I was thinking of purchasing it this weekend, but I'm not sure if you have to always be connected online to play. The demo was amazing, but way too short and the last thing I want is an online only game.
As for Dust:514 it had a connection, but it was limited to Faction Warfare, and there was only one significant interaction. However, a suggested interaction had been the capacity to board enemy Ships and this suggestion made me think about how to make that interaction possible. And that would involve essentially making Ships last long enough so that Dust players would have the time to enter the ship, do what they have to do, and get out with some semblance of a game.
CCP - bring back the sandbox, put the tools and shovels and sand in the players hands, add some actual PvP into the mix, and maybe stop charging extra while delivering less. Build on success before launching ever more failures.
Hello, i am a new player to Tera and I started to play the game as a valkyrie, leveling from 0 to 50 felt really good and l was feeling like I'm pretty strong, but hitting 65+ I started to feel overwhelmed with the abilities, I usually play ranged characters in my mmos, this is my first time playing a melee class and I feel like I am useless. i can't get combos right and I can't get enough DPS and I keep on dying. idk what I should be doing but I spent wayyyy too much time learning combos and still fail them since the combo chain is huge. can anyone suggest a good dps ranged character for me to try ?
Eve: Valkyrie was a multiplayer dogfighting shooter game set in the Eve Online universe[3] that was designed to use virtual reality headset technology. Originally launched for Microsoft Windows for use with the Oculus Rift virtual reality headset,[4][5] CCP Games had announced they plan to enable cross-platform play between the three major VR systems: the Oculus Rift, the HTC Vive, and the PlayStation VR.[6] Released in March 2016,[4] the game had two game mode options: Chronicles could be played in single player, while Combat allowed eight by eight combat PvP (player versus player) missions.[7] Reviews generally criticized the limited plot and limitations of single player mode,[8] although the described "arcade experience" was praised for having intuitive controls[7][9] and "exhilarating" dogfighting features,[10][11] with PC Powerplay dubbing it "arguably the best VR experience currently available for the [Oculus Rift] platform."[8]
In Eve: Valkyrie, players assumed the identity of a cloned ace pilot, with the pilot ostensibly remembering previous deaths and failures.[9] One of the central characters of the plot, Rán Kavik, is voiced by Katee Sackhoff.[12]
The game allowed single-player mode for the tutorials and several "exploratory" levels, although as of September 2016, the game was primarily focused on PvP (player versus player) dogfighting matches.[8] After the opening missions, Valkyrie splits into two game mode options: Chronicles could be played in single player, while Combat allowed eight by eight combat PvP missions.[7]
In June 2016, a "trench" fighter pilot feature was added[12] as part of a free patch with new gameplay.[13] The new Carrier Assault game mode with the update featured three gameplay stages, the final of which features a "Star-Wars-like trench run" into the center of a ship.[12] Among other changes with the patch were "Boost Gates" that increase speed when flown through, a new "Crossroads multiplayer map", new game modes, and a new bonus feature awarded to each player at the end of matches. The main menu was also revised, with an additional new "tactical" menu added showing all actives players and their stats during multiplayer matches.[12] As of September 2016, the game was only available to players with the Oculus Rift headset[14] through PC, and players with the PSVR headset, on PlayStation,[8] although CCP has announced the game will allow cross-platform play with other upcoming systems.[6]
During development, it was called EVE-VR while still a tech demo.[3] Eve: Valkyrie was initially a demo put together by several CCP developers as a side project in their free time, with the demo then shown at EVE Fanfest in late April 2013.[2] While the game was undergoing early development in October 2013, CCP asserted they were "thinking about" adding a single-player campaign to EVE: Valkyrie. At the time, the demo was only multiplayer and focused largely on dogfighting.[3]
On March 19, 2015, CCP announced that Eve: Valkyrie had been opened for its pre-alpha testing phase, which was invite-only to players.[12] At the time, CCP also confirmed that game would be a launch title for both Oculus Rift and PlayStation VR, with no firm release dates set for either version. The versions were confirmed to be similar, but would not allow cross-platform play for players using different hardware.[12]
