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factional warfare overhaul reported by CCP Ytterbium | 2012.05.09 17:54:50 | NEW | Comments Between the Fanfest presentations, various cryptic Dev posts and latest Inferno changes we put out on the Singularity test server, speculation on Factional Warfare has been running rampant all over the foru***ike a violent storm gathering strength across the horizon. And for good reasons if we may add, as this feature has been left in the dark for quite a while, sobering for some well-deserved love it will now properly receive: time has come for us in Team Game of Drones to shed some light on the matter. In a far far away land It all began around Crucible release, as part of an effort to iterate on features that desperately needed some love. Factional Warfare was quite a high choice on that list, and thus we got to work; initial investigation by looking at player threads, CSM communication, various metrics and internal brainstorming’s lead to a high-level pitch that focused on improving rewards, consequences and visibility in Factional Warfare. Fanfest was the perfect opportunity to present it to our player base. We really want to thank everybody that showed up for the presentation and round tables as these were great places for us to listen to incoming feedback. There was a lot of discussion on some controversial features, and as a result we had to reprioritize our plans. Some ideas were scrapped, others delayed as we chose to focus our efforts on points we were most confident in. Standardization - one naming metric to rule them all The first point we wanted to tackle is quite cosmetic. While we do recognize that players joining Factional Warfare do so for reasons that most often set them apart from 0.0, we were not satisfied with the lack of consistency EVE displays regarding its territorial warfare mechanics. We feel having unified names and indicators in both Factional Warfare and 0.0 would be quite beneficial, even if actual mechanics should stay separate so as not to convert one into the other. Factional Warfare has very localized territorial mechanics that don’t carry so much perceived worth anywhere else, and that are confusing for being radically different with anything else EVE has to offer. That is why we are renaming Occupancy, Control Bunkers into Sovereignty and Infrastructure Hubs. The point is to improve clarity, as anyone can quickly grasp and realize the tactical value of the following notions no matter to which security status they apply: Sovereignty: main territorial warfare control unit. Indicates who owns and controls a system Infrastructure Hub: structure used by the controlling party to own and upgrade the conquered system. Can be shot down to take over Sovereignty As a side-effect, the previously numerous confusing Star Map Occupancy filters have been simplified and sorted under the Sovereignty tab.Visibility - opening the gates We had a look into visibility issues as well, as we were quite not fond on how old the information was displayed. For starters, the Factional Warfare recruitment page was cluttered with a lot of text and wasn't clear about rules and consequences for joining up, all of which while trying to display statistics at the same time. This was a pain for new players trying to join, as they had little clue how Factional Warfare was actually working and it would often deter them from pressing the magic “join” button. We changed that a bit by splitting information by tabs, cleaning the window in general, and defining the rules a bit better. We also put a lot of focus on various UI enhancements to help make life easier, mainly the Infrastructure Hub, join up page and main system information. The results can be seen throughout the screenshots in this blog.
