The first was amazing and lasted for decades.  Ours is even better –and includes everything so many thousands of players kept wanting.

 

Table of Contents:

  • Launcher
  • Walking in Station
  • Costs
  • Time/Pace
  • Flying/Piloting
  • Fittings/Weapons
  • Ships Tree
  • Playable Races
  • Research In-game
  • NPC Interaction
  • Abandoned Ships
  • Map Layout
  • Orbits and Rotations
  • Going Planet-side
  • Planetary Industry
  • Lore
  • Supplemental Websites
  • Cosmic Activity
  • Patches and Expansions
  • Orbital Views & World Maps (Images Begin)
  • Stations & Starships
  • Comparisons
  • Main Characters
  • Statues & Memorials
  • Colonists of Choice
  • Wars
  • Anomalies
  • The In-game H.U.D.
  • Amarr-like Art

 

Launcher:

The pop-up that downloads file updates before you can log into your accounts and play the game has been improved.

  • You no longer have to wait to download/update anything; everything is updated on the server/Inisfree side.
  • When you open the launcher, you have text/buttons not just for News, EVE Store, Account Management, and Support, but also for Gifts; you can choose to only be notified/offered certain categories of gifts (such as if you don’t care about ship-skins).
  • When you open the launcher, you have thumbnails not just for out-of-game news/events (such as fan-fests) and patch-notes, but also to browse the in-game news (such as Scope clips/videos), as well as for gifts history (all gifts ever offered, all gifts offered to you, and all planned gift offerings scheduled to become visible in the weeks ahead).
  • The same three servers are available in the launcher’s bottom-right drop-down menu; Tranquility (regular game-play), Singularity (no-cost test-builds/flights), and Thunderdome (competitions).
  • Even though eventually billions of people allied with Inisfree IRL/OOC will have the ability to play this 2nd version of EVE Online, Inisfree’s server is set up so that it will never need to split players/traffic across multiple servers like WoW did / had to.
  • Expert players used to have a modified launcher which allowed them to log in with ~13/+ accounts/characters at the same time, not just one. This was so they could manage corporations and more-safely pilot (and scout ahead for) the most expensive ships in this game, Titans. Our new EVE Online launcher offers this as default; you can have as many characters logged in simultaneously as you want, and the game window has tabs at the top which allow you to Alt+Tab toggle between them at any time with ease.

 

WiS:

WiS (Walking in Space-stations) is back –and now you can fully customize your character (within reason; everyone in Space, especially capsuleers, is in perfect shape, and that of course includes having one of two distinct sexes).

  • You can go into bars, conference rooms, theaters, holiday event venues, concerts, grocery stores, convenience stores, brothels, sex shows, private hotel orgies, you name it.
  • Some areas are just for capsuleers, some allow your non-capsuleer crew members in, and some have baseliners/’normies’ –so be prepared for tension and even fights breaking out if you enter an area not meant for you.
  • You can also walk inside any ship –even custom ones –and even ones under construction or being repaired; you’ll see workers and robots/drones doing the work if you go into any ship being built/repaired.
  • Watch from your room window as your ship gets repaired (repairs take time now; they are no longer instant –and the ship being repaired stays over one hover circle, while another hover circle is used to switch to a fresh/undamaged ship)
    Things being manufactured hover over yet another hover circle, also in view from your room
  • All Wild Life sex animations positions (for males to females, and females to anything; the natural way) are available at any time, not just in private quarters / on beds/furniture.
  • Walking around (or piloting your ship) naked is perfectly fine –regardless of where you are; no DM or player will try to stop you.
  • Amarr stations are quieter and more reserved, though there are still many Amarr who are like sexually-frustrated Catholic schoolgirls just waiting to be made a discrete offer.
  • Caldari stations are busier and have more business outlets, office spaces, and meetings/deals going on –even in bars and restaurants.
  • Gallente stations have more entertainment, such as more brothels, concerts, and night clubs.
  • Minmatar stations have more tribal, primitive, and barbaric things in them, such as casual nudity, tattoo rites, hula dances, poi (fire spinning), big drums in shows, etc..
  • You can even walk around outside your room and the hallways; you can walk around on the surfaces which, in EVE Online, used to reserved just for the animations of ships, already having left their hangars, being gravity-tethered to hover over.

