Les Epées Du Vent Les Epées Du Vent
FAQFAQ  RechercherRechercher  S’enregistrerS’enregistrer  ProfilProfil  MembresMembres  GroupesGroupes  Se connecter pour vérifier ses messages privésSe connecter pour vérifier ses messages privés  ConnexionConnexion 

Les extensions

 
Ce sujet est verrouillé; vous ne pouvez pas éditer les messages ou faire de réponses.    Les Epées Du Vent Index du Forum -> Eve Online -> L'escadre
Sujet précédent :: Sujet suivant  
Auteur Message
Fleurdeneige
Fondatrice
Fondatrice

Hors ligne

Inscrit le: 27 Jan 2008
Messages: 7 053
Localisation: Passerelle du Venturi
Féminin Poissons (20fev-20mar) 虎 Tigre

MessagePosté le: Mer 29 Mai - 16:34 (2013)    Sujet du message: Les extensions Répondre en citant

http://fr.wikipedia.org/wiki/EVE_Online


Comme dans la plupart des jeux massivement multijoueurs, des mises à jour sont effectuées régulièrement. De plus, des extensions gratuites sortent au rythme d'environ deux par an, et apportent de plus grands changements.
De la sortie du jeu (2003) à 2012, 18 extensions ont vu le jour4 :
  • Second Genesis (Mai 2003)
  • Castor (18 décembre 2003)
  • Exodus (17 novembre 2004)
  • Cold War (29 juin 2005)
  • Red Moon Rising (16 décembre 2005)
  • Revelations I (29 novembre 2006)
  • Revelations II (19 juin 2007)
  • Trinity (5 décembre 2007) : cette extension est accompagnée, pour le moment seulement pour les utilisateurs Windows équipés de cartes graphiques ad-hoc5, des modifications substantielles au moteur graphique : modèles 3D et textures nettement plus détaillés.
  • Empyrean Age (10 juin 2008) : cette extension a introduit la guerre de factions dans le jeu.
  • Quantum Rise (11 novembre 2008) : cette extension a notamment introduit un nouveau vaisseau capital industriel, l'Orca.
  • Apocrypha (10 mars 2009) : cette extension a ajouté, entre autres, de nouvelles zones accessibles via des trous de ver, de nouveaux vaisseaux et matériaux de nouvelles technologies, et des améliorations graphiques.
  • Dominion (1er décembre 2009) : cette extension a ajouté, entre autres, de grosses modifications concernant le système de souveraineté, la modification des vaisseaux de classe Titan, une mise à jour du navigateur en jeu à présent basé sur Chromium et une refonte graphique des planètes.
  • Tyrannis (26 mai 2010) : cette extension se focalise sur l'interaction planétaire. Les joueurs ont la possibilité d'exploiter des ressources et des minéraux via la construction de structures spécifiques. Cette extension pose les bases des sources de conflits pour le prochain jeu de CCP :Dust 514. Le réseau social interne au jeu, renommé EvE Gate, est amélioré par l'ajout de plusieurs fonctionnalités (calendrier, EvE mail, ...) et peut être consulté via un navigateur web.
  • Incursion (30 novembre 2010, 15 décembre 2010, 18 janvier 2011). Cette extension ajoute des attaques croissantes de la Nation Sansha que les joueurs repousseront en coopérant au sein de flottes publiques, de multiples améliorations suggérées par les joueurs et de nouvelles fonctionnalités pour l'interaction planétaire et le réseau social EvE Gate. Les avatars 3D font également leur apparition. Incursion a été déployée en trois temps: l'objectif étant d'éviter au département de QA (Quality Assurance) les corrections de bugs et autres soucis d'équilibrage à traiter en catastrophe6.
  • Incarna (été 2011). Cette extension permet aux joueurs d'évoluer dans les stations de l'univers d'EvE Online avec un avatar complet. Cette extension passe le minimum requis de la carte graphique aux ShaderModel 3.0. La première partie d'Incarna7, appelée Quartier des Capitaines est déployée le mardi 21 juin 2011.
  • Crucible (29 novembre 2011). Cette extension voit l'arrivée de nouveaux vaisseaux, de nouveaux graphismes et polices de caractères.
  • Inferno (22 mai 2012). Annoncée le 22 février 2012, dates de sorties divulguées lors de la conférence 8 à la Fanfest 2012. Patch pré-extension le 24 avril 2012. Cette extension apporte une mise à jour des textures de certains vaisseaux ainsi qu'une refonte du système de guerre entre corporation avec la possibilité pour les défenseurs d'appeler des alliés à rejoindre la guerre à leurs côtés.
  • Retribution (4 Décembre 2012)9. Cette extension voit l'arrivée de nouveaux vaisseaux ainsi que des modifications dans les rôles de certains vaisseaux existants, une refonte du système de primes pour les chasseurs de primes, et des changements dans le système de "gestion du crime".

