX is 30 days of game time in the form of a tradeable in-game item. If you need extra EVE currency (ISK), you can purchase PLEX for real money directly from Steam or through Account Management and sell it to other players on the in-game market. On the other hand, if you earn enough ISK, you can purchase PLEX from other players on the market and use it to extend your subscription – effectively playing for free.

PLEX is actively traded between players and can be found in every major trade hub of EVE Online. It is only consumed when you activate it, affording you the freedom to use it when and where you need it most.

Selling PLEX to boost your in-game wallet and buying PLEX to pay your subscription using in-game currency are just two of its many uses. PLEX can also be used to purchase various account services or even to pay for out of game events and products.

À propos de ce jeu

Explorez, construisez, soyez un conquérant. EVE Online vous invite à une expérience sci-fi où vos actions auront des conséquences dans l'univers de ce jeu massivement multijoueur. Faites équipe et lancez-vous dans la compétition où 350 000 joueurs vous attendent. Participez à des batailles épiques et contrôlez les marchés galactiques.

Comprend

  • Multiples systèmes PVP – Participez à la guerre et choisissez parmi 4 races dans EVE. Devenez pirate ou participez à des alliances qui comptent parfois des milliers de pilotes. EVE vous laisse choisir le type de jeu qui correspond à votre style.
  • Économie massive – Tout ce qui s'achète et se vend dans EVE est produit et échangé par les joueurs. Achetez ou vendez des ordres, des contrats, des accords et bien d'autres éléments qui vont vous aider à bâtir votre empire. Hissez-vous tout en haut de la corporation.
  • Explorez, exploitez des mines, remplissez des missions – EVE Online vous permet de suivre des chemins différents. Jouez en tant que marchand, industriel, politicien, espion ou autre et suivez une carrière sans limite. Des centaines d'aptitudes et un gameplay ouvert vous permettent de définir votre propre rôle et d'avoir votre place dans cet univers.
  • Progression de personnage libre - Pas besoin de "grinder" et de cumuler les heures de jeux pour parvenir à un niveau : le système vous permet de cumuler des points même lorsque vous n'êtes pas connecté.
  • Univers d'un seul bloc - Rejoignez des milliers de joueurs dans le même univers persistant.
  • Extensions gratuites – Vous n'aurez pas à payer pour les extensions EVE.
  • Jouez gratuitement – Les joueurs expérimentés peuvent éventuellement acheter le jeu avec l'argent gagné dans le jeu.

Configuration requise

Windows
Mac OS X
    Minimum :
    • Système d'exploitation : Microsoft Windows® 7 / 8.1 /10
    • Processeur : Intel Pentium® ou AMD 2 GHz
    • Mémoire vive : 2 Go de RAM
    • Carte graphique : Carte graphique 3D comportant 64 Mo de mémoire vidéo avec support Shader Model 2.0 (classe GeForce 8600 ou ATi 2600 et circuits similaires)
    • Pilotes : DirectX® 9.0c (inclus) et derniers pilotes vidéo
    • Disque dur : 20 Go d'espace disque disponible
    • Réseau : ADSL modem ou connexion meilleure

    • Note : La résolution minimale d'écran pour EVE est 1024x768. Les circuits audio doivent être compatibles Direct Sound. Windows 95, Windows 98, ME, NT et 2000 sans SP2 minimum ne sont pas supportés.
    Recommandée :
    • Système d'exploitation : Microsoft Windows® 7 / 8.1 /10
    • Processeur : Intel Pentium® ou AMD dual core @ 2 GHz
    • Mémoire : 2 Go de RAM
    • Carte graphique : 256 Mo de mémoire vidéo avec Shader Model 3.0
    • Pilotes : DirectX® 9.0c et derniers pilotes vidéo
    • Disque dur : 20 Go d'espace disque
    Minimum :
    • Matériel supporté* : Portables MacBook Pro, Mac Pro et iMacs. Tous ces matériels doivent avoir les prérequis suivants :
    • Interface : OS X 10.9, 10.10, 10.11 ou postérieure
    • Processeur : Processeur Intel fréquencé au minimum à 2GHz
    • Mémoire : 2 Go ou plus
    • Graphismes : Intel HD 3000 ou NVIDIA 320M ou supérieure avec 256 Mo de RAM
    • Disque dur : 20 Go d'espace disque
    • Réseau : ADSL modem ou meilleure connexion Internet
    * Eve Online ne fonctionnera pas sur les machines Macintosh PowerPC (G3/G4/G5). Il ne fonctionnera non plus pas sur des ordinateurs équipés des circuits Intel GMA950 ou X3100.