 

 

Costs:

All prices are 10x lower than what they were in the original EVE Online.

  • Frigates are almost free, they have been made so affordable.
  • Titans cost only ~1B ISK now, not ~75B ISK.
  • Even Space stations / ‘structures’ cost ~10B ISK at most –and no longer require fuel to be moved to them like a chore/’grind’.
  • There is no cost to play this second version/game of EVE Online, as it is designed and hosted in/by Inisfree, GMed by the ICVs.
  • The only thing you have to ‘purchase’ is PLEX, which you still convert to ISK at the same rate as before –and since this game is hosted on servers in Inisfree, i.e. a place that doesn’t have/use/want money, you ‘pay’ for PLEX by doing something the Inisfreeans like/want.

 

Time/Pace:

Many of the set durations of things such as skill-training in this new version of the game have been changed.

  • All skills train 10x more quickly than they did in the original EVE Online. You’re an exceptionally brilliant, dare we say genius, super-astronaut/clone/capsuleer, after all; it doesn’t take you as long to complete school/coursework as the rest of mankind.
  • Each jump-gate shows a jump/warp animation for a length of time based on the distance to the connection-gate.

 

Flying/Piloting:

There are some useful new ways of maneuvering any ship you are in.

  • All ships can be manually flown by joystick, mouse, and/or the A-S-D-W and arrow keys.
  • Autopilot options now include avoiding areas with reported/detected/suspected gate-camping/ganking –and even avoiding areas where CONCORD is actively/sometimes scanning ships/cargo.
  • Autopilot now automatically gets you as close to the gate as when you flew manually in EVE Online; it is no longer risky and more time-consuming to use autopilot –and it will even dock you if you set a station as your destination.
  • Autopilot can be activate in-station; you don’t have to undock manually before turning it on; it will undock you as part of the process of moving your ship to the destination you set.
  • Evasive maneuvers scripts can now be activated/toggled, resulting in tactics such as barrel rolls and other moves calculated to be the most likely to defeat whichever type of ship/weapon is attempting to engage/harm you/yours.
  • You can zoom in toward your ship so much that you enter first-person / cockpit mode/view, and it will even show your character in its pod if you zoom in a little more –or moving the joystick/’wheel’ based on your keyboard input if you are not playing a capsuleer.
  • Titans now come with drones you can send/jump ahead to scout for you so you don’t have to use an alternate character/account to do the same thing.
  • You can damange and destroy CONCORD ships patrolling jump-gates, but it usually takes a capital weapon, such as a Titan’s doomsday-device, to fully disable/kill any of them –and the rest of them will still swarm and destroy you, pod and all, if you attack any of them (and if you show up with a fleet of friends in capitals, and all destroy one CONCORD ship each in seconds, more will quickly appear from that jump-gate’s other side, so you’d have to warp-scramble or destroy the gate within seconds, too, which isn’t possible; gates have too many hit-points).
  • If your ship takes damage to an engine/thruster/warp-drive… it will affect how accurately you will be able to fly it until you get it into a station for repairs.

 

Fittings/Weapons:

There are all of the same fittings/weapons there were in EVE Online –just with more ways to use them now.

  • This game is still set in the same era as EVE Online, using all the same worlds, ships, and so on.
  • When laser beams cross, it dramatically changes the direction, intensity, and effectiveness of both –and the most advanced targeting computers can do this on purpose; they can use their lasers to deflect/fragment/weaken the incoming laser beams of other ships, whether those laser beams are being fired at them or nearby ships.
  • Doomsday weapons on Titans can now be fired at worlds; planets and moons, and if enough of them are fired… the world fired upon has hit-points, will take damage, and can eventually become an un-terraformed –even shattered/destroyed– world. (This takes longer than it takes for Titans to destroy a Keepstar station, of course, but is still possible –however CONCORD will likely show up, swarm you, and destroy everyone who has fired at any planet.)

 

Ships Tree:

The original still exists, just with a few more sub-features to it now.

