Well, possess three different approaches in regards to eve Online. Included in this first strategy, we migrate content to mobile devices and just correct some controls on the UI side. If the material is too big or too complex for mobile devices, we try to reduce or restructure it. This is the next strategy. For example, we simplified the interaction speech. And the next strategy is that we redesigned and have totally remade some elements of eve Online but strove to preserve the notion of the original.
However, eve Online is this complicated MMO name with prolonged play sessions. From the Chinese market, we have some experience shifting hardcore MMO RPGs into the platform. So that's the first reason we were willing to proceed with eve Online. And the second reason is that we want to challenge ourselves to push the boundaries of the mobile marketplace, to present a sandbox 3D name that is hardcore and also has a complex financial system.
Eve on the internet is famous for its steep entrance threshold. even by PC standards. Many players prefer reading about intrigues and confrontations from Eve Echoes to enjoying it themselves. This is a really common situation with plenty of games, not just eve Online, when folks are more willing to watch rather than enjoying themselves. There was this joke on one of the forums, Reddit possibly, that people rush to Eve Echoes like generals, but if they actually start playing, they're just like a lone soldier and die quickly.
Anyway, this kind of stories, including alliances intrigues and oppositions, belongs to many players. They create them. We don't want to restrict or otherwise change this part. We give them tools that they use to make their own stories only provide a sandbox environment for gamers and tell these tales. It depends on players.
Let's us to read EVE Echoes ISK information on https://www.fastisk.com/
- Oṣu Kẹsan 8 2020 ni 23:17