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EVE New Citizens Q&A

 
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Young capsuleer with many questions

Author
Thanos Toralen
Deep Core Mining Inc.
Caldari State
#1 - 2013-08-28 06:29:58 UTC
I'm hoping some of you veterans can help me out here. I will call this post part 1 knowing that as the days go by I will likely have more.
*What is the difference between the boosters (implants)? I have seen one's for charisma, willpower and so on. I thought you would only need 1 for skill gain.
*What is T1 and T2? From what I can make of it, I'm assuming it's tier 1 and tier 2. If that is correct, how many tiers are there?
*If I were to buy plex and try to sell them in game, what's the going rate? Are these transactions guaranteed? Can somebody potentially take my plex and I get no isk in return?
*If I'm flying a ship that is fully equipped and somebody shoots me down, do I lose everything? What if I have things in the cargo hold? Would they be lost as well? What would be left for the other ship to salvage?
*What are some good career paths for a young capsuleer such as myself?

Any answers and feedback would be appreciated. Also if anyone has some pointers they are welcome as well.
Thanks
Kehro Urgus
Dark Nebula Academy
O X I D E
#2 - 2013-08-28 07:03:53 UTC  |  Edited by: Kehro Urgus
Stat modifying implants can be installed in slots 1-5, each slot hold one implant of a certain type so you can't have 2 perception enhancing implants for instance. If you check skill descriptions it will show which attribute is required to train. Gunnery skills and spaceship command depend upon perception and willpower for example. If you have a focused skill plan you technically need only the two implants that boost the needed attributes. The other implants will not boost training times unless you alter onto another line of training. The implants have 5 levels of boost,+1,+2,...+5 and each level is much more expensive. +4 are roughly 20m isk while the +5 implants are over 120m isk but they can be purchased with loyalty points for much cheaper.

By t1 and t2 I assume you mean mods. T1 mods are no higher than meta level 4, level 0 is garbage, t2 is meta level 5. These levels roughly indicate effectiveness. Meta level 4 mods cannot be manufactured and only drop from rats whereas t2 can be made with the skills, blueprints and whatnot. There are also t1 and t2 and even t3 ships but as far as tiers go within respective ship classes, that was done away with some time ago.

If you buy a plex in account management it will get you about 540 m or so but be careful trading it and DO NOT move it in a ship or you will probably be ganked. As long as you place a correct sell order on the market there is no risk though it may take a few days for it to sell. If in a hurry you can sell it directly to a buy order but just be sure the market prices look right. Do not ever trade items via direct station trades as it is usually a scam where the buyer deletes a zero or two just before you complete the transfer.

If your ship gets blown up some items such as mods will drop and there is a chance anything in cargo will drop too. If a player blew you up it is unlikely you will get anything back as the attacker will loot anything valuable. If an NPC blows you up you can try to retriieve the items but you risk getting blown up once again.

As far as career paths go that depends best on what you want to do rather than chasing isk. Some say exploration others say mining and indy is a good start. Trading is fairly skill intensive and requires capital and has risks. You should avoid doing something just for the isk if you don't find it enjoyable or you will get bored.

Yeeee! 

lollerwaffle
Tribal Liberation Force
Minmatar Republic
#3 - 2013-08-28 07:25:16 UTC  |  Edited by: lollerwaffle
Thanos Toralen wrote:
I'm hoping some of you veterans can help me out here. I will call this post part 1 knowing that as the days go by I will likely have more.
*What is the difference between the boosters (implants)? I have seen one's for charisma, willpower and so on. I thought you would only need 1 for skill gain.

Each skill has a primary and secondary attribute, and higher attributes for that skill means you train that skill faster. Implants give you better attributes. For example, most gunnery skills are affected by Perception and WIllpower, and plugging in implants for those will make you train gunnery related skills faster.

*What is T1 and T2? From what I can make of it, I'm assuming it's tier 1 and tier 2. If that is correct, how many tiers are there?

It's not tiers (like Dust). Here, you look at meta levels, so meta level 0 to 4 are Tech 1 equipment, and Tech 2 equipment are Meta 5. Then you have faction, deadspace, officer versions which can go up to meta 14. Generally, Tech 2 mods and ships involve a lot more training than the rest.

*If I were to buy plex and try to sell them in game, what's the going rate? Are these transactions guaranteed? Can somebody potentially take my plex and I get no isk in return?