  • All the ships are organized the way they were in EVE Online.
  • You can zoom in all the way to the cross-section/cutaway and even the schematic levels of each ship.
  • Each ship does not just have a hover-over pop-up mini-window noting its estimate cost and buffs/trade-offs; each of those hover-menus now also shows the minimum and maximum non-capsuleer crews required for each ship (though this is automated in the game; there’s no need to recruit/replace crew members).
  • ‘Structures’ (Space stations, such as for mining or research) are part of the Ships Tree / Ship Trees now. They are grouped below the industrials/freighters section/line of each ship-tree.
  • If you make custom ships, they won’t appear as a make/model/class/tier on the Ships Tree, but you will need to have trained the skills to pilot a Cruiser if you want to design/build a custom Cruiser, for example.

 

Playable Races:

The ‘big four’ are not your only starter/on-join options now.

  • You can play/start as A.I.; the rogue-drones, meaning you will have to defend against DERAIL of CONCORD (and other anti-A.I. players) whenever they enter your Space/territory. (This also means you can only use rogue-drone ‘structures’/Space stations, and that you’ll have to repair derelicts or capture other human ships to override and use them if you wish to sneak through CONCORD-patrolled jump-gates.)
  • You can play/start as a Jove, meaning you will be limited to Jove Space at first –and penalized if you lose Jove technology/ships outside of Jove Space. (This also means you have access to cloaked Jove-only jump-gates which are the only connections to your race’s territory/regions, plus Jove-only research stations such as the cloaked Jove observatories.)
  • You can play/start as the Talocan, meaning you will be in a whole other dimension outside of regular Spacetime –beyond even the worm-hole Space/systems of the Triglavians.
  • You can play/start as Triglavians, meaning you’ll only have access to their worm-hole Space/systems/gates until you skill-train long enough.
  • You can play/start as the Yan Jung, meaning you’ll be the only ones who know where they migrated/relocated, and how –and what their lore/history is.

 

Research In-game:

Research in EVE Online v2.0 is now much more extensive –while also being easier to understand, more pop-up explanations and tutorial help offered.

  • Whenever you are trying to make an improvement between tech’ levels, it will help you determine which type of Space facility you need to go to in order to begin that process.
  • You can select options such as to pay for a bigger team of researchers/scientists/inventors.
  • Custom Ships: Now you can design your own ship; you are not just limited to putting fittings on existing designs.
    If you research and back-engineer the free/gift Jove ships enough, it will eventually open up a secret/hidden/extra button/icon/option/menu in your Ships Tree; you’ll be able to see all the Jove ships that have ever been encountered.
  • You don’t just research better parts/materials; you can place artifacts in the Research icon/square just like you can place a blueprint in the Blueprint/Manufacturing icon/square.

 

NPC Interaction:

Many more options now exist beyond just shooting at NPC ships.

  • Agents now offer missions which sometimes include seduction, sex, espionage, sabotage, etc.; they aren’t limited to hauling and killing anymore.
  • You can have dialogue options with NPC ships.
  • You can request permission to board and walk around inside NPC ships.
  • You can forcibly disable and board/breach NPC ships.
  • You can take their pilots/crews/anyone in them hostage/captive, if you want (which sometimes results in them become adrift/derelict).
  • You can even fuck, rape, enslave, execute, or ‘Space them’ (eject them out an airlock) if you want.
  • You can also bribe CONCORD scan/inspection/customs officials.
  • Sometimes your translator won’t work, or the NPCs won’t have working/compatible translators/technology, so you won’t have a dialogue option to calm down situations and build trust or decide on deals/trade –in which cases you’ll see and hear some of the unique languages, dialects, and slang of New Eden.
  • If you have a big enough ship or fleet, you can sometimes capture and enslave (and even sell/trade) thousands of NPCs at once.
  • Some worlds have naturally-submissive NPCs on them –some of which will WANT you to try and take/keep their finest daughters.
  • NPCs offer you better deals and more per exchange/trade every time you add a piece of P.I. to their world (because that creates jobs, attracts tourists and business, etc.).
  • You can pressure/force NPCs to breed like slaves in cages –by denying them food and water until they do. (You can watch them fuck, too.)
  • You can engineer and/or clone NPCs to get slaves with better qualities, which you can then use in P.I. similarly to how fuel was used in EVE Online (version 1) Player-Owned Space-stations (POSs) –except the slaves don’t expire like fuel used to.
  • Even if you’re just in a bar, you can seduce and fuck the bartender –right at the bar, if you don’t want to have them follow you to an alcove/booth/room.
  • If you’re into hentai or beastiality, male characters can direct tamed animals/pets/wildlife to fuck female characters, and female characters can direct those creatures to fuck them (females can fuck anything in this game).

