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EVE New Citizens Q&A

 
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Things To Do

Author
Rebecca Shephard
Doomheim
#1 - 2014-05-10 05:34:04 UTC
Hello all,

I wanted to get some insight into what players are doing nowadays besides pewing after a basic training. I've gotten Social to V and Connections, Security Connections, Negotiation, and Fast Talk to IV, and am currently working towards getting my basic skills in place, i.e pg, cpu, capacitor, and fitting skills. While I wait for that skill plan to complete I'm completing all three schools for both Caldari and Minmatar to maximize my standing with both and hoping Diplomacy will help keep me from being locked out of Amarr and Gallente space. Ideally this will open up all missions for both factions and possibly jump clones assuming an 8.0 faction standing helps with that. After that I'll have one last bonus remap of the two that I have (Totaling 3 remaps with the original yearly that I used) and I'll be looking at what I want to do. I have a few thoughts that I'll post on my own, but I'm hoping to get some ideas of other things people do straight out of a basic train from you guys.

I figure my first option is to build up a combat pilot. This is a PvP game, after all, and even though PvP can come in the ways of markets and industry, it mostly comes out of blowing the **** out of someone else's ship, or ships collectively. Another option is to stay in the PvE realm, which again would lead me to train up for combat. So either branch leads down the same path.

With the updates to industry there's always that route. I could train for mining, trading, hauling, and/or manufacturing and research.

I feel like it's an oddity to train to scanning and exploration. How gratifying is that career path?

What other paths have you guys taken that are really gratifying? What's useful in a group situation? What would you guys suggest a new pilot do in this day and age of EVE?

Thanks for your time!
Baneken
Arctic Light Inc.
Arctic Light
#2 - 2014-05-10 05:48:08 UTC
If you like exploring and probing things before banging them, then a WH is your answer. Pirate
Rebecca Shephard
Doomheim
#3 - 2014-05-10 05:52:52 UTC
Baneken wrote:
If you like exploring and probing things before banging them, then a WH is your answer. Pirate


Googling aside, can you talk to me a little bit about what appeals to you in regards to wormholes? What are some of your experiences? What are some things to know or train for going in?

Thank you for your feedback :)
Baneken
Arctic Light Inc.
Arctic Light
#4 - 2014-05-10 06:04:56 UTC
Well first of all I or rather we live in a class 6 WH where you cannot live without others so by nature we're pretty close knit bunch.

Also WH don't have a local so you cannot instantly know if someone is there, secondly WH can open anywhere and I mean anywhere as we've had as much 5 WH's open to high sec at one point. Shocked

However the nature of WH requires you to know quite a lot about game mechanics and about holes and such in particular that not many care to know about which also why you can some times get comedy kills such as yesterday as we were preparing for a roam in from of our "home hole" and suddenly in comes a helios (from null side) on top our fleet; welcome to WH ... Pirate

That is he landed on top of 20 something frigs with bubbles and all.

Also WH sites are very lucrative I don't want to go to numbers but being funded to roam with T2 cruisers all week long has never been easier.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#5 - 2014-05-10 06:12:45 UTC
Wormholes can be good fun.

With no local for Intel, they can be harsher than nul-sec.
d-scan, a cloak, and probing skills are kinda important.

depending on the class that your in you can go several months without seeing hi-sec, and you when you do go scooting between a home hole & hi-sec the route can take you through 1-6 low-sec systems

in smaller holes you'll be looking at cruisers to battlecruisers as your mainstays with a scanning frigate on the side
a venture is highly useful (gas mining is very lucrative) in any class of hole
in larger holes you'll be looking at BC/BS or T3 with cap support (capital, not capacitor :D)
Rebecca Shephard
Doomheim
#6 - 2014-05-10 06:27:25 UTC
That's a whole lot to train, but realistically it looks like decent scanning skills can be had in two or three weeks with gas harvesting and site skills a week after that, and a resumed regiment of combat skills. Wormhole sounds like the old frontier. I like :) I'm willing to bet that there's a barrier to entry with corps and whatnot, though. Nevertheless that sounds like a good direction to go in. What else do people find extremely fun and gratifying?
Baneken
Arctic Light Inc.
Arctic Light
#7 - 2014-05-10 06:32:42 UTC
Well my corps has only a few a) being able to understand Finnish b) having a cov ops and scanning skills at III-IV c) the rest is up to you.

Scanning skills because WHs have to be scanned down they don't show up in space or OV, hence forgetting to BM that hole where you came from can have dire consequences.
Rebecca Shephard
Doomheim
#8 - 2014-05-10 14:44:08 UTC
Baneken wrote:
Well my corps has only a few a) being able to understand Finnish b) having a cov ops and scanning skills at III-IV c) the rest is up to you.