Funding Your PVP Habit PVP can be an expensive activity, particularly when you're starting out. For many people, this is one of the major worries preventing them from getting involved in a life of PVP. In this post we're going to look at some of the popular methods for making isk as a PVPer, as well as how we can manage our costs to maximise the time we're able to spend PVPing. Before we begin, a few quick disclaimers - firstly, this isn't intended to be a comprehensive guide to isk-making in Eve, nor am I trying to say anything about the relative merits of each activity in of itself. For the purposes of this article, we're looking at each of these activities purely as something you do 'on the side' to support your PVP, and how it complements (or doesn't) that lifestyle. Additionally, this is all based on my own opinions - I'm far from an expert when it comes to PVE, so take these as general guidelines rather than hard truths. Managing Your Expenses Unfortunately there's no magic bullet that will make your isk woes go away, however you can make the job easier by managing your expenses a little. The first thing to realise is that PVP does not have to be expensive - while a larger budget opens more doors, it's perfectly achievable to PVP on the cheap. Rather than picking all the ships you want to fly and then trying to figure out how to pay for them, I recommend starting off by asking yourself how much effort you're willing to put into making isk, and then setting your PVP budget accordingly. The easiest way to reduce costs is to fly cheaper ships - just because you can fly a HAC doesn't mean you need to fly one, especially when you can lose three battlecruisers for the same price. Try to be sensible about this - don't go fitting t1 mods on a premium hull, but consider flying cheaper hulls and drop modules for cheaper variants where the performance gain from t2 might not be necessary. Do this right, and you can get an effective ship for a significantly lower price tag - a good example is the ferox fit from my recent AAR. Some corps and alliances will also offer reimbursement for some or all PVP losses, which can make things much easier. This might be limited to particular ship types or ships lost on corp ops only, or it might be wider. Remember of course that this tends to come with a certain kind of PVP - you're unlikely to find a lowsec pirate corp reimbursing ship losses for example. In a similar vein, some corps will provide free frigates or other cheap ships to new players, which can make your first steps much easier. What Makes a Good Isk Source? When choosing your income stream, there are a few important things to consider: Isk per Hour - This is a measure of how much isk an activity produces for a given amount of time invested. This is probably the most commonly used metric when deciding on an isk-making activity, and it's definitely in keeping with the slightly min-max attitude that's common among Eve players. While there is a reasonable amount of variation in isk per hour between activities, most of the common ones fall into a similar medium-to-high ballpark. Isk per hour is most important to people who are willing to dedicate a significant amount of time and effort to their isk making, and want to be as efficient as possible with that time.
材料研究等级、生产效率学等级和完美材料等级的奥秘 当你制造东西的时候,总会牵涉到一些材料的浪费。这些浪费可以用两种东西减少: 1)生产效率(Production effec)理论理论的等级。 2)蓝图的材料研究等级(减少设计上造成的浪费),简称ME。 材料浪费总是建立在你所制造的设备所需的基础矿物量的基础之上的,没有任何技能或材料研究能够把矿物需求减少到基础矿物量之下。基础矿物需求的最佳查询处是Eve官网的设备数据库。 根据生产效率理论这个技能的描述,它每个等级能减少5%的材料浪费。理论上,这个技能5级的时候你的浪费就应该是0了,不幸的是,你刚买的那张蓝图有些许设计上的瑕疵使得设计浪费由此产生。你可以通过对这张蓝图进行材料研究来减少这种浪费,设计浪费可以在蓝图信息的“Waste factor”里看到。这个系数通常都是10%(0.1),只有一些稀有设备的消耗系数是5%(0.05)。无人机之前一直享有5%的消耗系数,不过现在已不再如此了。通过研究蓝图,我们可以根据这个公式来降低设计浪费:1 + 基础消耗系数 / (1 + ME等级)。 让我们对ME做些计算,在一张基础消耗系数10%的蓝图上用上述公式: ME0 - 10% ME1 - 5% ME2 - 3.3% ME3 - 2.5% ME10 - 0.9% ME50 - 0.2% 如你所见,ME等级1 - 10使消耗从10%降到1%,而等级11 - 50只从1%减少到0.2%。对一些人来说,这意味着对一张蓝图的进行超过10次的材料研究纯粹是浪费时间,因为你做的这些研究只是在减少这最后的1%材料消耗,我将把这个决定权留给你自己来做。一般来说,东西越大,从10次以上材料研究中获得的利润也越多,然而越大型的东西也越倾向于哪怕是一次材料研究就耗去几年的时间。 让我们用已知的这些来看看这么一个例子,我用小鹰作例子,看一下小鹰蓝图我们可以发现它需要下列材料: 三钛合金 - 14,852 类银超金属 - 2579 同位聚合体 - 861 超新星诺克石 - 1 晶状石英核岩 - 1 这当然是在Eve主页上的基础矿物需求量,你的材料浪费会在这之上加上去。我会假设你生产效率理论是5,否则谈什么都是扯淡。如果你要搞T1制造并销售,就把这个技能升上去(T2装备制造可以只升4级),就是现在,登陆上去马上升级这个!Okey,让我们看看ME0、ME10和ME50对小鹰产生的效果。