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EVE New Citizens Q&A

 
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Look! More noob questions!

Author
Pavis Mikanett
School of Applied Knowledge
Caldari State
#1 - 2013-05-22 17:24:19 UTC
Hello all. Almost hate to add to the list, but here are a few noob questions I have...

Tutorial Skill Books

I am still deep into the tutorial, and I have looted (salvaged?) some ship components off of pirates that the missions have not supplied skill books for. Should I go ahead and purchase the relevant books, or wait and see if the Agents supply them later? I cannot recall the specific names, but I know it involves things like extra cargo space and the Ghoul (some sort of energy siphon).

Manufacturing

In other MMO's, you can craft a lot of decent stuff, but the very best items are always loot from NPC's. This kind of takes some of the joy out of crafting, because you know that no matter how good you get, you'll never be making the very best stuff. In a game that is so focused on player-driven economy, can someone just starting out hope to eventually be making items that people will actually want?
Also, what percentage (roughly) of the economy is player-created items versus NPC-looted items?

I know there is much more, but I am hoping that some things will be revealed as I continue the tutorial. I appreciate any answers.

The game is pretty awesome so far!
Soft Insanity
The Night Watchmen
Goonswarm Federation
#2 - 2013-05-22 17:42:56 UTC
Faction and officer modules are often better but more expensive.

Player's can build Tech1 and Tech2 (and some storyline mods but who cares about those)

T2 is usually in high demand for most mods but meta 4 (which can't be made) are also in high demand.
Bud Austrene
Secure Haven
#3 - 2013-05-22 17:45:14 UTC
You are going to have to buy most of the skill books. The agents give only a very small amount and if you get a duplicate skill book, you can defray your costs by selling the duplicates.
If you are worried, you should be able to easily tough it out until you are through with the tutorials and see what you get from the agents. (it won't be much but it is a start).

Manufacturing wise, there are a lot of player made stuff that sells well. But to be competitive, you will need to have all the related skills maxed out. And of course, an understanding of how the manufacturing works. It is not a slam dunk and can be very involved.

Yes I am an alt. I see no reason to make it easy for bullies and greifers

Daniel Plain
Doomheim
#4 - 2013-05-22 17:45:34 UTC  |  Edited by: Daniel Plain
skill books
you will get the most basic skill books in the tutorial, but depending on what you looted, you may not. you can see what skills are needed to operate a module by right click => show info => prerequisites. also, salvaging is done with a salvager module and it never yields modules, just random materials like metal scraps.

market
most of the things you see on the market are player made, except the deadspace (blue) and officer (purple) versions of modules. while these are often better than the 'usual' stuff, consider the fact that in contrast to other games, you will lose your ship and any equip you put on it sooner or later. it rarely makes sense to buy and fly the most expensive stuff because all it does is attract gankers.

I should buy an Ishtar.

Pavis Mikanett
School of Applied Knowledge
Caldari State
#5 - 2013-05-22 18:02:32 UTC
Thanks, everyone.

And the next question: Is there a process for logging out, or do I just "quit game" from the options menu?
Merouk Baas
#6 - 2013-05-22 18:09:45 UTC  |  Edited by: Merouk Baas
Manufacturing:

This MMO is different because you don't have invulnerable armor outfits that never get destroyed (i.e. purples or tiers of gear). Everything gets destroyed and can be looted, here.

So, as a result, while there are rare officer items (purples), they are so expensive that only the very rich (or crazy) use them, with the players manufacturing T1 (beginner) and T2 (high-level) items, weapons, and ships.

Manufacturing and the economy thrive, especially when a huge war erupts in 0.0 and you have hundreds vs. hundreds of ships killing each other daily. Wars usually happen every 6 months or so, we just get bored and go at it periodically; someone insults someone else's girlfriend, and off we go.

Skill books:

This game will have you train some 180-200+ different skills, and the tutorial gives you, like, 6. So, yeah, buy what you need and sell duplicates later.

Why so many skills? They compound: take for example an autocannon weapon, you need the gunnery skill to equip it, then a skill for better tracking, two skills for longer range, a skill for more damage, a skill for rate of fire, a skill for less ship CPU needed to install it, another skill for the T2 higher damage version (and ammo), a skill for damage enhancers in the low slots, and if the ship you're flying gives a bonus to the autocannon, training the ship skill improves the autocannon effectiveness too, so there's that skill also.