Scanning skills because WHs have to be scanned down they don't show up in space or OV, hence forgetting to BM that hole where you came from can have dire consequences.


Thank you for that info -- I added things into EVEMon after doing some additional research on Wormholes and skilling for wormhole survival takes about a month and a half which isn't bad at all. To really be effective in a wormhole and be able to run Sleeper sites, salvage effectively, and run ore sites and whatnot will take me the better part of 4-6 months to be truly effective, though I can definitely start out much sooner if a corp took me in.

That definitely creates a goal to shoot for. What else do people do?
Falkor Atreyu
Doomheim
#9 - 2014-05-10 15:09:54 UTC
As a brand new player (a week old) myself. I was linked this that gave me some insight in what to do...
Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#10 - 2014-05-10 15:29:28 UTC
You're right to assume that pvp skills are a good choice in a pvp game.

In fact, it can be argued that the game is objectively more compelling when you're working with and against other players, rather than running missions or anomalies. People who pass over the former, and stick with the latter tend to get bored.

There's a lot to do in Eve, once you learn to fully appreciate it's nature. Admittedly it takes time, with most players having been brought up on 'themepark' games. But there's no breadcrumb trail here, no progression, no endgame. Eve doesn't need it.

I'll speak for myself, one person's experience. I live in null-sec, out far from the NPC empires, where the space has my crew's name on it. I work the markets. I help supply our needs in war-time, I provide services, I keep the wheels of war greased with my buy- and sell-orders. Yesterday I logged out with only 100m in my wallet, having greatly over-invested. But today I logged in to find the investments paying off while I sleep, with a 500m ISK balance, which was a relief.
But that's just my means of making money. And money is a means to an end.

Today, my alliance launched the beginning of an offensive campaign against a small coalition of neighboring alliances. They have been waging a guerrilla war against us for a while now, biting at us from the fringes. They destroy a hauler here, a 'ratting battleship there. But today we pushed back, having scheduled combined-arms operations - we dropped large wings of dreadnaughts on their infrastructure, guarded by cruiser and frigate escorts. With some allies bolstering our numbers, the siege of our opponents' infrastructure went fast. We ran through maybe a dozen player-owned stations, disrupting valuable assets, putting a lot of their interests in check. Having backed them into a corner, they will have to defend themselves tomorrow - they will have to gather their manpower, beg whatever allies they can find, and fight us. If they don't, their losses will represent man-hours of work lost that I can't begin to count.

But I don't want to see that, personally. I want to see them successfully rouse allies to their aid, and bulk themselves up to meet our challenge. Because if they do, not only will it be an excellent fight... They will have had to play by our rules and way of life. That which they have loved to deride, up to this point. The irony would be delicious.

I'll draw flak from other Eve players for saying it, but:
This is the real Eve - out in Null-Sec. This is the place the game shines most, and where all CCP's marketing actually rings true.
Leave high-sec as soon as you can.
Ahost Gceo
Center for Advanced Studies
Gallente Federation
#11 - 2014-05-10 16:16:10 UTC
Rebecca Shephard wrote:
Baneken wrote:
Well my corps has only a few a) being able to understand Finnish b) having a cov ops and scanning skills at III-IV c) the rest is up to you.

Scanning skills because WHs have to be scanned down they don't show up in space or OV, hence forgetting to BM that hole where you came from can have dire consequences.


Thank you for that info -- I added things into EVEMon after doing some additional research on Wormholes and skilling for wormhole survival takes about a month and a half which isn't bad at all. To really be effective in a wormhole and be able to run Sleeper sites, salvage effectively, and run ore sites and whatnot will take me the better part of 4-6 months to be truly effective, though I can definitely start out much sooner if a corp took me in.

That definitely creates a goal to shoot for. What else do people do?


In the mean time, you could just scan wormhole chains and use them as shortcuts to nullsec so you can run exploration sites solo. No rats spawn in those sites and they pay can be pretty decent if you have your hacking and archaeology up (or if you are really good at the mini-game).

When I am super bored and don't feel like scanning 5 bajillion gas sites in the holes down our chain, that's what I do.

CCP ignore me please, I make too much sense.

Rebecca Shephard
Doomheim
#12 - 2014-05-10 18:09:15 UTC
Solai wrote:
You're right to assume that pvp skills are a good choice in a pvp game.

In fact, it can be argued that the game is objectively more compelling when you're working with and against other players, rather than running missions or anomalies. People who pass over the former, and stick with the latter tend to get bored.

There's a lot to do in Eve, once you learn to fully appreciate it's nature. Admittedly it takes time, with most players having been brought up on 'themepark' games. But there's no breadcrumb trail here, no progression, no endgame. Eve doesn't need it.