 

Abandoned Ships:

You can go into derelicts, all of which have randomly-generated layouts and issues.

  • Derelicts sometimes break apart while you are in them.
  • They sometimes get struck by comet tails or other Space objects while you are in them.
  • You can learn how to inspect a derelict or hire an NPC or other player to help do that.
  • You need extra protection (such as a different/better suit, or more energy shielding) when you go into contaminated areas, such as leaking reactor rooms or anywhere with molecular acid spills.
  • Most derelicts are adrift and powerless; they are pitch-black inside and have no gravity, so clutter and particulates are floating around everywhere.
  • Some systems have many abandoned ships, others have fewer or even none, and all abandoned ships have unique identifiers and clues, so you can determine which were in which battles, which colonization and terraforming campaigns, etc..
  • You can even abandon your own ship –such as by setting it on a course to crash into other ships or Space stations –or worlds. “Leave My Ship” is not just an option inside Space stations anymore.
  • Older/ancient ships/derelicts are often of no value, their components too obsolete, but you can sometimes profit from scrapping/salvaging newer ones.

 

Map Layout:

A lot has been improved in the map feature.

  • The whole galaxy, not just the portion of it called New Eden, is now visible on the map if you zoom out all the way.
  • All star systems are a normal distance apart, and the coding/program/engine has been chosen/upgraded to be able to process traversing those distances while in warp.
  • Everything looks the same as it did while in your ship in a star system in New Eden in the original EVE Online; you see the same beautiful sky-boxes, and the same colored-lines system connecting the stars/dots around you if you have set a destination.
  • You can warp much closer to the EVE Gate anomaly, see the ancient mega-ship wreckage/derelicts orbiting it, etc..
  • Once you have skill-trained up to/through level 5 on enough skills, you become able to warp/jump your ship into the previously unreached star systems that used to be off the map, not even created by the developers, in the first EVE Online; you can start colonizing more worlds, not just battling to tap into the resources of previously-reached ones –and the entire galaxy is available at this point; billions of other systems.
  • One of the filters you can choose to apply to the in-game map will show Space weather –including where all worm-holes are (including how many more ships/jumps they can handle before they close, and others open in their stead).
  • Another new feature of the in-game map is that you can select the animation which highlights the solar systems as they were reached from the EVE Gate, seeing how a chunk of New Eden was steadily colonized, then which colonies/systems collapsed during the Dark Ages, and then how the ‘big four’ and others expanded, eventually their borders meeting and beginning to change during battles/wars.

 

Orbits and Rotations:

In EVE Online, the planets and moons were in fixed positions on the map, as were the star systems. This is beginning to change.

  • Info pop-ups for planets, moons, and asteroid belts no longer have randomly-generated numbers; the posted distances between them make sense now, and are based on where they are actually placed in the game environment/engine.
  • Stars now have the Show Info option, too; you can right-click a star and left-click Show Info in the dropdown menu that appears, and will see data about the star, such as its radius, rotation speed, cycle (like how the Sun has an 11-year cycle of more vs. less activity).
  • All planets are on actual orbits now, and their orbits are slightly affected by one another’s; they slow down and speed up just a bit whenever they are respectively nearer or farther from each other.
  • Moons orbit planets, some moons also rotating (vs. being tidally-locked), and planets orbit stars, some also rotating (while other planets are, like some moons, tidally-locked).
  • Just like on the map in EVE Online, some orbits are not on the same plane as others in the same system.
  • Comets pass by, and are always a travel hazard due to how quickly the debris in their tail can be moving, and their tail is always away from the star; the tail of each comet slowly moves around it as the main body approaches and then moves away from its star.
  • Every planet and moon that rotates… has a slightly different rate and angle/plane/tilt of rotation; they do not all rotate at the same slow speed and direction like they did when flown to in EVE Online.
  • Moons and planets cast shadows on each other as their orbits change; there are eclipses in this game.
  • Moons cause tides to varying degrees if you are planet-side and they are rising/overhead.
  • Weather patterns / cloud formations are constantly changing on every world, though they always follow the same overall trajectory/pattern on each given world; there will always be hurricanes in the same place/band on one world, for example, not near the polar regions, etc..