Selling PLEX through the market is pretty much secure, unless you **** up your inputs. Note you may or may not have the money to actually put up orders since they charge taxes etc. It's generally better to put up a sell order for them as you get more money that way. DO NOT station trade PLEXES as those are likely scams. Another method to sell is Contracts, but trial accounts can't create them. For going rate, just open up your market and check, or you can also check eve-central.com

*If I'm flying a ship that is fully equipped and somebody shoots me down, do I lose everything? What if I have things in the cargo hold? Would they be lost as well? What would be left for the other ship to salvage?

Every module and cargo you carry has a 50% chance of dropping when your ship pops. If you can recover them yourself on an alt or come back in another ship, you may be able to get them back. Otherwise, you lose them to looters (which you, and other pilots, can also shoot) if the person doing the popping is on the field.

*What are some good career paths for a young capsuleer such as myself?

There are many, it depends what you find interesting. Try them all yourself, and decide what you want to go into. That said, in my opinion, PVP is the most fun you can get in this game, and while it's hard as a new pilot mainly due to lack of knowledge, if you get in a good corp, they will give you guidance etc. Other things to do are ninja salvager, miner, mission runner, ratter, inventor, manufacturer etc. Check this site out: Isk the Guide and What to do in EVE

Any answers and feedback would be appreciated. Also if anyone has some pointers they are welcome as well.
Thanks


Answer in bold below your questions.
Sin Pew
Ministry of War
Amarr Empire
#4 - 2013-08-28 07:41:15 UTC
Welcome Thanos,

Implants and boosters are different things. Implants are attribute modifiers, they add points to your character's attributes and have the basic effect of speeding up a bit the skill learning process. Each skill is governed by two attributes and raising those two attributes, will speed up the learning of all skills relying on those two attributes. All gunnery, missile launcher and spaceship command skills for example, are governed by perception and willpower. Some implants can come with other added bonuses like an increase in your ship's velocity and some work in full sets, where you need all five implants to get the real benefits. Implants are plugged into your clone's head and can't be removed, they can only be destroyed either manually, through replacement with better ones or when podded as your clone lies frozen into space.

Boosters is the name for drugs, they can have effects on your ship as well, like increasing your turrets tracking speed, but they wear off after an hour and are illegal in Empire space (or high-sec? someone correct that). They don't provide any boost in skill learning as far as I'm aware of and if you get some in a mission and try to jump through a gate in high-sec, you will be stopped on the other side by the police and will have to pay a fine or lose the ship.

There's another set of implants, that are called hardwiring, that can bring bonuses to your guns, ship, propulsion mods, etc. but don't affect skill learning. Those too, are plugged once and then destroyed if you remove them or get podded.

Implants and hardwiring, can't be salvaged and are linked to the current clone you're using. Boosters are carried in the cargohold like ammos. There are five slots for attributes implants and five slots for hardwirings, meaning you can get a total of 10 implants in your head. As a rookie, you will have a lot of varied skills to train and since the effect of implants is more prevalent the longer the skill takes to complete (you can shave off a day of training on a rank 6 skill), you won't get much benefit from a snake set and a focused remap, instead, a simple set of +2 or +3 basic implants with a balanced remap, will probable help you if you can afford it.

Now, regarding T1 and T2, that applies for a great deal of modules and items in game (implants, guns, tanking mods, ammos, etc.). T1 is the very basic model, starts with a meta modifier of 0, it's the base of the serie and has average performance and fitting capability. The T1 range extends up to Meta 4, also called named modules. These named modules are usually improvements over the basic one, with an easier fitting, but they also come in at a higher price and can't be manufactured, they're dropped by NPC rats you kill.
T2 mods on the other hand, are the improved version of T1 modules, only available when you meet the skill prerequisites and providing a very good performance while way cheaper than T1 modules of meta level 4 for example, but they're also harder to fit sometimes, as they're a bit hungrier in ship ressources.
Then, there is a whole lot of faction, deadspace, officer, storyline modules, that varry in performance and get close if not better than some T2 modules, but they're expensive. To fit a ship and maximize its effectiveness, it's common to make use of those pricey mods, to get that 1% extra DPS that can get make you survive a fight or save up the 5 CPU units you need to fit all the mods on your ship. Some of these mods are really better than their T2 equivalent, some just way easier to fit, it's a subtle balance, much like cooking.

Then, on to your PLEX question. A PLEX is an in-game item, that can be traded for ISK, or used to extend your gametime. Given their sheer value, around 550mil at the time, don't ever undock with one in your cargohold, or you will likely get shot or followed by a horde who would like nothing more than kiss your hull with their guns. It's worth losing a ship to concord if the PLEX drops and can be looted. When you buy a PLEX, you're prompted with the option of redeeming it after the login screen, but you can also do that later on by pressing ESC, where you'll get a preferences window with a redeem button. If you want to sell it on the market, travel to a market hub first, then redeem, if you want to extend your game time, redeem it and use the PLEX in station. You can get "robbed" somehow, if you have a PLEX and accept a dodgy contract or try trading it through direct trade with another player.