I'll speak for myself, one person's experience. I live in null-sec, out far from the NPC empires, where the space has my crew's name on it. I work the markets. I help supply our needs in war-time, I provide services, I keep the wheels of war greased with my buy- and sell-orders. Yesterday I logged out with only 100m in my wallet, having greatly over-invested. But today I logged in to find the investments paying off while I sleep, with a 500m ISK balance, which was a relief.
But that's just my means of making money. And money is a means to an end.

Today, my alliance launched the beginning of an offensive campaign against a small coalition of neighboring alliances. They have been waging a guerrilla war against us for a while now, biting at us from the fringes. They destroy a hauler here, a 'ratting battleship there. But today we pushed back, having scheduled combined-arms operations - we dropped large wings of dreadnaughts on their infrastructure, guarded by cruiser and frigate escorts. With some allies bolstering our numbers, the siege of our opponents' infrastructure went fast. We ran through maybe a dozen player-owned stations, disrupting valuable assets, putting a lot of their interests in check. Having backed them into a corner, they will have to defend themselves tomorrow - they will have to gather their manpower, beg whatever allies they can find, and fight us. If they don't, their losses will represent man-hours of work lost that I can't begin to count.

But I don't want to see that, personally. I want to see them successfully rouse allies to their aid, and bulk themselves up to meet our challenge. Because if they do, not only will it be an excellent fight... They will have had to play by our rules and way of life. That which they have loved to deride, up to this point. The irony would be delicious.

I'll draw flak from other Eve players for saying it, but:
This is the real Eve - out in Null-Sec. This is the place the game shines most, and where all CCP's marketing actually rings true.
Leave high-sec as soon as you can.



Thanks for the insight there :) I've been wondering what life is like out there on the frontier. If you don't mind me probing a little further, what was your transition like from being a highsec player to a nullsec player? How did you end up getting there? What was it like at first?

What I'm considering to be my core skills are capacitor, gunnery (hybrids seem extremely sexy) support skills, drone skills (with hybrids and drones I can see myself flying Gallente ships, and based on what I'm reading Armor is preferred in fleet engagements for some reason), cpu and powergrid skills, targeting skills, and nav skills for after burner efficiency. In the middle of all that is of course some useful skills for overheating and nano usage, etc. To do all that it looks like I'll be ready with base skills at the middle of September.

So what can I do between now and then to get better prepped for nullsec living if I go in that direction? What would prevent someone from nullsec living and doing daytrips to wormholes? (I read about that here, was a really interesting read)
Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#13 - 2014-05-11 01:19:34 UTC
Good questions.

Sp barriers are one of the persisting myths of Eve. People assume they have to be X high to ride certain rides, which is generally wrong. Personally, I moved to null-sec at about 3m SP, which I suppose translates into about 3 months? I don't remember fully. At the time, I could not fit or fly much, but it was enough. But I could fly salvage destroyers, frigates, and cruisers. And as it so happens, all 3 of those have a strong place in common null-sec living.

Many organizations prefer to see pilots with a minimum level of SP to invite. Though not strictly necessary, there are some practical reasons for this.

First, it shows that the player likely has a certain minimum of understanding about the game. The game is big and complicated, making player training a difficult and often necessary task. But the more I can avoid some of that, the more time I have to spend on things I want to do. It's tough being the guy who needs to provide all the answers and walk a new guy through everything. So lots of organizations try to avoid that responsibility.

Second, it shows that you've subscribed to the game for a certain minimum amount of time. This demonstrates that you're progressively less likely to quit, having found that Eve isn't for you. When a group invests in a new guy, it's a bit of a letdown when they never show up again. And it's more housekeeping for later, as null-sec entities regularly purge their 'inactives' from the roster, for security and admin reasons.

Third, it shows that you've invested a lot of time in a character, making it progressively less likely that you're a spy. The spying meta-game in Eve is a very large factor out here. Everyone is rightly paranoid. Every recruit is a potential spy. If one can subscribe to a second account, and get him joined into an enemy corp, that alt can give you great benefit in all manner of intel. The spy can tell the friendly fleet commanders(FCs) what the foe is flying, and the FC will get his fleet to fit up a hard-counter configuration. Or the spy can leak the foe's movements, allowing the allies to corner them. Things of that sort. But it takes more patience and money to do that if the spy is forced to reach a minimum SP. So SP minimum's filter out some fraction of the potential spies.

Etc.

But there's also reasons why minimum SP's may not be required.

First, every fleet needs frigates. Cheap ships that are fast and do their role's job within one day of training. A frigate pilot charges out ahead to make sure a system is safe to jump in. They move quickly to new positions which the rest of the slower fleet can then warp to. They keep valuable targets pinned down and unable to escape with warp disruptors, ensuring the fleet gets a chance to fire. And they're very tough to kill if the enemy fleet fields only large ships, forcing them to diversify.

