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.
Análisis de usuarios: Muy positivos (3,495 análisis) - El 86% de los 3,495 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 6 mayo 2003

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Aviso: Se necesita una suscripción mensual tras el primer mes. Únicamente podrás adquirir suscripciones mensuales o mejoras de cuenta desde EVE Online si has comprado EVE en Steam antes del 4 de Junio de 2013. Las suscripciones y los PLEX sólo los pueden comprar aquellos usuarios que hayan adquirido el Starter Pack de EVE Online por Steam o después del 4 de Junio de 2013. Debes ejecutar el juego por Steam para poder acceder a las cuentas creadas con el Starter Pack. Las transferencias de personaje no están disponibles actualmente para las cuentas de Steam.

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27 de enero

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 de enero

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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Edición especial

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

DLC destacado

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.

Acerca de este juego

Explora. Construye. Conquista. EVE Online te sumerge en una experiencia de ciencia-ficción donde cada una de tus acciones puede tener repercusiones a lo largo de un enorme universo online. Únete y compite contra más de 350.000 jugadores en épicas batallas de naves espaciales o libra la guerra económica en el mercado galáctico controlado por los jugadores.

Características principales

  • Múltiples sistemas JcJ: Alístate en Factional Warfare como partidario de una de las cuatro razas de EVE, elude la ley como un pirata del espacio profundo o toma las armas en el conflicto a gran escala de Alliance Warfare, donde las batallas pueden consistir en más de mil pilotos enfrentándose por la supremacía entre las estrellas. EVE te permite elegir el tipo de JcJ que se adapte a tu estilo de juego.
  • Economía masiva controlada por los jugadores: Todo lo que compras y vendes en el mercado de EVE Online es fabricado e intercambiado por los jugadores. Órdenes de compra y venta, contratos, acuerdos de mensajería y muchas otras herramientas están disponibles para que los jugadores formen su propio imperio industrial. Alcanza la cima como un astuto empresario o como miembro de una de las numerosas megacorporaciones existentes en EVE.
  • Exploraciones, minería, misiones: EVE Online ofrece una gran variedad de rutas de progresión. Los jugadores pueden avanzar como comerciantes, industriales, políticos, espías o en cualquier número de carreras sin limitación. Cientos de habilidades y una jugabilidad abierta te permiten definir el papel que quieres jugar en el universo virtual.
  • Libre evolución de personajes: No "grindees" de nuevo para hacerte con una habilidad. El sistema de obtención de habilidades pasivo permite que tus habilidades aumenten incluso mientras estás offline.
  • Un solo universo: Únete a cientos de miles de jugadores en el mismo universo persistente, donde tu fama o infamia no solo se limita a un subconjunto de la base de jugadores.
  • Expansiones gratuitas: Nunca pagarás por una expansión de EVE. De la misma forma que el universo de EVE crece, también lo hacen los beneficios de tu suscripción.
  • Juega GRATIS: Los jugadores ya establecidos pueden comprar tiempo de juego con el dinero que consiguen mientras juegan.

Requisitos del sistema

Mac OS X
    • SO: Windows® XP Service Pack 2 / Vista / 7
    • Procesador: Intel Pentium® o AMD a 1.5 Ghz o mejor con soporte para SSE2
    • Memoria: XP (SP2) – 1 GB de RAM / Vista – 1.5 GB de RAM
    • Disco Duro: 6 GB de espacio libre
    • Gráficos: Tarjeta gráfica con soporte para Shader Model 3.0
    • Drivers: DirectX® 9.0c (incluido) y los drivers gráficos más recientes
    • Red: Conexión a internet mediante módem de 56k o mejor
    • Nota: La resolución mínima de pantalla para EVE es 1024x768. El hardware de audio debe ser compatible con Direct Sound. Usar los drivers más recientes para conseguir un rendimiento óptimo. Por favor, tener en cuenta que Windows 95, Windows 98, ME, NT y 2000 no están soportados.
    • SO: Windows® XP Service Pack 2 / Vista / 7
    • Procesador: Intel Pentium® o AMD dual core a 2 GHz o mejor con soporte para SSE2
    • Memoria: 2 GB de RAM
    • Disco Duro: 6.0 GB de espacio libre
    • Gráficos: Tarjetas gráficas con soporte para Shader Model 3.0
    • Drivers: DirectX® 9.0c (incluido) y los últimos drivers gráficos
    • Red: Conexión ADSL o más rápida
    • Hardware soportado*: Portátiles MacBook Pro, equipos Mac Pro e iMacs. Todos estos equipos deben cumplir con los siguientes requisitos mínimos:
    • SO: OS X 10.5.8 o posterior
    • Procesador: CPU Intel a 1.8 GHz o superior
    • Memoria: 1 GB de RAM
    • Gráficos: ATI X1600 o nVidia GeForce 7300 GT o superior con 128 MB de VRAM
    • Disco Duro: 6 GB de espacio libre
    • Red: Conexión a internet de 56k o superior
    * Eve Online no funcionará en equipos Macintosh basados en PowerPC (G3/G4/G5). Tampoco funcionará en portátiles o o Mac Minis equipados con chipsets gráficos Intel como el GMA950 o el X3100.