(记住上面那些公式)。我用的是平均矿**格,所以制造成本并不确实,但它们之间的比率是没错的。 ME:0 三钛合金 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 0)) X 14,852 = 16,337 类银超金属 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 0)) X 2,579 = 2,837 同位聚合体 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 0)) X 861 = 947 超新星诺克石 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 0)) X 1 = 1 晶状石英核岩 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 0)) X 1 = 1 造价 176,116 ISK ME:10 三钛合金 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 10)) X 14,852 = 14,987 类银超金属 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 10)) X 2,579 = 2,602 同位聚合体 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 10)) X 861 = 868 超新星诺克石 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 10)) X 1 = 1 晶状石英核岩 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 10)) X 1 = 1 造价 157,891 ISK ME:50 三钛合金 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 50)) X 14,852 = 14,881 类银超金属 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 50)) X 2,579 = 2,584 同位聚合体 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 50)) X 861 = 862 超新星诺克石 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 50)) X 1 = 1 晶状石英核岩 (1.25 - 0.05 X 5) X (1 + 0.1 / (1 + 50)) X 1 = 1 造价 156,776 ISK
0.0 Survival Guide In 0.0 when you're not blowing things up and in turn being blown up, you'll spend a lot of time docking, undocking and moving between point A and point B - as AGONY typically live in the middle of hostile territory even simple things like moving around can present problems. The point of this document is to help you feel confident moving around in 0.0, and to increase your survivability if you do run into trouble. Getting started Ask questions We don't expect everyone to be an expert on every single aspect of EVE and there are no "stupid" questions. I'm sure I speak for everyone when I say we'd rather answer a handful of basic questions than have somebody sitting around bored and not able to do anything for an hour because they're stuck somewhere. Clones Always keep your clone updated. Get into the habit of checking it regularly so you know when to upgrade and if you've just been podded, double check your new clone can hold your current skill points before you undock. Checking takes a few seconds and will save you a lot of misery. If you have any jump clones, don't store them in the same station as your medical clone otherwise when you die you'll end up destroying your jump clone. Also, avoid leaving multiple jump clones in the same station as attempting to jump into or between the clones can have strange results. Ships & equipment Once you get settled, think about spreading your equipment around a little. Yes, keeping everything in one station or even one system makes life really simple but it also means you have a single point of failure - if that station / system gets bubbled heavily they're able to deny you access to all your ships, modules and ammo. Don't warp to zero Dont warp to objects at 0 especially if hostiles are in system - warp to tacticals or undocks and scan down what's at the station or gate. Even then a cloaking gang could be cloaked up near the bubble and when you scan you pick up nothing. Intel & support Get into the habit of checking out what tactical intelligence is available - EVE is a big game and we wont always have information on every system or route, but its always worth checking and so you need to know what kind of intel will be available to you. Ingame channels Ask about our current intel channels in corp chat or from your mentor (as they change from time to time) - we use these to report intel rather than request it, but if you watch you'll be able to get an idea what's happening in the area. Keep an eye on the MOTD as important items are recorded here. Corp / Vent If you have any questions about what your corpmates are doing, what's been happening in the area, known problems etc. the easiest way to get an answer is either to ask in vent or write the question into corp chat. Local Just because we don't smack talk in local doesn't mean it's not a valuable intel gathering tool - look at how many are in local and which alliance they belong to. Once you start to learn the tactics certain alliances or players rely on you can pay closer attention if you see them in local.