It was reviewed in Game Informer, with Matt Bertz writing that "the visceral experience of sitting in this futuristic cockpit is the biggest selling point... the potential for a defining VR experience is here, which is why the extreme lack of compelling content is such a shame."[9] It was also reviewed in CG Magazine, which praised the controls and the ability to look and see enemy ships, writing "the controls are tight and feel great and easy to pick up, especially in comparison to something more sim oriented like fellow space game Elite: Dangerous." The review dubbed the plot "interesting" but "quite shallow," although argued the dogfighting was "exhilarating" and "I haven't found a more satisfying multiplayer experience yet in virtual reality." The review did note a lack of players to fill up multi-player matches as of September 2016, with the reviewer projecting that numbers would increase over time.[10] The Dutch review site Gamer.nl also praised the visuals and visceral feel of flying in VR, particularly in multiplayer mode and in the tutorials. However, the review criticized repetition and limitations in single player mode, as well as certain technical aspects of the gameplay.[11]
Originally released in 2003, EVE Online has proven to be one of the more enduring MMOs, with its number of active subscribers steadily climbing each year as the game continues to improve and evolve with expansions and updates. One year ago the virtual reality device known as the Oculus Rift launched with an EVE Online spin off, EVE: Valkyrie, though the game later became available on the HTC Vive and PlayStation VR, complete with cross platform play. EVE: Valkyrie allows players to experience the universe of EVE Online in single player and PvP sessions in a greater level of immersion that only VR can provide. By incorporating the established universe of EVE Online into a virtual reality launch, CCP Games has shown the world that they intend to continue their innovative ways and remain on the cutting edge of gaming as VR becomes a more mainstream gaming platform.
The criticisms stem from the actual content not being as fleshed, creating an enjoyable but short experience, and with VR still being a niche market, there was a small pool of online players to fight compared to some other established franchises. Player vs player combat was the main attraction, and the limited single player experience was noted in several reviews as a low point. While these criticisms may be valid points, EVE: Valkyrie still has the distinction of being one of if not the best title that was available at the launch of the Oculus Rift, and even these criticisms suggest that what we have with EVE: Valkyrie is something good, they just wanted more.
In keeping with the heavy emphasis on clones in EVE Online, EVE: Valkyrie also makes heavy use of clones, having the player control a pilot that remembers his previous missions, successes, failures, and most importantly deaths. The idea of playing a character in a game who is able to remember his death amuses me on two separate levels. The first is that it adds an element of realism to how he is able to return to the fray after dying repeatedly. The second, more personally entertaining one is that it almost gives the impression of the game being self aware that it is a game. Unlike real life, games will allow us to make fatal mistakes over and over again, granting us do over privileges in hopes that we learn from our mistakes and eventually get it right. This is taking an ancient game mechanic and working it into the plot, as if the character can be thinking, when a swarm of enemy ships closes in for the kill, oh crap not that again, I really hate the feeling of being blown into a million little pieces. If only game characters were self aware and had feelings. We would all be horrible people for inflicting endless deaths upon them over and over again.
[Hardcore Gamer] EVE Online has gained a lot of popularity and acclaim as an MMO. What are some of the things that had to be taken into consideration when shifting the universe from a living and breathing community of hundreds of thousands of people to a single player and small scale multiplayer experience?
Cross-platform play across consoles like Xbox One and PlayStation 4 is largely non-existent, yet EVE: Valkyrie connects all players on the PSVR, Oculus Rift and HTC Vive. What were some of the challenges with making this cross-platform play happen and how were you able to overcome them?
[Andrew Willans] It was always our goal for Valkyrie to be a cross-platform game, so development on PC (both Oculus and Vive) and PS4 happened mostly in tandem. This ensured that the design decisions we made were for the benefit of the game (and gameplay) rather than any platform, as we wanted to ensure we had as many players in our matches as possible. Every platform presents its own different set of challenges. PS4 was slightly more involved as we utilized some of the features provided by their OS for friends and party chat support, and of course we had a retail presence with Sony so we had to go through the disc submission process.One of the more logistical challenges for a small studio making a cross-platform VR game is testing. Thankfully our partners were keen to provide us with all the latest hardware, but juggling all those headsets, cameras and controllers was a mammoth task at times. Our desks were often buried under cables and cool tech. Tough life, right?
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