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EVE New Citizens Q&A

 
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A question about skills training from a new player.

Author
Drowl Durol
The Scope
Gallente Federation
#1 - 2012-04-03 12:59:49 UTC
Hello all,
thanks for reading.

I keep seeing reference to 'unfocused training'. Does this matter at all?
For example, if I skill-up in all of the basic skills and then deeper into industrial skills, does this have a knock-on effect later on?
Like if I train 'Sharpshooter I' now, it could take say 10 minutes.
If I train it after a month of focussing on other skills, will it take longer than 10 minutes?

Ty, DD.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2012-04-03 13:41:30 UTC
It won't take longer.

The only things with affect training times are:
1: Attributes. You can remap these once a year (it's possible to do it more often if you have free remaps. You won't yet). Don't do this lightly, but if you work out a training plan for the year, you can adjust your stats to be more optimal. Evemon is handy here.
2: Implants. These adjust attributes, but are destroyed if your capsule is blown up. They also can't be removed without being destroyed.

Both are good ideas, but watch what you're doing.


The only other side effect is, the more skillpoints you have, the more expensive your clone will become. So someone that's all over the place will probably have a more expensive clone than someone that's tightly focused on one area, matching their abilities there. (that will be a newer character, however)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Virgil Travis
Non Constructive Self Management
#3 - 2012-04-03 13:44:41 UTC
Your training times are affected only by your attributes, you're able to train any skill at any time with no penalty other than how high the related attributes for that skill are. You can change your attributes using neural remaps, though I suggest you save those for a little while perhaps until you have a clearer focus on your training and can stick with training skills using two attributes for a long period. You can also increase your attributes using learning implants, which you can buy on the market or get from some storyline missions.

The good thing about EVE is you aren't restricted in the skills you can train, you can decide to train up purely industrial characters, purely pvp ones or a mix of the two. It's your choice and the only factors are time and ISK.

Here are some links to give you an overview of training.

Skills Guide

Attributes in EVE

Unified Church of the Unobligated - madness in the method Mamma didn't raise no victims.

Drowl Durol
The Scope
Gallente Federation
#4 - 2012-04-03 13:44:43 UTC
Thanks Steve.
I believe that I used a 'Bonus Remap' already and that there are two free re-maps still available. So I should probably attempt to focus myself.

Thanks for the answers.
TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#5 - 2012-04-03 14:36:44 UTC
It's also worth noting that there's a lp boost when you first start (it's been a while so I have no idea how long this lasts) where you train everything faster.

best advise though is try a little of a lot of stuff, you don't need to train anything past 3 if you're only doing it to see what it's like.

When you find sommit you like, specialise in that :)

Also, downside to implants is the fear of losing them.
Wolfgang Shogaatsu
The Scope
Gallente Federation
#6 - 2012-04-03 14:45:04 UTC  |  Edited by: Wolfgang Shogaatsu
TheBlueMonkey wrote:
Also, downside to implants is the fear of losing them.

In my opinion there is nothing worth having in EvE that doesn't come with that kind of fear. A work around to the implant issue is to have Jump Clones, these are seperate "bodies" which will have their own set of implants in each. Put your high end implants in your main one and then jump to a pvp clone which will have cheaper implants for when there is pew pew to be had.

Also keep in mind that jump clones are different from medical clones, you have to pay for them only once and you will need sufficient standing with the NPC corp that you want to buy them from. However, there are some player corps out there which have that kind of standing and if you have no standing at all with their chosen NPC corp you will be able to take advantage of that and buy one. Once you buy a jump clone you will still need to replace and keep up to date your medical clone.

Jump clones make great "fast travel" points allowing you to move around New eden in a blink of an eye but only once every 24 hours.
Xerces Ynx
Aliastra
Gallente Federation
#7 - 2012-04-03 14:53:06 UTC
Skills that take 10 minutes or even 1 day to train are not the problem. Longer skills are. For example, you can train Cruisers V, but if you won't use it later (i.e. specialized cruisers are not your cup of tea), 25 days of training will be wasted. This time could be used for skills more suited for your needs. And 25 days is almost one month of subscription. Go crazy with "light" skills, but plan ahead before you drop a heavy one in your training queue.