    Les circuits Nvidia des Macbooks et Mac Minis sont supportés.
    Recommandée :
    • Interface : OS X 10.9, 10.10, 10.11 ou postérieure
    • Processeur : Intel based 2 GHz ou meilleur
    • Mémoire : 2 Go
    • Graphismes : NVIDIA GeForce 675MX
    • Disque dur : 20 Go ou plus d'espace disque
    • Réseau : Connexion internet haut débit
Évaluations intéressantes des utilisateurs
35 personne(s) sur 37 (95%) ont trouvé cette évaluation utile
24 personnes ont trouvé cette évaluation amusante
66.2 heures en tout
Posté le : 27 août 2015
Jeu très intéressant mais avec quelques points faibles.

Grand fan de SF, de l'univers, de la découverte et gestion, Eve Online semblait correspondre totalement à mes attentes. Et clairement, j'ai pris mon pied sur les 60h en découvrant les possibilités que proposait cet univers, le stress de ne pouvoir compter que sur moi en me rendant dans des systèmes de sécurités faibles.

Toutefois, en rejoignant une corporation, j'ai aussi découvert l'implication chronophage que cela demandait. Pour pouvoir profiter vraiment du jeu, l'investissement et le temps de jeu rentrent vraiment en compte. Farmer durant 20h pour obtenir un vaisseau de minage qui va nous permettre de miner 50% plus vite, il faut la motivation ! Par manque de temps et lassitude, j'ai laissé tomber !

Ce jeu a toutefois beaucoup de potentiels et si vous êtes au chômage, foncez ! :)
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
211.0 heures en tout
Posté le : 6 janvier
Amis de l'espace indersidéral vide et à la fois spacieux, voici un jeu auquel il vous faut jeter un oeil. Certe le jeu n'est que récement en français et beaucoup d'entre vous lâcherons prise rapidement. (Dur dur de faire son trou dans la jungle du vide !) Mais comment dire vous connaissez peut être les fameux X, X² vous savez terran conflict, albion prélude... Ce jeu est fait pour vous, bien que soumis à la loi du mmo, payant, ça en vaut la chandelle pour les fanas de ce genre de jeux.

On peut essayer de jouer seul, mais... mais... non vous n'êtes pas albator alors trouvez une corporation soyez trèèèès patients, soyez très... bah finalement riche pourquoi pas puisque le jeux propose d'apprendre des compétences qui mises bout à bout peuvent prendre une année de recherche et d'apprentissage^^

Non non non ce jeu est fantastique ! Les possiblités sont grandes, devenez renegat, pirate, mineur, marchand, soldat, explorateur, opportuniste, recycleur et j'en passe !

Colonisez des planètes, formzz vous à la science et l'industrie pilotez des croiseurs de batailles et des petits bouibouis tout rikikis, dans eve online on fait à peu près ce qu'on veux.