_________________

Nous allons là où nul autre n'ose s'aventurer ! Nous nous tenons sur le pont et nul ne passe !
Revenir en haut
Visiter le site web du posteur
Auteur Message
Publicité






MessagePosté le: Mer 29 Mai - 16:34 (2013)    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
Revenir en haut
Auteur Message
Nefalia
Epée de feu / Amiral
Epée de feu / Amiral

Hors ligne

Inscrit le: 23 Avr 2010
Messages: 2 184
Localisation: Nice
Masculin Gémeaux (21mai-20juin) 兔 Lapin

MessagePosté le: Mer 29 Mai - 16:58 (2013)    Sujet du message: Les extensions Répondre en citant

Une prochaine extention devrait sortir bientôt, Odyssey. Cela permettra apparemment de "réunir" les joueurs d'Eve Online et de Dust 514. Pour les "gros points" importants, hormis le fait qu'Eve Online et Dust seront "lié", il y a un relooking de tout les vieux vaisseaux, une refonte du système d'exploration (Notamment pour les sondes) et une modification des POS. (Les bases des joueurs si je me trompe pas)
Revenir en haut
Auteur Message
Miick
Epée de lumière / Capitaine
Epée de lumière / Capitaine

Hors ligne

Inscrit le: 04 Avr 2009
Messages: 633
Localisation: Somewhere
Masculin Bélier (21mar-19avr) 猴 Singe

MessagePosté le: Mer 29 Mai - 22:30 (2013)    Sujet du message: Les extensions Répondre en citant

Je crois que Dust a été officiellement release il y a de cela presque 2 semaines

http://massively.joystiq.com/2013/04/27/dust-514-launches-on-may-14/
_________________
Revenir en haut
Auteur Message
Fleurdeneige
Fondatrice
Fondatrice

Hors ligne

Inscrit le: 27 Jan 2008
Messages: 7 053
Localisation: Passerelle du Venturi
Féminin Poissons (20fev-20mar) 虎 Tigre

MessagePosté le: Ven 31 Mai - 11:27 (2013)    Sujet du message: Les extensions Répondre en citant

Oui, Odyssey c'est pour le 4 juin.

les changements : http://community.eveonline.com/news/dev-blogs/team-super-friends-do-odyssey/


PROBE SCANNING AND OTHER GOODIES FOR ODYSSEY
28.05.2013 15:17 By CCP SoniClover | Comments

Hello capsuleers!
This is SoniClover from team Super Friends, telling you about some of the things the team has been working on for EVE Online: Odyssey's June 4th release.
The team took part in the theme-conception work overseen by CCP Seagull earlier in the year. From that work the exploration theme emerged as something we wanted to focus the expansion on. Super Friends part in this work was looking at the current probe scanning system to see what changes were needed to fit the overall vision.
What is this overall vision? The overall vision for exploration is to make it a more noticeable part of the game and lower the barrier of entry. Exploration is something that appeals to a lot of players, but because it is so obscure it was rarely something that newer players entered early. Instead, newer players tend to go for easily accessible systems like missioning or mining as their first careers. The goal was to try to make exploration as easily accessible in the early stages as those two, as exploration allows players to experience better the unique flair of EVE than mining or missioning does.
This is no easy task, as this has to be accomplished while at the same time retaining the functionality of the scan probing as a whole for other users of the system, such as veteran explorers, wormhole dwellers and scouts. While the focus this time around was on accessibility and basic mechanics, we feel this is only the tip of the iceberg and the changes we’re making now give us an opportunity to expand the exploration mechanic at the higher end, adding more depth of gameplay, in the future.
 