Weaponry Overview Introduction It doesn't matter how much you tank, and how much ewar you throw on a target, at the end of the day, the target needs to be harmed, and eventually destroyed. Your ship has several ways of 'doing some harm' to the enemy, the most obvious of which will be explained below. Note: You may see reference to the term 'Faction Ammo'. Faction ammo is ammo available from killing npc pirates, or from the Loyalty Point store for mission runners, and delivers increased damage over normal ammo (10, 15 or 20% according to type). Faction ammo can be bought on the market, and is called things like 'Amarr Navy Infrared S' or 'Guristas Bloodclaw Light Missile'. Gunnery The most obvious choice when it comes to making big holes in ships, guns (Energy, Projectile and Hybrid) each use 1 high slot and 1 turret hardpoint. All three categories of gun share some common bonds, be it attributes such as tracking speed, optimal range, falloff, or abilities like the target being hit instantly, or that a good recon pilot can tell roughly what guns you are mounting without scanning you. Energy Weapons General Energy weapons (Pulse Lasers and Beam Lasers) are the simplest of guns to use, but also in some ways, the most difficult. Energy weapons use a large amount of capacitor to fire and can very quickly reduce your capacitor to 0, crippling your ship, and giving your opponent a shiny paperweight to shoot at. As a result, capacitor management is essential when using energy weapons, and energy weapons are typically limited to Amarr ships which tend to have bonuses which reduce laser capacitor use. Advantages Quick to change ammo Most crystals last forever (Tech 2, Faction and XL crystals do not, all others do) Good tracking Good optimal range Disadvantages Restricted damage types (EM and Thermal) High capacitor usage Poor falloff Pulses and Beams have similar range brackets Tech 2 Ammo As with all guns, there are 4 kinds of Tech 2 ammo for energy weapons. 