Juste un conseil, faites attention, allez dès le début dans les channel d'aide fr, demandez à rentrer dans une corporation sinon vos heures longues et fastidieuses à découvrir ce jeux pourrai se transformer en une course aux crédit afin de racheter vos nombreux vaisseaux perdus pendant des batailles ou tout simplement si un joyeux pirate (joueur) décide de vous faire goutter à ses missiles ou tout simple au goût de la tôle froissée alors que vous sortez votre premier grand et beau vaisseau de votre hangar et BAM... enfin non dans l'espace il n'y à pas de bruit.^^
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
1,353 personne(s) sur 1,612 (84%) ont trouvé cette évaluation utile
1,619 personnes ont trouvé cette évaluation amusante
8,253.5 heures en tout
Posté le : 20 novembre 2015
When a player quits EVE and goes to WoW, the average IQ in both games increases.
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
325 personne(s) sur 370 (88%) ont trouvé cette évaluation utile
26 personnes ont trouvé cette évaluation amusante
489.8 heures en tout
Posté le : 23 août 2015
ranquility. I've always puzzled at the name of EVE Online's single server. It's an ironic moniker to lend to a world where hundreds of thousands of players jockey for resources, scheme, spy, and blow each other up. On that one server, wars wage in perpetuity. Scammers ply their trade outside crowded space stations. Fortunes are made and lost amid the bustle of a full-fledged economy. None of it feels particularly tranquil.

And yet, Carl Sagan once noted that from space, Earth--for all its chaos--is nothing but a pale blue dot. So it goes with EVE: step far enough back from CCP's sci-fi massively multiplayer online game, and a picture of tranquility begins to emerge. Ten years of steady growth. The recent release of a 20th free expansion, Rubicon. Throughout all, consistency of vision, commitment, and support. It's no small achievement in the winter of the massively multiplayer online role-playing game, when young games are born, live, and die, all in World of Warcraft's shadow. In the face of such competition, EVE's languid pace would seem a detriment, and yet, like the universe, EVE is ever expanding outward.

EVE cultivates an appreciation for scales, vectors, and inertia, because it makes their mastery a matter of life and death. The game supports a healthy variety of pursuits, including nonviolent options like building, trading, or mining, but at some point almost all players must hazard a jaunt around EVE's tangled network of interconnected solar systems. Each system is a room of sorts connected by stargates that act as metaphorical doorways. They're spacious chambers, big enough to fit planets, asteroid belts, and space stations with a few trillion miles to spare, but danger always has a way of finding you in EVE. If you're lucky, it'll only come in the form of pirates or warring fleets that open fire on sight. If you're unlucky, it'll be a scammer, spy, or saboteur playing EVE's tacitly sanctioned metagame against you.

Conflict runs tangential to even the most pacifistic careers in EVE. After all, it's easier to maintain a lively spaceship market if players are always blowing each other up. But when things come to blows, it's actually a tidy affair. Ships can be piloted by clicking about in space, but most actions in EVE hinge on more mechanical commands like "maintain distance" or "warp to". It's a math-oriented system that hinges on numbers like distance, radii, and acceleration. Once the enemy has been targeted and the keys for weapons have been pressed, battles ebb and flow according to who can dictate range as their ships circle. Large-scale battles are as chaotic and complex as any sci-fi war scene, and skirmishes are thrillingly staccato. Victory in either is less a product of reflex than of strategy. The prelude to war--proper equipment, communication, teammwork, and patience--is usually the deciding factor. As often as a good fight seems to find the unwilling in EVE, it can prove elusive for those seeking it out. For every minute of battle or plunder, there are hours spent as prey eludes capture, as fleets circle and dance to the reports of their forward scouts.

Indeed, EVE's pace is glacial indeed...right until it isn't. A dominant alliance might hold a third of the world in an iron grip for ages, until a spot of corporate espionage dispels it into the digital ether overnight. An interstellar bank could compound every investment it's entrusted with for years, until it suddenly absconds with billions. The universe's first Titan-class ubership may be a world-beater, until it's destroyed because the pilot chooses an inopportune moment to log off. They're the kinds of stories that make headlines outside of gaming circles, the kind that EVE is uniquely equipped to tell. Whether you're speaking to the allure of exploring EVE's vast universe, the machinations of its political scene, or even the prospects of the game's next expansion, that capacity for upheaval is a draw unto itself.