 

Going Planet-side:

Every world can be flown down to from orbit –including moons and gas giants.

  • This is a lot like in Star Citizen (a.k.a. RSI) and other games where you can go down to highly-detailed planetary surfaces; you’ll see life-like terrain, plants, and a day-night cycle (with the local star, color and all, visible above, just like it was in one of the Mass Effect games), etc..
  • Gravity on the different worlds results in different speeds for walking and driving.
  • Tectonics on some worlds causes shaking every now and then.
  • Traction is better on drier worlds/areas, worse on icier/frozen worlds/areas.
  • There are also weather cycles/patterns, not just day-night cycles.
  • All city lights once only viewable at night from orbit (in EVE Online’s first version/game, such as via the Resources tab of the Agency menu option)… are now fully-rendered cities you can roam through (like in GTA).
  • There is wildlife and plantlife (fauna and flora) unique to every world, continent, and sea.
  • You can inspect ancient ruins on planets, gaining skills and lore cinematics as you become more practiced at this –and finding artifacts (some of which contribute to research/advancements/leveling).
  • Meteor showers are much more frequent, and cause much more damage, on moons and worlds with thinner/no atmospheres.
  • Like derelict ships in Space, you’ll find abandoned/wrecked vehicles, sea-ships, and ghost-towns on planets and some moons. Sometimes wildlife has made a den or nest in them –and will defend their eggs/young.
  • You can capture/tame wildlife of all sorts –though it will need the atmosphere of its world to stay alive (so you’ll have to start a P.I. ranch if you want to keep what you tamed while you leave that world to resume Space work).
  • All Dust 514 content/features is back –including orbital bombardments (and you can even bombard your own P.I. if that is the easiest way to get rid of something you no longer want).
  • If you want, you can leave your ship and freefall into orbit; you can ‘orbit dive’ (not just sky-dive).
  • Sometimes you’ll find areas completely blanketed in / ruined by pollution/spills/crashes, and you can help clean those up if you have the right skills trained, drones/slaves, P.I. set up nearby, etc..
  • All the humanoid species combinations/permutations of the Stellaris version of EVE Online exist, one or two of them on some of the worlds, and many worlds without any of them at all (only non-human wildlife/animals instead).
  • Just like in WoW and many other games, you’ll almost never have to deal with wildlife or dangerous plantlife when you are inside a colony/starport, you’ll rarely/sometimes have to deal with those things when you are on a path/trail/road between such installations/facilities, and you’ll almost always/constantly have to deal with it when you are off-trail and deep in the wild/wilderness.
  • If you exit your ship/vehicle an a planet with high winds, you might be blown/pushed/slid away from it, sometimes too far to ever get back.
  • If you exit your ship/vehicle an a planet with nearby lava-flows, you might take suit damage or even die if you are too near that lava.
  • If you exit your ship on/in a gas giant, you will be blown away by the wind and lose sight of it.
  • If you open your faceplate/helmet/suit on a planet that does not have a breathable atmosphere / needs more terraforming, you will suffocate and die.
  • You can land on the giant chunks of a fragmented/shattered planet/moon, but gravity will be erratic, sometimes causing bigger jumps or even moments of weightlessness, and you might be crushed as those fragments spin/collide (and occasionally geyser-outgas/erupt).

 

P.I.:

Planetary Industry is a lot easier, no longer set up like a chore, and you can have as many facilities as you want, on as many planets and moons as you want, all of them automated (with the option to change settings / intervene at any time).