Well, quite the wall of text, but on to the ship loss part. When you lose a fight and your ship blows, each module fitted or present in your cargo hold, has a 50% chance of dropping, your wreck will hold those that dropped and can be looted to recover some of them, if no one did it before. Anything else is lost, save for salvage materials that can be extracted from the wreck.

Quite the lengthy post, but I hope it answers some of your questions.

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

Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#5 - 2013-08-28 07:48:42 UTC
Quote:
*What is the difference between the boosters (implants)? I have seen one's for charisma, willpower and so on. I thought you would only need 1 for skill gain.
First, there's implants who give bonuses besides just an attribute. Perhaps a small bonus to power grid, or shield boosting, or whatever. The purpose of these isn't so much for the attribute. These are generally used by veterans for specific, situational, tactical purposes. Don't worry about those, and if you get one, sell it.
As for the ones who give an attribute bonus, those are the ones that get used the most. +3 and +4 versions are the most common. One common way of using them is to match two of them to your current attribute mapping, which in turn corresponds with your current training plan.

For example, if you decide to work on really nailing your core skills, and wanted to be efficient about it, you'd remap your attributes to Int 27, Mem 21 (this is the most efficient spread for stuff like electronics, engineering, mechanics, and other fitting/core skills). And then you'd buy an implant for each of those two attributes. Whatever grade you can afford. No bonuses, just the attribute. Implants only offer a small percentage increase, even when training optimally, so don't sweat it too much yet.

Quote:
*What is T1 and T2? From what I can make of it, I'm assuming it's tier 1 and tier 2. If that is correct, how many tiers are there?

Tech1, Tech2, Tech3. No tier. What you'll most commonly see is that for each type of weapon, you'll see something like four tech1 variants, with different 'meta' levels. 'Meta' roughly maps to overall quality, the higher the better mostly. Meta 5 items are Tech 2 modules. There is one tech2 version of each tech1 type. So if you ever see a giant, overwhelming list of modules, pay attention to the tech2's, in order to get an idea what you're looking at.
Tech 3 is basically relegated to one type of ship: Strategic cruisers.


Quote:
*If I were to buy plex and try to sell them in game, what's the going rate? Are these transactions guaranteed? Can somebody potentially take my plex and I get no isk in return?
If you use the market system, with buy and sell orders, then you're basically safe. Don't use the Contracts system, for now. That's the primary avenue that scammers use, and there's not many good reasons to use it, in your position.

The Jita system will give you the best, cheap benchmark prices for items, as it holds the largest amount of commerce of all the systems. So plex prices there will be instructive. However they generally hover between 530-550 million ISK per unit, and they go up slightly as you move away from these market hubs.

Quote:
*If I'm flying a ship that is fully equipped and somebody shoots me down, do I lose everything? What if I have things in the cargo hold? Would they be lost as well? What would be left for the other ship to salvage?

You lose everything. Some items survive the explosion, and will be contained within the wreck, which is like a goody-box for whomever snags it. It's a small portion, and random. The 'box' itself can be salvaged, also. It's the same thing as if you destroy an NPC rat, basically.
Quote:
*What are some good career paths for a young capsuleer such as myself?

Missioning is a good start, as it gives an income while helping you get accustomed to the game system, and pick up other knowledge. The Sstes of Eve epic arc is a common early stop. Go for that as soon as you can.
Thanos Toralen
Deep Core Mining Inc.
Caldari State
#6 - 2013-08-28 08:23:15 UTC
You guys are awesome! Thanks for all of the insight. I'm still unclear on one thing though, what exactly is a remap? I've read a little bit about them and for the most part people say to save them for later in my career. If I remember correctly they say I only have three and there is no way to get more.
I also have a question regarding the gold exclamation mark that appears in the corner of my screen from time to time. I have been doing some of the military missions where they send me out to destroy Gurista Pirates. After some of the battles that exclamation mark appears with a countdown. What exactly is this? What are the can and cannot do's during this countdown?
Elena Thiesant
The Scope
Gallente Federation
#7 - 2013-08-28 08:35:20 UTC
Move your mouse pointer over that !, it'll tell you exactly what it is.