Error reading signature file: /home/xerces/.signature: No such file or directory

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-04-03 15:17:26 UTC  |  Edited by: Tau Cabalander
Drowl Durol wrote:
Hello all,
thanks for reading.

I keep seeing reference to 'unfocused training'. Does this matter at all?
For example, if I skill-up in all of the basic skills and then deeper into industrial skills, does this have a knock-on effect later on?
Like if I train 'Sharpshooter I' now, it could take say 10 minutes.
If I train it after a month of focussing on other skills, will it take longer than 10 minutes?

Ty, DD.

Whether you specialize or not is your choice, and you can always change your mind later without penalties.

I like to call myself a jack-of-all-trades, though I am biased towards Caldari ships (I can't help it, I like missiles). I'm currently training Destroyers 5; despite the fact that I can pilot capitals, I never bothered to train Destroyers until now, and there is no penalty in doing that so late in my career. http://eveboard.com/pilot/Tau_Cabalander

Being specialized pro: you become an expert at something faster.
Being specialized con: you can do less than a non-specialized plan.

Skills train at the same speed regardless of how many skill points you have. Training speed is based on your attributes and any attribute implants. Skills have a primary attribute and a secondary attribute (see the skill info).

Skill Points Per Hour = ((Primary Attribute + Implant Bonus) + (Secondary Attribute + Implant Bonus) / 2) * 60

Note that training levels 1 through 4 takes about 20% of the time of training level 5, yet gives you 80% of the advantages.

I train all skills to level 2, and only train them further if they are useful to me. I only tain level 5 for the skills that I deem are really important to me, or are prerequitistes for another skill I want. Level 4 is plenty for most skills.
Drowl Durol
The Scope
Gallente Federation
#9 - 2012-04-03 15:21:44 UTC
So level 5 is for the perfectionist or to open up new skill paths?

I assume that there are enough skills to keep a character in training for several years.
Sin Pew
Ministry of War
Amarr Empire
#10 - 2012-04-03 15:38:06 UTC  |  Edited by: Sin Pew
Xerces Ynx wrote:
Go crazy with "light" skills.
Easy... easy... not too crazy either, or you end up with SP all over the place.

Unfocused training, is training a bit of everything, having your fingers in various different occupations. It gives the possibility of doing many things, but takes a shitload of time to eventually master them.

Whereas a focused training, is a toon dedicated in industry, or combat with a specific set of weapons. Someone that has invested their training time for a main objective and the necessary support skills, without training to level 5 those that didn't need it because the best mod only requires level 4 (ie repair systems), thus saving time on the overall training time.

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#11 - 2012-04-03 15:41:48 UTC
[quote=Drowl Durol]So level 5 is for the perfectionist or to open up new skill paths

I assume that there are enough skills to keep a character in training for several years.[/quote

Not /quite/. But close. Some skills are just too useful to not max out. Drone Interfacing 5, while not needed to open anything up (I think) means you have a 100% damage bonus, rather than an 80% one. So for a drone heavy person, it's seriously worth the time.

But yes, in general, skip the 5s unless you /need/ them. Like everything else in EVE, there are always exceptions to the 'rules' people spout. The rules tend to cover the general cases, and get broken by two types of people. Those who don't know any better, and those who know exactly what they're doing

Like the 'Don't multi-tank' rule. Multi-tanking for a bait ship isn't such a bad idea, in certain scenarios

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#12 - 2012-04-03 16:16:13 UTC
Drowl Durol wrote:
So level 5 is for the perfectionist or to open up new skill paths?

I assume that there are enough skills to keep a character in training for several years.


Last time I checked I think it takes like 25 years to get all skills to level 5 but then you're never going to be using all those skills at the same time.

i.e.
If you're flying a bc that uses lasers, all the frig\bs\capital skills and all the missile\hybrid\projectile skills aren't doing squatt.