What's refreshing about EVE is how much of that change is user-driven. Player characters in the game are canonically immortal, their consciousness tied to clones that are awakened whenever they find themselves on the wrong end of the metaphorical photon torpedo. So-called pod pilots are the movers and shakers of the EVE universe, and enjoy a privileged position as mercenary demigods (consider for a moment the level of desperation that would drive a non-player character to enlist under a commander who, by definition, never goes down with the ship, and you'll begin to grasp the morbidity of EVE's lore). What gets moved or shaken is a matter of taste. It might mean battle, as a soldier or pirate. It might mean cleaning up after said battles, and pawning the salvage. Or it might mean moving goods from one place to another, and shaking whenever outlaws start eyeing your loot. Each endeavor can be pursued in the name of EVE's four hawkish NPC empires, a smattering of lesser powers, or the great host of player corporations.

Picking what banner to fly is always an important decision in an MMORPG, but in EVE, the decision can make or break the experience entirely. Should you have no allies, the vast reaches of space can be brutally lonely and unforgiving. Sure, there are hundreds of space stations to rest in, nominal communities strewn about the network of solar systems that dot EVE's pointillistic map. But though the game now allows you to walk the interiors of these structures, there's little humanity to be found inside. NPCs are still just portraits in the interface that proffer textual missions. Other players are just smaller portraits in your chat feed. The resultant sense of disembodiment impinges on every interaction in EVE, and it helps to explain the popularity of extra-game forums and meet-ups. Absent a few friendly faces, it's just not that easy to make regions with names like The Bleak Lands or Stain feel like home. Go figure.

Actually, Stain seems like Shangri-la compared to 0FZ-2H. That's the naming convention of zero-security systems, which fall outside the protection of NPC guards, and where EVE's player alliances battle for control of the game's open territories. Zero security also sees CCP's most brilliant and nefarious contribution to player-versus-player gameplay: regions, and the distribution of resources therein, are asymmetrical. Zero-sec space tempts with its more lucrative opportunities, but making the trip means leaving the safety of the empires. Inequalities exist among the lawless regions, too. The imbalance creates further incentives for players to band together, if only for the express purpose of evicting those ahead of them at the table.

Asymmetry must be in CCP's mission statement somewhere. It's certainly visible in the designs of EVE's spaceships: intricate, inventive crafts that range in scale from small yacht to small state. Asymmetry colors the use of those ships as weapons, too. At first blush, the more expensive, upper-echelon crafts seem overpowered. That perception holds true, until you develop an appreciation for asymmetrical warfare. There are no restrictions--mechanical or moral--on the size of fleets corporations can bring to the field, and with enough cheap frigates and cruisers, most foes can be felled. Barring that, there's always sabotage, as legitimate a tactic in EVE as any.

Big, expensive ships are also big, expensive targets, either for rival corporations or pirates that operate on the fringes of high-security space. Being blown up might not mean as much if you just wake up in a distant clone vat, but it can take a serious toll on your supply of ISK, EVE's currency. Ships that get destroyed are gone for good, along with all the expensive and rare equipment they've been kitted out with. That can include PLEX, an in-game item that represents real playing time in EVE (and a viable alternative to the game's $9.99 a month cost for dedicated players), meaning some losses can hurt a player's real walle
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
162 personne(s) sur 188 (86%) ont trouvé cette évaluation utile
109 personnes ont trouvé cette évaluation amusante
1,157.4 heures en tout
Posté le : 26 août 2015
Welcome to your new job.

It will absorb most of your time, you won't get any holidays, and your co-workers will all be looking for ways of exploiting you. Everyone will go out of their way to mess with you, not for profit, just for the sake of it. Time and time again, your psyche will be hammered, threatening to turn you into one of those vicious beings you share space with.

Oh, and you won't get payed.
In fact, you will have to pay for the pleasure.

And you will love it.
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