2 for Beam lasers, and 2 for Pulse lasers. Pulse lasers have Conflagration, which does massive damage at the cost of reduced range, increased capacitor use and decreases tracking, and Scorch, which has a long range and good damage but decreased tracking. Beam lasers have the option to use Aurora, with massive range and average damage but at the cost of tracking, and Gleam, which is short range and good damage but have reduced tracking. Generally Conflagration and Gleam are ignored in favor of Faction ammo. Aurora is used on sniping setups, and Scorch is carried when a quick range boost is needed. Projectile Weapons General Projectile weapons (Autocannons and Artillery) are a weapon type favored by many, due to the fact they do not use any capacitor to fire. Additionally projectiles are the only turrets that can select their damage type. Different types of projectile ammo do different distributions of damage. For example EMP includes a lot of EM damage, while phased plasma is thermal and kinetic, and fusion is mostly explosive. The flip side of this is that projectile weapons have a quite low base damage and rely heavily on a ship's bonuses to do decent damage. Projectile weapons are found most often on Minmatar ships although they're often also used to fill in empty turret slots on ships that don't get bonuses to any particular turret type.
FOF导弹不完全使用手册 原帖地址:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fbbs.eve-china.com%2Fthread-312776-1-1.html&urlrefer=235418b72637f084df76fef06ac77737 一、什么是FOF FoF是“FriendorFoe”的缩写,中文意思为敌我识别导弹,即反弹道导弹(俗称 反导弹),FoF导弹分为轻型、重型和巡航类型,你不需要为它们设定目标。如果一艘飞船攻击了你,包括ECM,反跳等,你就可以发射FoF导弹自动攻击 。基于本人没有用FOF打过会战,因此本文所探讨的FOF内容仅基于任务中。 二、FOF的缺点 很多人一提起FOF,就会说伤害低,打建筑,敌我不分,好吧我总结一下,FOF是有很多缺点: 1.FOF导弹比同类型导弹伤害低30%左右。 2.FOF攻击距离你飞船最近的目标,包括飞船和建筑,因此如果建筑比飞船近的话,FOF导弹会飞向建筑物。 3.基于第二点的原因,如果很多怪在保持与你差不多的距离中向你接近或者撤退,火力会分散,达不到很效率的杀怪效果。 三、如何避免缺点 本人使用FOF有过近两年的经验,因此对于以上的缺点,有一点解决的心得体会,下面分别给出解决方案: 1.FOF导弹技能每提升一级,可以提高5%的伤害,同时FOF同样享受同类型导弹技能的加成,也就是FOF导弹技能学到4级时,与普通导弹其实只相差10%伤害,学满5级时,只相差5%伤害,伤害的差别几乎 可以忽略不计。 2.解决方法有以下几种: (1)向建筑的相反方向飞,拉开与建筑的距离 (2)向怪的方向飞,缩短与怪的距离 (3)激活怪的攻击,使怪主动向你飞近 (4)结合以上三点综合使用 (5)先换上普通导弹打打吧,FOF很好用,但我承认- -,它不是万能的 3.没有很好的解决办法,参考以下两点 (1)练好无人技能,放出T2无人帮忙咬吧 (2)不断增强火力,换上神装(对于安全第一或者新手可以无视这点 ),当你的fof可以几轮就干掉一艘战列时,在火力分散前怪就死了,分散就不再可怕。