As for a remap, neural remap. Rearrange your attributes. You get one a year and you, as a new character, have two bonus remaps. It makes for faster training, if you know what you want to train and have a plan.
Sin Pew
Ministry of War
Amarr Empire
#8 - 2013-08-28 08:38:06 UTC
When you create a character, you get one neural remap per year and 2 bonus remaps. A remap allow you to adjust the attributes related to skills and thus help you speed up learning them. The first time you remap, your countdown will start and you can use your bonus in the meantime, but when you've used those 3, you're stuck until a year has passed.

https://wiki.eveonline.com/en/wiki/Neural_remapping

Hover on the symbol to find out, it's part of the crimewatch system.

https://wiki.eveonline.com/en/wiki/Crimewatch

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

Thanos Toralen
Deep Core Mining Inc.
Caldari State
#9 - 2013-08-28 10:40:25 UTC
My first day in space somebody try to do a limited engagement with me. Being as it was my first day I respectfully declined. That being said, you can try to engage anyone you would like? They don't have to have a suspect or criminal timer?
Jonah Gravenstein
Machiavellian Space Bastards
#10 - 2013-08-28 10:58:14 UTC  |  Edited by: Jonah Gravenstein
Thanos Toralen wrote:
My first day in space somebody try to do a limited engagement with me. Being as it was my first day I respectfully declined. That being said, you can try to engage anyone you would like? They don't have to have a suspect or criminal timer?

You can invite anybody to partake in a duel, which is classified as a legal and limited engagement. They don't have to accept but if they do, it can be to the death.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

lollerwaffle
Tribal Liberation Force
Minmatar Republic
#11 - 2013-08-28 11:16:54 UTC
Bear in mind some older players in highsec just like to pad their killboards with easy kills, so if you accept that duel, likelihood of getting blapped by an alpha strike in 1-2 volleys is quite high.

You'll learn something regardless, even if it's not to accept random duels in highsec LOL
Nox Solitudo
That Random Worker Ant Colony
#12 - 2013-08-28 11:25:43 UTC
Thanos Toralen wrote:
My first day in space somebody try to do a limited engagement with me. Being as it was my first day I respectfully declined. That being said, you can try to engage anyone you would like? They don't have to have a suspect or criminal timer?


And I will add that you can engage anyone even without duelling, but unless it's a criminal or unless you have a kill right on that person, CONCORD - space police - will come and destroy your ship (not your pod, no NPC will ever shoot your pod). Since there is a delay between attack and CONCORD reaction, some people use cheap ships with high alpha / volley / dps to destroy their victims before CONCORD arrives. This is the reason why you should never undock in a PLEX with your cargo, or haul something really expensive through chokepoints like Uedama, Niarja, Perimeter or trade hubs like Jita, Dodixie, Rens, Hek, Amarr.

Welcome to EVE :)
Jonah Gravenstein
Machiavellian Space Bastards
#13 - 2013-08-28 11:46:29 UTC  |  Edited by: Jonah Gravenstein
Nox Solitudo wrote:
Thanos Toralen wrote:
My first day in space somebody try to do a limited engagement with me. Being as it was my first day I respectfully declined. That being said, you can try to engage anyone you would like? They don't have to have a suspect or criminal timer?


And I will add that you can engage anyone even without duelling, but unless it's a criminal or unless you have a kill right on that person, CONCORD - space police - will come and destroy your ship (not your pod, no NPC will ever shoot your pod). Since there is a delay between attack and CONCORD reaction, some people use cheap ships with high alpha / volley / dps to destroy their victims before CONCORD arrives. This is the reason why you should never undock in a PLEX with your cargo, or haul something really expensive through chokepoints like Uedama, Niarja, Perimeter or trade hubs like Jita, Dodixie, Rens, Hek, Amarr.

Welcome to EVE :)

Or mine AFK in a untanked ship, especially one that costs 1/4 billion isk (yes there are plenty of people dumb enough to do this)

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Sin Pew
Ministry of War
Amarr Empire
#14 - 2013-08-28 12:21:46 UTC
Or autopilot in a rookie ship with 2bil worth of implants in the skull, there's also plenty of those and plenty of people throwing thrashers at them.

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

Daniel Plain
Doomheim
#15 - 2013-08-28 13:05:31 UTC
welcome to EVE. i have read most of the answers you got so far and while some of them were not particularly eloquent, they were generally good advice.

one point i would like to reiterate is the following: try to not let EVE become a second job. if you obsess over making ISK just to pay your account, you will soon burn out and quit. of course, if you enjoy churning spreadsheets and swimming in bathtubs full of space money, a career in industry and trade may be the most awesome experience you will ever get from a computer game.

I should buy an Ishtar.