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EVE Online
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==Gameplay== Players start the game by either selecting a previously-created character or by creating a new one. Each ''EVE Online'' account allows for up to three characters to be made.<ref name="player_guide_char_creation">{{Cite web|url=http://www.eveonline.com/guide/en/mn03.asp|archiveurl=http://web.archive.org/web/20080822065509/http://www.eveonline.com/guide/en/mn03.asp|archivedate=2008-08-22|title=Eve Online Player Guide, Chapter 3, Character Creation|accessdate=2008-09-03|publisher=eveonline.com}}</ref> When players create a new character they start by choosing one of the four playable races of Amarr, Gallente, Minmatar and Caldari. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player. Unlike many other MMOs, where there are numerous copies of the game universe (called "shards" or "realms")<ref>{{Cite web|url=http://www.wowwiki.com/Realms_list|title=WoW Realms list|accessdate=2010-04-08}}</ref> intended to run at once, ''EVE Online'' is functionally a single-universe game; this includes interaction with the [[DUST 514]] client on [[PlayStation 3]]. There are technically three copies of the universe running — the main server "Tranquility", the Chinese-based "Serenity", and the test server "Singularity", which is subject to periodic wipes when new content is being tested<ref>{{Cite web|url=http://wiki.eveonline.com/en/wiki/Singularity|title=EVE Online Singularity server|accessdate=2010-04-08}}</ref> — but rather than starting a new "realm" when in-game population increases, CCP simply adds new features to the existing game environment, sometimes going so far as to close an entire system when necessary. ===Universe=== The playing environment in ''EVE Online'' consists of more than 5,000 interconnected star systems,<ref name="DevBlog498"/> as well as 2500 randomly accessible wormhole systems; the in-game universe takes place around 23341 AD.<ref name="apocrypha_blog">[http://wiki.eveonline.com/wiki/Apocrypha Apocrypha - EVElopedia - The EVE Online Wiki<!--Bot generated title-->]</ref> Systems are classified by their "Security Status", on a decimal scale from 1.0 to -1.0. These systems are roughly categorized into three groups, each determining the response from CONCORD (CONsolidated COoperation and Relations commanD) [[Non-player character|NPC]] law enforcement units.<ref name="chronicle_concord">{{Cite web|url=http://www.eveonline.com/background/potw/jul04.asp|title=Chronicle "CONCORD"|accessdate=2008-12-15|author=CCP Games|publisher=eveonline.com}}</ref> Star systems classed as 0.5 - 1.0 security are considered "high sec" and any unauthorized/unprovoked attack by a player, on another player, anywhere in the system will result in the appearance of law enforcement; time taken to respond increases with each 0.1 drop in security. CONCORD ships will attack and destroy the aggressor, and are designed to reinforce in such numbers that they will always eventually win; winning against CONCORD is considred an exploit. Systems classified as 0.1 - 0.4 are considered "low sec", and unprovoked attacks will result in a criminal countdown of 15 minutes (a player with this countdown is considered to be "flagged"), during which time, stargate and station guns will fire at that flagged player; other players may also attack their ship without penalty. 0.0 to -1.0 systems are called "null sec", and feature no law enforcement; makeshift player alliances and coalitions dominate this lawless area of space. Null sec systems feature the most lucrative deadspaces complexes, and the most lucrative planetary mining and asteroid mineral opportunities, giving players incentive to engage in high-risk, high-reward activities in which they must survive the possible harassment of other players who may also enter the system. ===Advancement=== Unlike other [[massively multiplayer online game]]s, player characters in ''EVE Online'' advance continuously over time by training skills, a passive process that occurs in real-world time so that the learning process continues even if the player is not logged in.<ref name="eve_playerguide_skills">{{Cite web|url=http://www.eveonline.com/guide/en/g615.asp|archiveurl=http://web.archive.org/web/20080618100257/http://www.eveonline.com/guide/en/g615.asp|archivedate=2008-06-18|title=Eve Online Player Guide, Chapter 6, Skills Guide|accessdate=2008-02-24|author=CCP Games|publisher=eveonline.com}}</ref> Skills vary in their Rank, which is an indicator of how many skill points players have to invest in order to train the skill. For example, a Rank 2 skill takes at least twice as long to train as a Rank 1 skill at that same skill level. Skills can take anywhere from a few minutes to several months to train. Though each account can have up to three characters created, only one of these can train at a time, unless the player pays for simultanious character training. ===Economy=== The [[virtual economy|in-game economy]] in ''EVE Online'' is an open economy that is largely player-driven. [[Non-player character]] (NPC) merchants sell skill books used by players to learn new skills and basic blueprints to manufacture ships and modules. The players themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game. NPC ships can be looted or salvaged for items and materials, Non-player created ships and equipment may be purchased from various NPC factions as a player gains status with them, and can be resold in the in-game economy. The in-game currency is called ISK, an abbreviation for ''Interstellar Kredits''. The amount of money or materials in the universe is not fixed and, as such, the economy operates under supply and demand. [[Market manipulation]] is possible on a large scale, particular examples being ramping and bear raids. CCP does not issue refunds on in-game purchases. This causes [[scamming]] to be an ever present risk. The economy is balanced by automatically introducing extra materials in underpopulated areas. This encourages an even spread of players.<ref name="vern_hilmarpeturson_evecurrency">{{Cite web|url=http://virtual-economy.org/blog/interview_with_ccp_eve_currenc|title=Virtual Economy Research Network: Interview with Hilmar Pétursson and Magnús Bergsson|accessdate=2008-01-15|date=2006-10-02|first=Vili|last=Lehdonvirta|publisher=virtual-economy.org}}</ref> The game provides support for the trading of in-game resources, including graphs of item price history, with Donchian Channel and daily average price. Some players operate primarily as traders; buying, selling and transporting goods to earn profit. Others operate primarily as producers; purchasing components or raw materials and transforming them, sometimes on an industrial scale, into useful items such as weapons, ships, ammunition, or various technologies desired by players. Others still operate as miners or salvagers; collecting and sometimes processing the raw materials used in manufacturing, to sell on to others in bulk. Finally, some players operate as mercenaries or pirates, earning money or being paid primarily to be battle-ready, to either attack or defend from attack, profitable enterprises such as mining, salvaging or transportation of goods. ===Griefing=== Due to the game's focus on freedom, consequence, and autonomy, many behaviours that are considered [[griefing]] in most MMO's are allowed in New Eden, such as stealing from other players, extortion, and causing other players to be killed by large groups of NPCs. Only malicious, prolonged and concentrated harassment where no material gain is involved, and a few other actions such as chronic begging or pestering with offers to sell or buy through unofficial channels (ISK spamming, etc.) are considered to be illicit griefing by the game's developer.[http://support.eveonline.com/Pages/KB/Article.aspx?id=336]
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