Eve's about specialisation in a specific area, you just gotta find what you want to do.

I specialise in being terrible at eve :)
Wolfgang Shogaatsu
The Scope
Gallente Federation
#13 - 2012-04-03 16:48:28 UTC
Drowl Durol wrote:
So level 5 is for the perfectionist or to open up new skill paths?

Sadly this is one of those things were it really is relative.

Yes, for a lot of skills getting 4 is enough, however there are some situations where this is not the case (and this is by no means all of them):

  • Prerequisite for another skill - A lot of "Advanced" skills require having level 5 in the non-advanced skill before you can even begin training it.

  • Fitting - Depending on what you end up doing in Eve you may be presented with fits that belong to a Corp and/or Alliance and those fits could be "tight", essentially meaning there is a very small margin between having the fitting skills at level 5 and the minimum skill levels needed to fly it. Most of the time you will be expected to have specific fitting skills to 5 before even joining the Corp.

  • Fleets - This is similar to the above point, when you are in a fleet with fellow pilots sometimes that fleet may have a "doctrine", such as "long range alpha" for example, which means the role of the fleet is to hit hard and hit far, if you're skills are not in par with the rest of the fleet then the FC may put you in situation where you won't be effective. Another example of this is Logistics, a skill every logi pilot is encouraged (nay pestered) to get to 5, why? Because the amount of cap transfers that a Logi 4 pilot needs to be cap stable is two, and the amount a Logi 5 pilot needs is one, getting put in a fleet of logi's that only have one cap transfer each and you're logi 4 makes things a lot more complicated.

  • Having the "skills trained to Level 5" number in Evemon grow by one more, which as everyone knows is the primary reason anyone trains anything to level 5 in Eve.

Tau Cabalander
Retirement Retreat
Working Stiffs
#14 - 2012-04-03 17:52:07 UTC
Rank 1 skills are always worth training to level 5 (about 3 days), as are skills that affect all ships. Example: most of the skills on Core Competency certificates fall into this category.

I prioritize skills that give me the most return for the time investment. This can be different for different people, as well as change over time as your needs change.

I train everything to level 2 first as that takes about 2 hours at most on the highest rank of skill, and is often much quicker than that. It works for me, but that doesn't mean it is a good idea for anybody else. You decide what is best for yourself.
Kyle Myr
Brutor Tribe
Minmatar Republic
#15 - 2012-04-03 19:44:20 UTC
Wolfgang Shogaatsu wrote:
Drowl Durol wrote:
So level 5 is for the perfectionist or to open up new skill paths?

Sadly this is one of those things were it really is relative.

Yes, for a lot of skills getting 4 is enough, however there are some situations where this is not the case (and this is by no means all of them):

  • Prerequisite for another skill - A lot of "Advanced" skills require having level 5 in the non-advanced skill before you can even begin training it.

  • Fitting - Depending on what you end up doing in Eve you may be presented with fits that belong to a Corp and/or Alliance and those fits could be "tight", essentially meaning there is a very small margin between having the fitting skills at level 5 and the minimum skill levels needed to fly it. Most of the time you will be expected to have specific fitting skills to 5 before even joining the Corp.

  • Fleets - This is similar to the above point, when you are in a fleet with fellow pilots sometimes that fleet may have a "doctrine", such as "long range alpha" for example, which means the role of the fleet is to hit hard and hit far, if you're skills are not in par with the rest of the fleet then the FC may put you in situation where you won't be effective. Another example of this is Logistics, a skill every logi pilot is encouraged (nay pestered) to get to 5, why? Because the amount of cap transfers that a Logi 4 pilot needs to be cap stable is two, and the amount a Logi 5 pilot needs is one, getting put in a fleet of logi's that only have one cap transfer each and you're logi 4 makes things a lot more complicated.