Logging out:

Quit game it is. Also, if your internet disconnects you, it's treated the same. If you're in station, you're fine. If you're in space, your ship tries to warp away and then disappear but it can be affected by warp disruption if you were in the middle of a fight.
Daniel Plain
Doomheim
#7 - 2013-05-22 18:14:26 UTC  |  Edited by: Daniel Plain
Pavis Mikanett wrote:
Thanks, everyone.

And the next question: Is there a process for logging out, or do I just "quit game" from the options menu?

if you press Alt+F4 or click the cross, you will get an 'are you sure?' dialog. there is also the 'safe logoff', a feature that you can use to log off in space and be sure that your ship will not be killed while you are already logged off.

edit: to clarify, if you are in space and just quit the game or disconnect, your ship stays in space for a certain amount of time. the safe logoff makes you wait out that time before disconnecting.

I should buy an Ishtar.

Thomas Builder
Center for Advanced Studies
Gallente Federation
#8 - 2013-05-22 18:17:58 UTC
Pavis Mikanett wrote:
Is there a process for logging out, or do I just "quit game" from the options menu?
That depends where you are.

If you are in a station, you just quit the game.

If you are in space, you have the choice to quit the game or to "safely" quit the game. The reason for that is that you can log out in space, but your ship will remain in space for some time (usually 1 minute, longer if you have recently been in combat) during which it can still be attacked. After that time, it disappears until you log in.

By logging off "safely", the client stays open for 30 seconds, after which the ship disappears instantly from space. Should you be attacked in these 30 seconds, the safe log-out is interrupted and you can try to flee or defend yourself.

Small trivia: Until two days ago, there was a "log out" button that returned you to the login screen, but that was removed with the new launcher. It was never that useful anyway.
Elena Thiesant
The Scope
Gallente Federation
#9 - 2013-05-22 18:35:25 UTC
Pavis Mikanett wrote:
Also, what percentage (roughly) of the economy is player-created items versus NPC-looted items?


All Meta 0 T1 items are manufactured (Light Ion Blaster I, Small Armor repairer I)
Other T1 items, Meta 1-4, are NPC drops (Modal Light Ion Particle Accelerator I, Small 1-a Polarized Armour Regenerator I).
All T2 items are manufactured (Light Ion Blaster II, Small Armor Repairer II)
T1 ammo is a mix, it drops in missions, players make it, don't know the breakdown.
The vast majority of ships are player-made. The exceptions are the rookie ships that are free, the ships you're given in the tutorials, some faction ships you can buy from the Loyalty store and limited edition ships that CCP gives away (eg Echo, SArum Magnate)
Andres Talas
Center for Advanced Studies
Gallente Federation
#10 - 2013-05-23 12:12:37 UTC
Pavis Mikanett wrote:
Also, what percentage (roughly) of the economy is player-created items versus NPC-looted items?

I know there is much more, but I am hoping that some things will be revealed as I continue the tutorial. I appreciate any answers.

The game is pretty awesome so far!


Very roughly, ships are 98% player built. Modules are roughly 50% player built and 50% drops - complete crap tech 1 items are built, low quality 'meta' modules' are dropped, high quality 'tech 2' modules are built and 'deadspace' and 'officer' modules are dropped. 100% of rigs on ships are built (if you think of rigs as enchants for ships, you arent far wrong. Rigs and ammo are what newbie industrialists should build).
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2013-05-23 16:21:30 UTC
Pavis Mikanett wrote:
Hello all. Almost hate to add to the list, but here are a few noob questions I have...

Tutorial Skill Books

I am still deep into the tutorial, and I have looted (salvaged?) some ship components off of pirates that the missions have not supplied skill books for. Should I go ahead and purchase the relevant books, or wait and see if the Agents supply them later? I cannot recall the specific names, but I know it involves things like extra cargo space and the Ghoul (some sort of energy siphon).


'Ghoul' Energy Siphon is an aggressive energy transfer module (Nosferatu) that steals some cap from an enemy ship and transfers it to your own. It is a very useful module in PvP when in a smaller ship trying to take on a bigger ship utilizing Energy Neutralizers (modules that simply drain an opponents cap). I could be wrong, but I don't think there are any tutorials that will provide the relevant skillbook: Energy Emissions Systems (although Amarr might).