It’s full of probes!
With the vision discussion out of the way, let’s delve into the meat and bone of this dev blog – the changes coming in Odyssey.
So let’s start with the changes we’re doing for probe scanning:
  • You launch all probes in your launcher at once, regardless of how many you currently have loaded. You can have a maximum of 8 probes in space at the same time. All players can use 8 probes now by default as the Astrometrics skill no longer limits the number.
  • There are two pre-set formations coming in Odyssey for players to use – Spread (probes aligned to cover a large area) and Pinpoint (probes aligned to focus on one point). These are not intended to be the absolute best possible formations, but rather a solid starting point for budding explorers.
  • The probes launch into space next to your ship, but the formation view in the solar system map is centered around the sun and is not indicating the current position of the probes until you hit scan and they warp to the positions you've determined.
  • The default method for moving probes is a single handle for all probes you have out. Holding Shift will give you an individual handle for each probe, same as the current default. Holding Alt allows you to move your probes closer together.
  • Probes will also resize together by default, holding Shift allows for individual resizing. Note that this is the opposite of the previous system. Resizing probes keeps them centered. We’ve also made the celestial brackets be less in the way when moving/resizing probes.
  • The recall and expire options have been changed a bit – recall is now instantaneous and happens automatically on system jump or dock. Probes still have a timer, but instead of being lost when the timer is out, they automatically recall instead. The system remembers your last probe setup before they were automatically recalled so they can be quickly deployed again in the same pattern (by activating the launcher). No more forsaken probes in space!
  • On the visual side, the scanner window is changing a bit. Apart from some basic polish, we’ve added the buttons for setting formations. The formations only work if you have 8 probes total, they do not support fewer than that at the moment.

[*]The scan result list is seeing the biggest amount of changes. The progress towards getting a warpable signature has been made much more visually clear, as well as indicating the difference between your current and last scan results. This allows players to get a better sense of how well they’re progressing towards the signature they’re focusing on.[*]As mentioned above, the Astrometrics skill no longer dictates the number of probes you can use. Instead, it now gives a bonus to all of the relevant areas of probe scanning (scan strength +5%, scan deviation -5% and scanning time -5% per level). The specialized skills (Astrometrics Rangefinding, Astrometrics Pinpointing and Astrometrics Acquisition) instead give lower boost per level (5% instead of 10%). Another change is that Astrometrics is now a starting skill for new players, same as Mining for instance. The skill was given out in the exploration career agent chain, but it is much more straightforward to have players start with it, plus it aligns better with the vision of making entry into exploration be on equal footing to mining.[*]We’re adding new modules that affect scan probing. These are three types of modules that affect the same things as the specialty skills (scan strength, scan deviation and scanning time). Each module type has a tech I and tech II versions, the tech I version has BPOs on market, the tech II versions can only be acquired through invention and they require a new ingredient only found in archaeology sites to build.[*]Deep Space Probes (DSP) are being removed. With the overall changes to scanning (not just probe scanning, but also the addition of the Sensor Overlay), players are getting a fairly good overview of non-ship objects in a system. Combat probes exist to track down ships and are intended to become the new main avenue of scanning down ships. The other changes and additions coming in Odyssey speed up scanning down ships and removing the DSP counters this a bit. This means that on the whole, scanning down ships is going to take approximately the same as before, but with greater variations depending on circumstances. Existing DSPs will be changed into their corresponding combat versions.[*]The career agent missions and tutorials have been updated with the changes coming in Odyssey.
 
The Name of the Game
We’re changing the terminology of a few things, plus adjusting distribution somewhat.
  • We changed the terminology of some of the exploration sites:

- Radar sites become Data sites
- Magnometric sites become Relic sites
- Gravimetric sites become Ore sites
- Ladar sites become Gas sites
- The Unknown type has also been split into Combat and Wormholes.[*]The main reason for this change is that the Radar/Ladar/etc. terminology is already in use elsewhere in the game and having the same term for two different things can only lead to confusion.[*]We’re also changing the name of the hacking and archaeology modules:
- Codebreaker becomes Data Analyzer
- Analyzer becomes Relic Analyzer[*]The main reason for this name change was to tie the two module types better together and reduce confusion, especially when it comes to the Analyzer name.[*]A final name change is for decryptors. The old decryptors had thematically strong, but very random names. The new naming scheme is easier to grok, while retaining a bit of the thematic appeal.[*]We’ve removed Salvaging as a thing of its own in exploration sites. No salvaging sites will be distributed post-Odyssey and there are no special salvaging containers.[*]As part of the work Team Five-0 is doing, Ore sites (aka Gravimetric sites) are being made Cosmic Anomalies instead of Cosmic Signatures, meaning you no longer need probes to find them.
 