  • Having the "skills trained to Level 5" number in Evemon grow by one more, which as everyone knows is the primary reason anyone trains anything to level 5 in Eve.



This post covers a lot of useful points, and I'm quoting it for that reason. However, I'd like to add a little bit, as well:

-Be wary of any corporation that 'requires' certain amounts of skill points to join for PvP. This is a foolish attitude, as a character under 24 hours old can fly a solid tackler, and a character under a week old can fly a good ECM setup. Anyone who equates skill points with usefulness, or worse, player skill, is fooling themselves.

-Fitting skills are first and foremost the skills worth taking to V. Skills required for 'advanced' skills (especially advanced fitting skills) are a very close second.

-Training a solid range of general support skills as mentioned above is critical. A useful breakpoint is IV, as unless it's necessary to make certain fits long-term stable (Logistics is a good example of this), Vs take much longer for comparatively less benefit.
Toshiro GreyHawk
#16 - 2012-04-04 06:21:14 UTC


You have different categories of skills ...


Some skills, such as your support skills in Navigation, Electronics, Engineering and Mechanics will benefit you whatever ship you fly.

Then you have task oriented skills like Gunnery, Industry, Missiles and such that let you do certain things.

Then there are your tanking skills - generally armor or shields.


These last two categories can be selective - letting you progress faster - or more inclusive, letting you have more options. Minmatar are known for their flexibility - but - have a higher training threshold because of it.



Then you get into highly specialized skills that take a lot of training to do one specific job.


Mostly, you want to start off with one philosophy and do that until you've got something that can make you some decent money - then branch out some.

You're probably all right training for different weapons and tanks up to a point - but if you start getting into really specialized skills - you do want to know that you really want to do these things, and not mess around partially training for one then partially training for another and another, etc. An indicator of a really specialized skill - is that it has other skills to Level V as a prerequisite.



Now - another thing you have going on there - is not knowing what you want to do in the game. That happens a lot.

It's not going to hurt you that much to train some low level skills to get a taste for what something is about. to see if you like doing it or not.

Here - what you end up with a lot of the time - is people experimenting with their first character a lot - then later on - creating characters they specialize for something they already understand.




.
Katarina Reid
Deep Core Mining Inc.
Caldari State
#17 - 2012-04-04 07:59:00 UTC
Unfocused training jack of all trades master of none. At least choose indy/mining/trade or combat to not devalue ur skill points if u decide to sell ur char in the future.
Lost Greybeard
Drunken Yordles
#18 - 2012-04-04 17:13:16 UTC
Drowl Durol wrote:
So level 5 is for the perfectionist or to open up new skill paths?

I assume that there are enough skills to keep a character in training for several years.


Essentially. For the first year or two, the rule of thumb tends to be "only take a skill to level 5 if it unlocks a module or another skill that you want".

Bringing arbitrary other skills up to V for the incremental bonus is for once you've figured out for sure what specifically you want with your character.

(There is some grey area, a lot of people take Advanced Weapon Upgrades and other core fitting skills to V on principle rather than because there is a specific fit they want to unlock. Any skill related to fitting or capacitor helps literally any ship you might fly, so they can be good to get to V even if you don't need them right this minute.)
Traejun DiSanctis
Caldari Provisions
Caldari State
#19 - 2012-04-09 17:55:29 UTC
TheBlueMonkey wrote:
Drowl Durol wrote:
So level 5 is for the perfectionist or to open up new skill paths?

I assume that there are enough skills to keep a character in training for several years.


Last time I checked I think it takes like 25 years to get all skills to level 5 but then you're never going to be using all those skills at the same time.

i.e.
If you're flying a bc that uses lasers, all the frig\bs\capital skills and all the missile\hybrid\projectile skills aren't doing squatt.

Eve's about specialisation in a specific area, you just gotta find what you want to do.

I specialise in being terrible at eve :)


I think it's "only" 15 years to max everything lol - I'll wait here while someone does that.

Agree with the rest. Specializing is the ticket...especially early on. And in EvE speak, "early on" means your first year.