Tutorial agents give lots of skill-books relevant to their race and career path, but they won't provide you with all skill books. You can run tutorial agent lines for every faction, providing you with a wide base of ship & weapon skills, as well as some ships too. However, they only provide the very basic stuff. Generally, you have to purchase your skillbooks from NPC sellers, which provide most skillbooks in the game. Some skillbooks are earned through LP stores, and others are found in plexes (most commonly Mag/Radar/Ladar sites). Generally speaking, unless you are trying to build rare storyline items, or looking for drug-related skills, NPC agents and LP stores will provide you the skillbooks you need.

Pavis Mikanett wrote:

Manufacturing

In other MMO's, you can craft a lot of decent stuff, but the very best items are always loot from NPC's. This kind of takes some of the joy out of crafting, because you know that no matter how good you get, you'll never be making the very best stuff. In a game that is so focused on player-driven economy, can someone just starting out hope to eventually be making items that people will actually want?
Also, what percentage (roughly) of the economy is player-created items versus NPC-looted items?

I know there is much more, but I am hoping that some things will be revealed as I continue the tutorial. I appreciate any answers.

The game is pretty awesome so far!


In other MMO's, you keep the items you have when you die. In EvE, your stuff often gets destroyed/looted. There are several classes of loot:
  • T1 (Meta 0) Modules: These are now 99% player made. They are generally the least effective form of an item, but are heavily used to create T2 items.

  • Meta Gear (Meta 1-4) Modules: 99% of these come from looting NPCs. In general, the higher the Meta the better the item: Lower fitting requirements, better performances, etc... However, this "rule of thumb," especially in regards to fitting requirements, is often not the case.

  • T2 Gear (Meta 5): These are 99% player made. They require a T1 item to be manufactured into a T2 item. Sometimes T2 is better than meta 4, sometimes meta 4 is better than t2. Most everyday PvP ships utilize T2 modules (with some Meta 4 modules).

  • Faction Modules (Meta 5-9ish): These come from a variety of sources, depending on the "faction" that makes them. Empire faction stuff usually comes form LP stores (often requiring player manufacturing from LP store BPC's). Pirate faction sometimes come from LP stores, but often come from semi-rare NPC Faction Spawns & Plex Loot. These are generally equal or better than t2/meta 4 items, but have Faction flavors that don't often follow the higher-is-better Meta Mantra.

  • Officer/Deadspace Modules: These come from much more rare Officer Spawns and Deadspace Plexes (and escalations). These are generally the "best modules" you can get (except for guns), but are also rare. Generally, players put these mods on their flagships (Their favorite missioning boat, their Supercarrier/Titan, etc). Really, though, they are generally vanity items, and cost a ton of isk.

  • With this distribution of NPC vs Player made modules, "crafting" in EvE is a very healthy profession, as 90+% of the stuff utilized (lost/destroyed) in every day PvP is player crafted (including the ships). Now, finding what to manufacture for profit takes a little bit of research. If you are space poor, and looking for a good item to start manufacturing, I suggest small & medium rigs that are commonly found on PvP ships. Good markup, good movement, and low skill requirements (many of the BPO's don't need to be Material Researched to produce at Max Efficiency.)

    The two bottlenecks for a new character entering the manufacturing career are skilling Production Efficiency to V, and ascertaining researched BPOs (that allow you to produce items at the lowest material cost), which can be ascertained via contracts, or researched yourself.
    Cipher7
    Sebiestor Tribe
    Minmatar Republic
    #12 - 2013-05-23 16:42:49 UTC
    Pavis Mikanett wrote:

    Tutorial Skill Books


    If you can proceed the tutorial agents without buying anything, do so.

    If you MUST use a module, then buy the book and train for it.

    Pavis Mikanett wrote:


    Manufacturing

    Also, what percentage (roughly) of the economy is player-created items versus NPC-looted items?


    Probably about 70/30

    NPC looted items are just a form of random manufacturing and random mining.

    Manufacturing as a profession is primarily a market-based activity, your profits will depend on sourcing minerals cheaply, and finding buyers for the things you produce. So it's not a matter of being a really good manufacturer but a really good market player.