Finders Keepers
We’ve made several important changes to loot drops in exploration sites:
  • To compensate for salvaging sites no longer appearing, archaeology sites drop more salvaging materials now than before (there was no special salvaging-only loot in salvage sites).
  • Because players are no longer guaranteed to receive all the loot when opening a profession container, loot drops have been increased to compensate. This is a combination of increased drop chance, increased quantity, higher number of runs, etc. On average, a solo player should receive loot of equal value post-Odyssey as he receives now.
  • We’ve added some new loot into the mix to make exploring a bit more interesting:

- Three new decryptors, one has similar drop rate as existing ones, two (with the prefix Optimized) have a lower drop rate.
- Capital rigs, tech I and tech II versions. Tech I is seeded on market, tech II BPCs you get from exploration sites or through invention.
- Faction POS structures, BPCs for both versions (i.e. Blood/Dark Blood) can now drop in exploration sites. These have a very, very low drop rate.
 
Market Mania
We’ve made a few changes to market groups, to make it easier to find some items:
  • Decryptors are now listed in a more rational way. Instead of being under faction groups in Prototypes and Datafiles under Research & Invention, it is now listed under the empires and the group name is Prototypes and Decryptors.
  • There are two new groups under Ship Equipment, named Scanning Equipment and Harvest Equipment:

- The scanning equipment group has the ship, cargo and survey scanners as well as the hacking (Data Analyzer) and archaeology (Relic Analyzer) modules. This group also has the probe launchers. The survey probe launchers now have their own sub-group.
- The harvest equipment group has all the different mining equipment (lasers, ice, gas, etc.), as well as salvagers and mining upgrades.
 
Some POS work
In addition to the exploration work described above, Super Friends also did a couple of POS stories:
  • We added Personal Hangar Array. This is similar to the Corporate Hangar Array, but, as the name implies, is for personal storage only. The PHA has a storage capacity of 50,000.
  • We adjusted the arrows and camera when positioning POS modules, to make it less of a hassle.

 
Future Maybes
There are a few things that we want to get in, but aren’t able to in Odyssey. We aim to get these things in for a point release, but can’t promise it. Here are the most pertinent ones:
  • Custom formations – Odyssey will only have a very basic formation setup. We want to expand this and allow players to save their own formations and support formations with variable number of probes in them.
  • Scan history – the colored bars in the scan result list give an indication of whether a specific result got better or worse from your last scan. We want to take this further and allow players to essentially ‘go back’ to a previous result.
  • Improved visual clues – we want to make it clearer in the scan result list what results are at maximum signal strength for the current scan range set.

 
That’s it for Team Super Friends, we hope you enjoy these changes and have a great summer!
_________________

Nous allons là où nul autre n'ose s'aventurer ! Nous nous tenons sur le pont et nul ne passe !
Revenir en haut
Visiter le site web du posteur
Auteur Message
Contenu Sponsorisé






MessagePosté le: Aujourd’hui à 20:11 (2017)    Sujet du message: Les extensions

Revenir en haut
Montrer les messages depuis:   
Ce sujet est verrouillé; vous ne pouvez pas éditer les messages ou faire de réponses.    Les Epées Du Vent Index du Forum -> Eve Online -> L'escadre Toutes les heures sont au format GMT + 2 Heures
Page 1 sur 1

 
Sauter vers:  
Index | Panneau d’administration | Creer un forum | Forum gratuit d’entraide | Annuaire des forums gratuits | Signaler une violation | Conditions générales d'utilisation
Powered by phpBB © 2001, 2017 phpBB Group
Traduction par : phpBB-fr.com
Arthur Theme