    Sin embargo se soportan las versiones de Macbooks y Mac Minis con chipsets gráficos Nvidia.
    • SO: OS X 10.6.2 o posterior
    • Procesador: Intel a 2 GHz o superior
    • Memoria: 2 GB de RAM
    • Gráficos: ATI HD2600 PRO o nVidia GeForce 8800 GT
    • Disco Duro: 6 GB de espacio libre
    • Red: Conexión de banda ancha
Análisis útiles de usuarios
A 1,408 de 1,672 personas (84%) les ha sido útil este análisis
1,691 personas han encontrado divertido este análisis
8,276.7 h registradas
Publicado el 20 de noviembre de 2015
When a player quits EVE and goes to WoW, the average IQ in both games increases.
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A 331 de 376 personas (88%) les ha sido útil este análisis
26 personas han encontrado divertido este análisis
519.6 h registradas
Publicado el 23 de agosto de 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
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A 174 de 200 personas (87%) les ha sido útil este análisis
116 personas han encontrado divertido este análisis
1,157.4 h registradas
Publicado el 26 de agosto de 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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A 747 de 1,038 personas (72%) les ha sido útil este análisis
247 personas han encontrado divertido este análisis
278.9 h registradas
Publicado el 10 de septiembre de 2015
This game is for jerks. If you're a jerk, you'll like this game. It's tailored so that you get ahead by being a jerk to everyone. It's like a simulation of real life. That being said, I love this game, I'm just not enough of a jerk. I would call them ♥♥♥♥♥♥♥s, but steam censors that word.

Here's my experience:

-Learned the controls. They were super complicated which I loved. It takes a long time to get used to moving your ship around in combat and shooting. It takes a lot of know-how to fit a ship well, either through experimentation, or through reading a wiki. Deliciously complex.

-Did missions to get money. Easiest way to make money in the beginning that I found. Doing combat missions nets quite a bit of money, not to mention the salvage operation you can do on the corpses of ships.

-Got enough money to buy a good mining vessel. It wasn't huge, but it did the job well.

-Grinded mining 'till I could afford the big boy. The massive mining barge. Yeah!

-First day of mining, ship got blowed up. In high-sec. (If you don't know what high-sec is, it stands for high-security. Basically, if you attack someone or are attacked unlawfully, NPC controlled police ships called the CONCORD will come in, rather quickly, and blow the attacking ship into dust.) Appearently, this is a common thing. I looked it up, it's called suicide ganking. People outfit a ship to be strong enough to take down an expensive mining vessel quickly enough before the CONCORD get on them. The only goal is to destroy something that's more expensive than what you lose in the suicide gank. If you do that, you win.

-Right after the suicide gank, the guy who killed me sent me a message. He said I was guilty of inattentive mining and mining without a "permit," and if I didn't want other "accidents" to happen to my ship in his company's "territory", I should log online and pay his company some unreasonably high amount of ISK (in-game money) monthly. Say what you want, but this sounds like the mafia to me. The company that produces this game will do nothing, absolutely nothing, not a damn thing about these people. They simply allow it to happen. I refuse to play a game that supports the mafia.

This game is amazing. I love it. So much fun. 'Till you meet a jerk or a group of jerks. And trust me, it'll happen. This is NOT an isolated incident.
EvE - Jerks = Best Game Ever Made
EvE + Jerks/Mafia = Garbage


I've gotten a lot of flak for this review, and everyone says the same thing over and over again in the comments: "That's just the way the game is." "Stop sobbing over PvP." "Don't take it personally." "What a nub." Or they end up giving me some arbitrary advice on how to play the game *properly*. I really wish people would read the comments previously placed before adding their own, so that they'd realize what they want to say has already been said.

Yeah, I know that's the way the game is played, and I don't like it. That's why this is a negative review. It's my personal account of the game and WHY I don't like it.
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A 173 de 224 personas (77%) les ha sido útil este análisis
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3,630.3 h registradas
Publicado el 2 de diciembre de 2015
Played this for a couple of hours. It's alright I guess.
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