[讨论]EVE晨曦服务器的特点与游戏方式的选择 一、EVE是一个全球性质的游戏,应该是全球各个时区的人都来参加才能体现特点。 而在晨曦服务器,由于其中95%以上的玩家都是中国这一个时区的人,所以很多军团的日常工作做起来很累。比如后勤补给,比如POS防守。 这也就是说,原本是健康游戏的典范,不用上线就可以挂技能的EVE,需要一帮14,甚至23小时在线的人来承担很重要的任务。 所以,如果你有很多游戏时间,那你就去加有前线战争或者后勤空虚的军团,无论是战士还是矿工,你都会被重用的。 反之,如果你上线时间不多,那么在帝国区做个任务党,隔三差五的和朋友组在一起去打架对你来说是更好的游戏方式。 二、EVE是一个需要足够玩家才能支撑起来的大型互动游戏。 而晨曦服务器的玩家相对少很多,所以很多军团都在建立新手团、带新人,希望新人能加入自己的正规军团提升军团的实力。 所以这些新手团几乎都是在赔本运作,提供指导,提供船只。 所以,如果你是一个想要快速熟悉游戏的玩家,那么加入一个新手团对你没太多坏处。虽然“学院党”(没加入过任何玩家军团的人)很鄙视这些加新手团的玩家。   但是要注意的是,加了新手团,你的游戏生活和“学院党”就有了很明显的两点区别:   1、聊天频道变了,原来可能近400人的军团频道变成了10多人的聊天频道。也就是说,如果你不加入其他玩家建立的频道的话,你就和这近400人失去联系了。   2、由于你加入了新手团,这个新手团肯定是玩家建立的,只要是玩家建立的军团就可以被别的军团宣战,也就是说有可能有别的军团的人在0.5以上的星系合法爆你的船,爆你的蛋。 如果你觉得以上都不是什么问题的话,加入一个新手团吧,否则还是呆在学院的好。
【转自ecf】安全点的制作方法 什么是安全点? 安全点就是通过跃迁的方法无法“直接”到达的太空中的某个位置。 为什么叫安全点? 因为安全点是太空中的某点,你在太空中的某条线上点一点,然后再让你的朋友在这条线上点一点,然后两个点重合的概率……所以安全点在没有探针的情况下是安全的。 如何制作安全点? 方法1:先把“人物和地点”窗口打开,点一下“地点”选项卡,然后找个行星、卫星或者其他的目标开始跃迁。在跃迁的过程中,点一下“人物和地点”窗口里的“添加地点坐标”(就是最下面的按狃,名字大概是这个),此时会弹出一个窗口,点“确定”就成功的制作了一个安全点。进入恒星系星图,就可以看到你刚才的安全点在哪里了,在恒星系星图里是一个摁钉形状的图标。 方法2:先把“人物和地点”窗口打开,点一下“地点”选项卡,然后把你的船上费电的装备都开开,看到电消耗的差不多了,找个行星、卫星或者其他的目标开始跃迁。你的船会因为没电而停在半路,这时点一下“人物和地点”窗口里的“添加地点坐标”(就是最下面的按狃,名字大概是这个),此时会弹出一个窗口,点“确定”就成功的制作了一个安全点。进入恒星系星图,就可以看到你刚才的安全点在哪里了,在恒星系星图里是一个摁钉形状的图标。 如何到达安全点? 1、前提是你的做过的安全点在你所在的星系,这时把“人物和地点”窗口打开,点一下“地点”选项卡,在你做好的安全点上右键,跃迁。 2、前提是你的做过的安全点在你所在的星系,太空中空白处右键,出现的菜单下面,跃迁。 安全点有多安全? 说几个情况:一、现在任何隐形装置都不会被探针扫描出来。二、想到达准确的到达别人制作的安全点的必须用探针。三、用制作安全点的方法碰运气,碰到对方安全点的概率比中500W的概率大不了多少。 看到这里聪明的你,已经知道了,跳到安全点隐身,你就真正的安全了。 PS1:恒星系星图的进入方法:F10星图,然后点下出现的窗口里最上面的“恒星系” PS2:偶真的想要台PS2…… PS3:到安全点隐身之前你仍然是危险的。 PS4:跳安全点,不是必须跳0M的……嘿嘿,聪明的你是不是又知道了什么邪恶的方法了? PS5:偶要PS2……………………(从此ECF上每当月圆之夜都会回荡着某只的充满怨念的声音……) PS6:楼上的吓唬小孩……
Welcome to EVE 欢迎来到EVE宇宙,希望本文能让每个新船长不会面对着这个宇宙一片迷惘。 第一章:这是个怎样的游戏? 每个人选择一个游戏,都是想要通过游戏体验到由于各种限制在现实生活中体验不到虚拟生活,每个人想要体验的都不一样,而每个游戏所提供的也不一样,所以了解这一点非常重要。 第一节:装备系统。 如果你想收藏各种极品装备然后招摇过市,那么这个游戏没法满足你,因为这里的装备都是消耗品,要收藏就只能摆在空间站的仓库里孤芳自赏,只要出了空间站,那就说明你已经做好了损失掉的准备。但是这里的装备没有种族职业天赋的限制,每个人都可以购买并使用任何东西(见第二章第一节),而不必苦苦地去拼那不可靠的随机性。 第二节:PVE系统。 如果你希望NPC让你去完成一个一个貌似使命崇高但却无法改变游戏世界而只是给你各种奇妙的奖励的无尽任务,那么这个游戏不适合你,因为这里的普通任务只是像现实工作一样让你做重复的事情可以赚钱养家糊口,而这里的高级任务也不会给你多么不可替代的史诗装备只是让你能够体验这个世界的背景。但是这个世界有更高的自由度,你可以和其他玩家一道去和更多的玩家交流对抗,你可以去开拓自己的疆土,去改变NPC所管理不了的更广阔领域的世界秩序!(见第二章第二节) 第三节:PVP系统。 如果你打算成为一个所向无敌的孤胆英雄,出入万军之中如入无人之境,以一人之力击败无数敌手,那么这个游戏会让你失望,因为这个游戏的战斗是属于多数人的战争,只有保障良好、配合紧密、意志顽强、士气高昂的团体才能获得胜利,个人的力量再强,也无法对抗一支这样的舰队。