  • You can set up farms and ranches, not just resource extractors.
  • There are dozens of different industries/businesses to choose from; you can set up construction companies, entertainment attractions, shopping malls, and much more (and the more you set up, the more attractive your world becomes, thus the better deals it gets on selling/trade of what you produce).
  • You can set up highways and subways between facilities, much like in Civilization: Alpha Centauri or similar games.
  • Terraforming is now an option; if you gain sovereignty over a planet (such as if no one else has P.I. on it, or if it is in a system you control the jump-gate of/to, or if it is in a system outside New Eden (EVE Online version 1) systems/territories), you can change its atmosphere, biomes, etc..

 

Lore:

Everything has a description now, not just regions.

  • CCP developers’ lore / canon / original content (OC) remains; you’ll see the same opening description/info paragraphs for regions –and we’ve extrapolated from all that, adding to each of them.
  • All player-created lore was used to fill in the gaps; every constellation, system, world, and station players wrote about –now has a lot of the content/lore/RP they generated… as part of its description/info.
  • Even some moons have been given description/lore paragraphs.
  • The entire timeline is now revealed, and available as a menu feature/window in-game; you can scroll through it like a digital family-tree, seeing when each and every colony/world was started, struggling, collapsed, enslaved, etc. –including all the Jove and Talocan ones. There are no more gaps left unanswered from the original game.

 

Supplemental Websites:

Players used to create programming-scripts and external websites with helpful information due to how complex EVE Online was to play. We have added the helpful data of such sites/webpages as features in this 2nd version of EVE Online.

  • EVE University website content is part of / accessible in this game.
  • Scope news videos/clips are accessible in-game.
  • All DOT-LAN website maps/info is now accessible in-game.
  • All EVE-marketer website info/price-checks are now accessible in-game.
  • Even YouTube how-to/walkthrough videos/clips are now available from Agents and tutorial-A.I. pop-ups for each mission.

 

Cosmic Activity:

Space in our version of EVE Online is much more dynamic, life-like, and challenging.

  • If you are very close to a star, some solar flares and coronal mass ejections can reach and damage your ship.
  • Most worlds with atmospheres and magnetospheres have auroral activity around their axis of rotation; wherever their north and south poles are, you’ll be able to see the aurora fluctuating when those areas are not lit by direct star light.

 

Patches and Expansions:

Eventually the Sefrim return –and unmask; they are the Inisfreeans (and they won’t interact with your character unless you have no piercings, etc.; you’ll have to be compatible with their culture/way).

  • Anywhere they go, everyone starts getting along; even the A.I. rogue-drones become completely peaceful and team up with you/them.
  • Sometimes you get to see one of the IC ships decloaking as it enters orbit or lands, and landing causes its surrounding terrain to re-green, becoming a beautiful meadow even on barren worlds.
  • Only the Sefrim (Inisfreeans) in this game can reveal to you the cloaked polar holes that open up P.I. access/options to/in the interiors of the worlds, every moon and planet being hollow –which you can discover after a lot of time spent leveling/skilling up in this game.
  • If you stay on good terms and build up your status points with the Sefrim (Inisfreeans) long enough, they’ll reveal to you more/secret/advanced research and manufacturing techniques which will allow you to make invincible items/components (like the legendary ametat and avetat which did not corrode/rust or even blemish after millennia). Think: laser crystals you never have to replace.

 

Orbital Views & World Maps:

This high level of detail and realism is no coincidence…

Stations & Starships:

Space stations in New Eden are sometimes bigger than many Earth cities, the biggest of these stations being able to dock/house the Super Capital ships called Titans.

Comparisons:

The largest ships humans use out here are miles long, and crewed by people numbering similar to the population of cities.

Main Characters:

Every world has a leader and a representative, as does every interstellar empire/civilization/alliance.

More TBA…

Statues & Memorials:

More TBA…

Colonists of Choice:

As always, the Inisfreeans only locate and work with the sexiest of female humans out here.

Wars:

There have been thousands of documented interplanetary and interstellar wars here, and many more which remain undocumented.

Anomalies:

There are still many things unexplained in New Eden, perhaps because humans are still brainwashed and bred to manifest/generate and focus on such.

The In-game H.U.D.:

The controls/menus help players/Capsuleers navigate, chart, research, buy, sell, trade, build, mine/harvest, store, sort/organize, and much more.

Amarr-like Art: