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New Player - New Character - Losing Steam

Author
Etra Kurdaj
N'Dari of Geddon
#1 - 2011-09-08 02:42:20 UTC
Short Story: there are too many "necessary" skills a player needs to be effective in EVE, and it takes too long to train them up. Furthermore, there is nothing a pro-active player can do to hurry up the process. Why should I do more than log-in for 15 minutes a day to update my training queue, given that I won't be able to do anything well for another couple of months, if not years?



Long Story: I had previously played EVE, several years ago, and only for about six weeks. I hit the same wall then that I'm running into now, that basically it takes too long to train up the skills needed to do what I want to do.

At first I thought that if I only trained the bare minimum to get into the game - then I can at least participate. I won't be the most effective combatant in my corps's roaming PvP fleet, but at least I'm there.

But I found that after sprinting to Battlecruisers, everything I could do, I was doing at only a third of the efficiency of my corps-mates. The problem is exacerbated in that I can't even talk to them about my frustrations because my 2 million SP is constantly being compared against their 50m SP.

I was reading on a forum that a Harbinger Battlecruiser can be "easily" fitted to do 500+ dps. EFT says that my Harbinger, with Medium Scout Drones, will at best do 140 dps. And there's nothing I can do about this except to train more, which has been my problem all along. I don't want to shelve my character for six months and only come back to the game when I can fit Tier 2 Turrets. The game has to be changed to accommodate new players who will be eager to bump elbows with their veteran corps-mates.


I don't want to post this whine and contribute nothing, so in addition to replying to commentators, allow me to post ideas or suggestions for improving the new player experience:

Information distribution and presentation:
  • Skill Certifications are a good idea, but the presentation for them is poor. I don't see the connection between getting Certifications and increased ability or utility for my Ship. There is no fast-browsing way to look at the "bigger picture."
  • The game does not make critical knowledge readily available. I had to discover for myself, to no small amount of surprise and disappointment, the huge number of skills needed to Armor Tank to any degree of success. As an Amarr pilot, who will be Armor Tanking every ship, these skills seem like the sort of information that needs to be front-and-center.

The game should provide a tiered listing of skills, wherein a new player can see for themselves the introductory skills to a subject, like Armor Tanking. There would be the first set of skills the player should purchase and train, to establish at least a minimum foundation. And then there would be a Tier Two of supplementary skills to build upon the first Tier. And then a Third Tier, and a Fourth. Each Tier should satisfy the prerequisites for the following tier.

By the end, at the maximum Tier of any given activity, in this case Armor Tanking, the player will be exposed to every Armor Tanking skill, and will have trained them in the order befitting the timing and needs of the player. For example, the Tiers would direct the player to train for Armor Repairer 2 before training Armor resistances. Both are vital, but the former is better for a beginning player than the latter.

In addition, having these tiers allows the player to say,
"Cruiser Pilot, T2 Offense T3 Defense" instead of
"16mil SP pilot!"
Of these two statements, which is more useful?

  • The skills themselves have ambiguous and misleading descriptions about what they actually do. For example, you have the skill that increases Capacitor Regeneration, which is good. Less good is the skill that increases the size of the Capacitor - the skill does not tell you that Capacitor Regeneration is based on a percentage of the total Capacitor size, so actually both skills result in faster Capacitor Regeneration. Worse is the skill that increases ship Agility. How much is a Harbinger's agility normally? How much will this skill help me? What is ship agility used for?
  • No skill, or any in-game resource, tells you that the Capacitor recharges on a wacky curve, that the Recharge rate at 30% is greater than it is at 95%. I was initially panicked that my Capacitor regularly hovered at the 30% area, only later discovering that no, this is normal if not ideal.

Each "chapter" of skills, for this example we'll use Engineering, shouldn't be a simple drop-down list of the skills you happen to have. There needs to be graphic of some kind that lists every skill for that chapter, with an intuitive manner of describing what each individual skill does and how the layers of prerequisites build upon one another.

As a new player to the game, I just don't know if I'm missing a vital skill, and there's no resource for finding an answer, except to blindly search through Evelopedia or google and hope I get lucky with search results.

Training Queue:
Stacking skills for up to a day is a brilliant update to the game. I have an idea that expands upon that concept as it relates to new players.

Training Curriculum: In the same way that a college student will take 3-5 classes over a quarter/semester, learning different topics simultaneously, the new player should be able to queue up clusters of skills to help them establish that necessary "base" of skills faster.

I've read on these forums that veteran players know and acknowledge this problem, and avoid making an alt character because they know it'll take 6 months to a year just to get the character in a position to be useful.

Imagine being able to select the Tier 1 Armor Tank and Small Laser Turret curriculum, where at the end of the week, you are rewarded with skills commiserate with three weeks of training. Or something. POST LIMIT!
Jacob Stiller
The Scope
Gallente Federation
#2 - 2011-09-08 02:52:23 UTC
Ha, ha. Oh man. Shield tanking requires even more skills than armor tanking. And you really do need to be trained to do both even if you stick with Amarr and Gallente. And that is just the very, very beginning of the int/mem skills.
Xercodo
Cruor Angelicus
#3 - 2011-09-08 04:12:06 UTC  |  Edited by: Xercodo
Etra Kurdaj wrote:

The game should provide a tiered listing of skills, wherein a new player can see for themselves the introductory skills to a subject, like Armor Tanking. There would be the first set of skills the player should purchase and train, to establish at least a minimum foundation. And then there would be a Tier Two of supplementary skills to build upon the first Tier. And then a Third Tier, and a Fourth. Each Tier should satisfy the prerequisites for the following tier.


You just described the certificate system, the teirs being basic, standard, improved and elite

all the T1 and T2 ship in the game have a list of recommended certificates which you can use as guide to training for that ship

The biggest one being Core Competency as it has you training things that benefit all ships like capacitor skills and navigational skills

The players can also wave around the certificates around in the same manner as you described. A player can already advertise themselves as for instance having Logistics Chief Elite instead of just having 40mill SP but not many people do.

The next part is the argument that skill training rates need to stay the same...

We have players that have been here since 2003 and some of them have actually come forward about the fact they felt there were too few skill in the game and they they felt there wasn't much left to train for any more. In fact i have a friend that is training all the racial carriers, dreds, and titans to 5 just cause he can and cause he doesn't have much else better to train.

The thing is that you rushed into a harbinger. You had the right mind set of trying to get in and help and participate but you took too high of a role right off the bat. You should have probably been in a alpha or DPS destroyer or gotten into a AF, inty, or EAS as you can be MUCH more effective in them since you won't have to train as much to even use the stuff on them cause it all small modules.

You can't argue that you'd be worthless in such a small ship either, they can put out surprisingly good amounts of DPS (AF) get great speed and quick lock times (Inty) or totally cripple another much larger ship (EAS)

In addition the skill training time forces the player to take their time in the learning process. There is a boat load of things that can't just be trained with SP to make yourself a better player and that sorta of stuff you just need to take the time to research or you have to experience it on your own. You aren't going to nail the bulls-eye with a gun you never held before no matter how good the parts are. Taking your time to move up the ship size tree can allow you to learn these types of strategies and tactics to then use then better when u get up to those ships.

You also can't argue that you can never catch up with older players. Yes you'll probably never catch up SP wise but you can catch up skill wise. Cause as soon as you've train ed a skill to 5 you are now on equal grounds in terms of the bonuses that skill provides as everyone else that has ever trained it to 5.

In the mean time you can spend the time waiting by using the skill you DO have to make ISK and to make some social connections to your corpmates and other people around them. You never know who might supply you with a cache of ammo or free ships later cause you're a friend. or ally. Enjoy what few skills you do have now, don't dread the wait to get the ones you want.

The Drake is a Lie

Jacob Stiller
The Scope
Gallente Federation
#4 - 2011-09-08 04:42:51 UTC
Well, admittedly I have managed to get most of my int/mem training done in about 3.5 months and I will probably be moving on to another remap in 4-8 weeks after laying the groundwork for eventually getting into T2 ships. The key is doing a lot of research and deciding which skills you need to take to 5 and which can stay at 4 or even 3. The training time from 0 to 4 is less than 17.7% of the training time from 0 to 5. A useful fact for skills that don't require level 5 as a prerequisite for something and don't give some super great bonus per skill level.
Greygal
Redemption Road
Affirmative.
#5 - 2011-09-08 06:28:39 UTC
You mentioned there is nothing "proactive" a player can do to speed up training time - but implants will do that for you. Which, of course, requires a skill Big smile Get Cybernetics to level 3, then put in some implants to boost your training time. Since you are on an int/mem remap, put in some +3 implants to three points to your int/mem attributes. (Train cybernetics to 4 and you can use +4's, btw)

Memory Augmentation - Basic is the implant for +3 to memory.
Cybernetic Subprocessor - Basic is the implant for +3 to intelligence.

The +3 implants aren't all that expensive on the market, they can also be purchased in LP stores and are often rewards in some storyline missions. The +4 implants are quite a bit more expensive, of course.

There's already been given some great advice about low-skilled pvp ships - the electronic attack ships help low-skilled players be particularly effective, imho Big smile Even more fun - and dirt cheap - is just fitting up a frigate for tackling. Can never have to many tacklers :)

What you do for yourself dies with you, what you do for others is immortal.

Free weekly public roams & monthly NewBro new player roams!

Visit Redemption Road or join mailing list REDEMPTION ROAMS for information

Othran
Route One
#6 - 2011-09-08 08:32:08 UTC  |  Edited by: Othran
Etra Kurdaj wrote:

I've read on these forums that veteran players know and acknowledge this problem, and avoid making an alt character because they know it'll take 6 months to a year just to get the character in a position to be useful.


I have no idea where you read that. Making an alt for a specific purpose is far more efficient than having your main character as a "jack of all trades".

Oh and why are you in a BC with 2mill SPs trying to "PvP"? At best you should be in a T1 frigate acting as fast tackle, training towards an Interceptor or Assault Frigate.

Edit - when I had your amount of SP I was doing exactly that, with corpies who had in excess of 70mill SP. If your SP is an issue for your corp then find another - apart from low-sec gatecamping corps everyone welcomes a tackler.

Edit 2 - you were in Flying Dangerous and I know for a fact those lads don't care about SP, they're more interested in whether you're coming to the fight, so I can only assume you're on about the corp you're in now. Also I see no kills/losses in a BC.

/me shrugs - perhaps game isn't for you?
Othran
Route One
#7 - 2011-09-08 13:27:42 UTC
OK I've looked at your losses. You don't know how to fit any of those ships. Your Arbitrator losses are lolfit to say the least.

So to be fairly brutal about this :

1) You have no ship knowledge - doesn't come from thin air, or BC, or any other site. Read up where you can, talk to people and most importantly fly them;

2) You can't fly them well - that only comes with experience;

3) You have low SP - well so did we all. For PvP you do what you can and for now that's tackling/solo frigate work. If nobody points the target then nobody gets a kill.

4) I suspect you know virtually nothing about game mechanics - especially PvP mechanics.


You could have 100mill SPs and you'd still be losing ships left right and centre. The reason is that you don't have a clue what you're doing with them Blink

If you want to continue in PvP then I'd recommend you take a couple of Agony Classes.

They won't teach you how to be a great solo pilot but you will come out of the classes knowing whether you want to do PvP and also you'll feel more confident in gangs as you'll understand more of what is happening. The Agony classes sort of jumpstart you into gang warfare and for solo players like me its sometimes quite nice to come back and try some fits which don't work solo.
Tippia
Sunshine and Lollipops
#8 - 2011-09-08 14:07:27 UTC
Etra Kurdaj wrote:
Short Story: there are too many "necessary" skills a player needs to be effective in EVE, and it takes too long to train them up. Furthermore, there is nothing a pro-active player can do to hurry up the process. Why should I do more than log-in for 15 minutes a day to update my training queue, given that I won't be able to do anything well for another couple of months, if not years?
Simple: because skills are not as necessary as you think, and SP is not the be-all end-all of EVE. This is not an XP/Class/Ability-tree kind of game — there is no “max level” and catching up to older players is actually very easy.

What you need to be effective is experience, and you can only get that if you do not just log in for 15 minutes a day to update your queue. This is where your proactive progression happens.

You also need to understand something very critical about the EVE skill system: everything has diminishing returns, and the cost of marginal improvement is insane. In the time it takes to train a skill from IV to V, adding maybe 4-7% to the effectiveness of some particular piece of equipment, you can train five skills all the way from 0 to IV, which might give the same piece of equipment a boost in the region of 150–500%(!) .

Yes, there are some necessary skills in EVE, but they are almost universally of very low rank, and take next to no time to get to a sufficient level (III or IV). Beyond that, you need to start thinking about why you want to train a skill higher. Is the marginal increase really worth it? There are very few skills where taking it to lvl V for its own sake is self-evident; there are a few more where you probably want that last level because it unlocks new toys. But for the most part, it's a luxury — it's something you get when you've finally decided that, yes, this is indeed something you want to spend a lot of time in-game doing.
Jexiah Eightbit
Republic University
Minmatar Republic
#9 - 2011-09-08 15:58:24 UTC
EVE is complex and as open-ended as possible for a reason, and being a new player myself, I love it. Honestly I feel this game could be more open-ended, not less (like adding even more options and less direction). What you recommend is a step backwards. Figuring it out is half the fun, IMO. It's space exploration and conquest, and that to me means long drawn-out journeys and a hard struggle to earn your place at the top. Not tutorials and hand-holding.
Dretzle Omega
Ascendance Rising
Ascendance..
#10 - 2011-09-08 16:14:58 UTC
In my opinion, you got some wrong ideas about Eve, new players, and necessary skills. If your corpmates are harping on you that you can't be of any use to them because you don't have a high enough number of skill points, go fly with someone else. They're wrong. You can be helpful. You can't be as helpful as a competent pilot that's been playing and skill training for a year or two, perhaps, but (in general) that's the same in real life, too.

Eve is an awesome game as far as progression, actually. You don't have to be "max level" like in other games to be useful. You don't have to compare yourself to other players, either. Make goals for yourself, pursue them, accomplish something, explore, and have fun. If "fun" for you is having the highest level, then maybe this game isn't for you.

The classic example is a warp jamming frigate. It does not take much time to have the skills to be able to fly a frigate with a warp disruptor and even an afterburner or microwarpdrive. You can get a point on your opponent and you can do it faster than your 50 Mil SP friends in battleships or BCs. You might also be one of the first to blow up, but everyone plays a part in a victorious battle.

Other examples include: you can haul crap without too much SP, you can do a reasonable job at scanning with only 7 days of training. It does not take long to train the necessary skills to be an effective trader (you'll just have to work at building up some capital to work with, which requires ISK, which requires game time).

If you limit yourself because you don't have the skils you think are absolutely necessary, you're the one limiting yourself.
Kesshisan
#11 - 2011-09-08 16:37:11 UTC  |  Edited by: Kesshisan
Hello,

I am a year old character. I can solo level 4s, and I have no problem doing havens in null sec. I don't yet have my core fitting improved certificate. I don't even have my passive shield tanking standard certificate either. And don't get me started on weapon systems; I can barely shoot the assault missiles on my Gila!

You should eventually get them up there, but the way I've done it is that I usually put off fitting skills until I can't fit stuff anymore. I put off shield skills until I needed to use T2 stuff. Etc.

Case in point, certificates are good guidelines, but they are hardly needed to function. With a little ingenuity and foresight, you can still fit and fly your ships just fine without having elite fitting skills, elite tanking skills, and elite shooting skills. Anyone saying otherwise has forgot what it was like to be new.
Etra Kurdaj
N'Dari of Geddon
#12 - 2011-09-08 19:36:59 UTC
I read through all the replies, and let me get to some key ones via bullet-points:

  • I have +3 Implants for all my attributes except Charisma, gained via LP from missions.
  • Flying Dangerous was a great corporation. I left because of friction with a small group of members and because though they were tolerant towards low SP characters, I didn't feel welcome being an inexperienced player. "Common knowledge" was demanded but not educated, and simple questions received complex answers, without elaboration. In addittion, FC's had very low patience for mistakes and the Teamspeak was used for 15% PvP roams and 85% bashing and griping. I found what I thought was a contradiction in corp policy towards high-sec PvP, and asked for an explanation, and the FC said I didn't deserve one. Well, what can I do with that?
  • I acquired the ability to fly Battlecruisers after leaving FIGL. I have not PvP'd since leaving that Corps. I don't plan on PvP'ing again anytime soon because I can't afford the risk.
  • The corporation I'm in now, I made it myself so that I'm not paying a NPC corp taxes on bounties. This way I keep all of my isk and can make it doing what I like doing: missions and mining. I didn't like the idea of being pressured into expensive PvP activities when I couldn't afford to be doing it - probably a combination of flying ships out of my price range and not having a defined isk-generating groove.
  • The vast majority of Arbitrators I lost were from doing missions, where I would underestimate how much of a beating my Hull could take while waiting for my Drones to return. PvPing with Flying Dangerous, I would typically fly Executioners, Punishers, and on two rare occassions, Omens, always with Corps recommended fittings.

Reading the responses to my initial post and reviewing my gameplay proclitivities, it seems pretty obvious that half my problem is that I reached too far, and the other half stemmed from frustrations with unrealistic expectations.

If the Certifications system is as robust as you say it is, then I'm not seeing it. The game doesn't educate the player and if the player knew where to look, then they wouldn't need to ask. I'm asking because I don't know what I don't know.

I found the post of a veteran player complaining about the difficulty of rolling an alt on one of the sub-forums of the Dev Blog talking about reinventing Null-Sec.
Xercodo
Cruor Angelicus
#13 - 2011-09-08 20:02:12 UTC
Yes the certificates system could use a little work still but is the best thing you have and it's exactly the system you're asking for.

Throwing it out for your system would just be a remake of the same sorta thing and has just as much potential for ambiguity as to which skills belong win which category.

Just read up on the certificate descriptions and then the descriptions of the skill within them.

And don't forget about the recommend ones on the ships.

The Drake is a Lie

Dretzle Omega
Ascendance Rising
Ascendance..
#14 - 2011-09-08 20:03:26 UTC  |  Edited by: Dretzle Omega
Thanks for filling us in on your background more.

My advice is just my own opinion/thoughts. Take whatever part is helpful.

I wouldn't stop looking for a good corp that fits your play style. I've had disagreements with corpmates in the past, too, over Vent use as you have. It was used 5% for coordinating wormhole activities and 95% for chatting about their day, their frustrations, or whatever else. If I wanted to talk on the phone, I'd call my brothers or my cousins or something. I want to play Eve.

The information is out there, though I agree it can be hard to find if you don't know where to look. Sometimes the forums are generally helpful in pointing you in the right direction, other times they're full of ***wipes that get on just to insult people. Evelopedia might be a good place to look. There's some good documents out there. There's some good guides in forum stickies, too. Or if you find a corp with generally agreeable people you can learn a lot from older players. I know I have.

Check out Eve Survival for your missions and you will stop losing ships.
Drykor
Sebiestor Tribe
Minmatar Republic
#15 - 2011-09-08 20:05:37 UTC
You've been given some good replies already. Also the veteran you mention in your reply, I don't think the post of one guy complaining about alts is really proof.. I still make new alts and have actually joined RvB with an alt with less than 500k sp. This is actually a bit on the low side but it's still very doable to fly a pvp frigate. Within a few million SP you can definitely be useful. But you can't expect to be doing everything at the same efficiency as very old players.

You're right about the game not educating you very greatly, but I think it would possibly become a bit too much if it did. The tutorial is already quite long. Part of the fun (for me at least) was figuring things out. The 30% capacitor thing you mention for example, isn't it great if you find that out and it opens a lot of new opportunities for you? Or hell, hearing about a great community application such as EFT which allows you to do easy research yourself. I think it only adds to the experience.

I'd also like to mention that there is a lot of early game content that is pretty much only fun at low SP. Eventually, level 4's become so easy it's a pure grind. Even though there is quite a lot of PVE content, it all becomes routine when you can do everything easily. So try to enjoy the days where non-pvp activities still give you a challenge :)
Othran
Route One
#16 - 2011-09-08 20:06:49 UTC  |  Edited by: Othran
OK I'm surprised at Flying Dangerous if what you say is right - they've always been more about participation than other stuff IME. To be brutally frank it sounds like you whinged/constantly asked for info from people in FD and they got fed up with you.

I'm not being nasty here but your skillplan is your responsibility and constantly asking people about it doesn't work. Edit - whats more you should jealously guard it rather than modify it at a whim.

The rest of the post - I seriously think you should do an Agony class as mentioned before and see how they go. Not being funny/sarcastic but I think you'd fit right in with Agony.

I only have experience of both corps (and mine at the time) flying together in Provi last year and I think perhaps you'd do better in Agony where comms are generally run tighter and they have "mentoring".

I can fly with people where the comms are full of nonsense but once someone calls battlecomms you stfu. Personally I prefer comms where you can follow the recon but comms full of crap are fine up until the battlecomms shout.
Etra Kurdaj
N'Dari of Geddon
#17 - 2011-09-08 23:11:59 UTC  |  Edited by: Etra Kurdaj
Othran, to which I retort that World of Warcraft, for all its faults, keeps players on the rails. Whether you waste your time or focus, you're always progressing in your class.

In EVE, you can be sprinting through skills training, never having a moment where your queue isn't full, and be going nowhere fast. I had people tell me to up my trade skills, that throughout EVE you'll be selling loot and salvage, and the sooner you cut down on brokering fees, the more isk you'll have in your pocket. So I trained those.

I had another player tell me that salvaging, period, at any price, is a sure-fire isk-maker. So I trained that and Tractor Beams.

But the best Salvagers are Destroyers, so I trained that.

Then a player said the game doesn't really start in EVE until you get into Cruisers, because Frigates really don't compare. So I trained that.

I had another player tell me that Drones were the most broken part of EVE and the sooner I could get them working for me, the better. So I trained those.

I saw for myself that Mining was a fine, quiet activity when I just wanted to hang out online, something I could passively do on the side in between more active parts of the game, so I trained that.

Then I found that none of my ships could haul 27,500m3 of ore, so I trained up a Bestower and Expanded Cargohold 2's.

Someone told me that having my ship be Cap Stable was a necessity, so I had to research what that term meant and then I had to get the skills to make it a reality. So I trained that.

Edit: It was during this little research project that I finally learned for myself what Riggings are. Seeing their importance and virtual necessity to a low SP character, I trained Riggings to shore up my weaknesses (two of my three Harbinger rigs are to boost Cap recharge).

But during PvP roams, my shields and armor would buckle like paper and my guns were less than useless when beating against an enemy tank. So I had to re-focus my attention and train those.

Edit: The focus of this thread was to express my exasperation at the amount of time I'll spend to get my Armor tank into any kind of respectable shape. I'm still on this portion of the game. I haven't focused on my offense yet - just earned Heat Sinks II and will have to depend on those to boost my dps without breaking my Cap until I can put more time into them.

*** *** *** *** *** ***

My point is Othran, that the game is constantly pulling at you to train all of the skills, all of them, at once. All the EVE wikis and resources have their own short list of "must-have" skills to be trained.

My skills are my responsibility? Sure, no doubt. But throwing my skills back in my face when I say that growth in EVE is too slow, and you won't make a friend out of me.
Derath Ellecon
University of Caille
Gallente Federation
#18 - 2011-09-08 23:28:47 UTC
Honestly I did not read all of the replies as it is just too much text. But I will say this.

You certainly do not have to spend years etc to enjoy this game. I am still a relatively new player. I am sitting on just under 7mil SP and I have enjoyed:

1. Mission running, up to lvl 4
2. PVP. Although I suck
3. WH life. I am currently running my own POS in a C1 and enjoying the heck out of it.
4. Exploration

And plenty of other stuff.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#19 - 2011-09-09 00:13:17 UTC  |  Edited by: Barbelo Valentinian
So much of this game is about rock/paper/scissors, and you can only learn that by experience, by actually getting out there and flying whatever you can fly, trying and failing, picking yourself up and trying again.

I think it's a serious mistake to think that you've got to just sit and wait till you have the right skills/the right ship.

I don't PvP much, but I know enough about the game to know that half the battle in PvP is picking your fights - and, again, that really only comes with experience, with gradually learning to fly lots of ships, and knowing from the "inside" what they are capable of.

The game does take a fair amount of time to master, but that's what makes it a deep game that sticks; and at any moment - right now - you can be having fun learning it.

Just as a general point, I think what most people do is learn to do a whole bunch of things - whatever takes their fancy really - to a reasonably good level (IV is a good skill level to aim at for most things), and then they find one thing they really, really enjoy, and specialize in that. So you can be a jack of all trade, and a master of one (or two, or three, if you're with the game long enough).
Kyseth
Viziam
Amarr Empire
#20 - 2011-09-09 01:33:25 UTC
I went through my first four or five months just testing the waters. I, like many new players, was completely overwhelmed. I found the lack of "levels" both limiting (mostly in direction) and completely freeing at the same time. I had some of the worst fits on my ships. I ran the tutorials --all of them-- because i wanted to see what each aspect of the game was like (even though the tutorials only barely scratch the surface at what the game holds).

I mined in an omen with civy miners. I ran missions for random corps because I had no idea what a "LP" store even was. I trained up hybrid turrets and I fly Amarr. I took a harb out for exploration with skills to only launch 4 probes (I didn't even know what about Sister's probes or scan strength). I spread out my skills pretty broad because I wanted to have fun with the different parts of the game to find the parts that *I* enjoyed... not what other people said would be "the best".

I didn't mine the most efficiently. I didn't fit the best and I paid for it in missions. I couldn't always scan down sites. But I also didn't have things force fed to me by flashing lights saying "run out of the fire now" either. When I did need help, I turned to Google and the vast wealth of information that pilots who came before me have left in their wake. I looked for a corporation who was willing to take in someone so clueless as I was but still allow me the freedom to learn the way I needed to learn... and I am better for all of that.

I mine much better now. I fit ships much better now. I scan sites pretty fast now too. I have found that some parts of the game aren't for me --so now i can spend those points elsewhere-- and others I've grown to love. It's all about breaking the mindset that you need instant gratification via purple drops and allow yourself the time to learn and to achieve for yourself. You may think differently, but I personally love how open the game is. I love how I can setup ME research jobs for the week, setup PI for a couple days, then just kick back with friends in the corp and know that my isk will be waiting for me on Sunday.

Don't fly what you can't afford-> Fly what you like to fly-> Fly with people you want to fly with-> Do what you enjoy->Enjoy the journey.
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