不过换个角度,也就是说你只要能成为这样一支舰队的成员,那么你就能战胜任何敌人,无论他拥有多少技能点也无论他拥有多好的装备。 第二章:这个游戏有些什么特点? 不少开始玩EVE的玩家都会问:“这个游戏该怎么玩?”因为习惯了任务导向的游戏,习惯了有NPC通过任务带着自己一步一步慢慢融入游戏,一下子面对强调自由度和玩家交互的EVE会觉得找不到前进的方向,看着茫茫宇宙,不知道自己该去哪里。 其实,要回答这个问题就要先了解EVE的游戏特点,这游戏有以下三个很突出的区别于其他游戏的特点: 第一节:超强的市场经济体系。 EVE拥有非常强大的市场经济体系,绝大多数交易活动都是发生在玩家之间的,一方面是因为NPC出售的东西极为有限,只限于玩家无法制造的少数物品,所以要采购日常用品只能向玩家购买,另一方面,NPC也不会收购他们不需要的东西,所以自己不用的装备也只能出售给玩家。 这样岂不是让游戏变得很繁琐了?或许会有人这么怀疑。那是因为他不了解EVE的市场体制,EVE里可不是摆地摊的小集市贸易,而是像期货市场一样由玩家创建收购或出售的订单,订单最长可以设置3个月!设立订单之后,玩家不用在线就会自动完成交易。同一个星域的玩家共用同一个市场系统。因而每个买家都可以享受到市场竞争所带来的优惠价格。换个角度看,每个卖家也可以因为自由竞争获取更大利润。 而这种所有物品都可以交易的完全市场体制也使得更多人自觉或不自觉地加入市场产业链中来,因为哪怕任何一种不起眼的原料都只能由玩家提供。
世纪天成FAQ Q:世纪天成重新开始运营《EVE Online》时,玩家原先在游戏中的一切数据都可以得到保留吗? A:世纪天成已经与游戏开发商CCP、前运营商就数据交接相关事项达成一致,将尽全力保证保障玩家的游戏数据权益。我们将以3月31日前运营商关闭服务器时刻的游戏数据为基准,进行后续的相关数据迁移工作,使《EVE Online》玩家在全新的《EVE:新纪元》中仍能够使用之前的游戏数据。 Q:前运营商关闭《EVE Online》服务器后,账户中的剩余游戏时间会如何处理? A:游戏剩余时间的处理,将由前运营商全权负责,请关注前运营商官方网站。 Q:前运营商关闭《EVE Online》服务器后,玩家手中剩余未充值的游戏点卡如何处理? A:《EVE Online》重新开服后,尚未充值的游戏点卡将无法继续使用。关于游戏剩余点卡的处理,将有前运营商全权负责,请关注前运营商官方网站。 Q:世纪天成将在何时再次开放《EVE Online》? A:世纪天成将在保证玩家利益、优化游戏环境及服务器状况等前提下,加快运营进度,争取尽快重新开放《EVE Online》,具体时间还请关注世纪天成《EVE Online》官方网站公告。 Q:世纪天成重新开放《EVE Online》后,玩家将以何种方式登录游戏? A:世纪天成重新开放服务器后,将统一使用世纪天成账号进行登录,我们稍后将开放原EVE Online账号绑定世纪天成账号的工作,具体请关注世纪天成《EVE Online》官方网站。 用户需要注意的是,一个世纪天成账号只能绑定一个EVE游戏账号,因此如果您有多个EVE游戏账号,请使用相应数量的世纪天成账号来进行绑定。 Q:账号绑定时,玩家应该准备哪些工作? A:为确保玩家利益,请保证您的EVE游戏账号与世纪天成账号注册信息均为真实有效,以免在后续的账号绑定工作中带来不必要的麻烦。 Q:世纪天成重新运营《EVE Online》时,将会上线哪个版本? A:我们会更新最新的新纪元版本,新纪元版本是包含:Incarna、Incursion、Crucible三大版本的集大成者,会给用户带来全新的体验。 Q:世纪天成《EVE Online》重新开服后,收费模式会发生变化吗?月卡价格会上涨吗? A:我们将采用与世界服相同的收费模式。月卡价格将维持不变。 Q:我购买的属性重置、改名等增值服务在新的《EVE Online》中将如何处理? A:已兑换至游戏人物的增值服务也属于游戏数据的一部分,我们将保留您的数据信息,您可以在全新的《EVE Online》游戏中拥有这些增值服务。 Q:世纪天成会不会对游戏进行大改动? A:运营商不会擅自对游戏进行任何的改动,任何对于游戏的改动,都将是与开发商CCP协商并得到认可后,由CCP进行开发。 Q:世纪天成的《EVE Online》服务器会是最新的吗?以后还会出现卡机、掉线的情况吗? A:我们会为《EVE Online》配置全新的硬件设施及网络架构,一旦投入使用,用户将体验到全新的游戏体验。 卡机、掉线会受到很多因素的影响,包括用户的网络及电脑配置等,所以我们不能100%保证这些情况不会出现,但我们会尽力为大家提供一流的游戏体验。 Q:世纪天成运营《EVE Online》后,会否开新服? A:我们将维持《EVE Online》一贯的运营原则,保持国内单一服务器的状态。 Q:世纪天成针对外挂、脚本的态度是怎样的? A:我们将严厉打击外挂、脚本,这是世纪天成一贯的政策和措施。我们会努力维持游戏内良好的氛围及游戏环境,同时也希望用户能够从自身做起,坚决抵制外挂脚本。
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