Second, income is available with a minimum level of SP. Mining in a venture is far more profitable in Null-sec than high- or low-sec. Anomalies can be explored within a few days of training, yielding great potential profits. Null-sec markets always have openings and margins to exploit, yielding profit for you, and an important service to your allies. Salvage can be gained by following around your older allies in a destroyer hull with a few tractor beams and salvagers. Small-time producers have far, far less competition in Null, allowing them to conduct industry in ammo, frigates, destroyers, and cruisers - a sector that's practically impenetrable in high-sec.

Third, an organization that trains their recruit from the early days, and treats them well, is likely to see benefits down the road. In Null-sec, manpower is the greatest commodity. Then followed by trust. Our ability to gain high-SP pilots is limited, since we must compete with every other null-sec group. And even if we get them, we probably cannot trust them, not for months. But by recruiting low SP pilots, a corp can tap into a larger pool of manpower to foster. It's an investment that takes time to mature, but a group that does right by it's newbies brings in more people, and inspires their loyalty. They will have more manpower over time, which is a mighty advantage.

That was a long tangent, but my point is this: You can go there now, fruitfully, if you'll find a corp that will accept you. You will likely see the most recruitment prospects after roughly 3 million SP, however.

Regarding skills. Since I've already typed a ton I'll just get right to the point.
Skill up two or three, maybe all four faction's frigates to skill 2. Train their guns to only 2. Avoid training anything to 4 or 5, as this does not gain you a lot of fast flexibility. And as a newbie, fast flexibility(not potency) is your best virtue. Do not train skills that act as weapon stat bonuses. Bad benefit per time ratio.
Similar to the above, an excellent goal is to have access to at least two factions' cruisers, hopefully 3. Do not skill them above 2 or 3.

Beyond minimal-but-broad ships and guns, 'Core skills' are your area of interest.
Core skills are defined as skills that *directly* assist your CPU, power grid, capacitor, armor, and shields. Excluded are guns/drones, e-war, stuff like that. Core skills are good in every ship, in every situation. Great benefit per time ratio. They also give you access to tech2 core modules. The potency of every ship you fly comes in large part from the potency of it's modules. Core skills grant the most applicable of modules, so when you combine that with ship flexibility, you're looking at an excellent balance of potency and versatility.

There is one potential exception on the matter of specialization as a newbie - Interceptors. After a while, look at bumping one faction's Frigate skill up to 5, Evasive Maneuvering up to 5, and get into an interceptor. That's a big boost to your ability in fleet operations.
Rebecca Shephard
Doomheim
#14 - 2014-05-11 01:53:32 UTC
Thank you for that Solai :) That gives me exactly what I needed to know about that path and reassures me that null sec isn't something impossible to get into without millions upon millions of skill points. If it isn't too much to ask, do you know of any groups looking for young pilots? If you do I'd absolutely take the time to get in touch with them. I've read a little bit about how NPC null sec and 'null sec' are extremely different. Is that true?

Again, thank you for the investment in time and effort you've made.
Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#15 - 2014-05-11 02:30:44 UTC
I'm glad if it helps.

Every alliance is different.... and within those alliances, all their corps are different. And within a corp, many recruiters have different priorities. So I can't really draw much for generalities on what's open to you.

Instead, I suggest focusing on what sort of environment and community of gamers you like to be surrounded by. The people are what make it a good experience or a bad one, regardless of what activities you choose, be it mining, gate-camping, scamming, material logistics, or hundred-man fleets.

For example, I am happy in my corp because they are older with families, they don't swear often on comms or make racial slurs, nor other crass behavior, they're good to one another, and opponents too, and they like to fleet up together to blow people up. They have a lot in common with their alliance. That fits my personal preference, so I enjoy logging in to do whatever with them.

Others like a more rambunctious, unfiltered lot, where there's lots of laughs, and aggressive ambitions. Some people want things down to business, high professionalism, elite.
You make the call on that. Apply for a handful of corps, don't rush into it, give them time to gel. With low SP, you might see a lot of rejections. That's okay because there's lots of corps.

Head over to the recruitment subforum to browse. And I think there's a thread in this subforum dedicated to good practices as a potential recruit. I'm sure someone will link that.

I won't be advertising for any one group, though. Beyond what's in my signature. ;)

As or NPC null-sec - that's like an in-between of low-sec, and null-sec. What makes it different from null-sec is that the systems cannot be owned by anyone. All players can dock in those stations. Groups who live inside them don't have access to much infrastructure, which is a double-edged sword - On one hand, you don't have much you need to defend, but on the other hand, you don't gain benefit from sovereign infrastructure, and have a more difficult time gaining allies.

If you're near one of those patches of NPC space, it ensures that the wider area carries more risk of hostile interlopers. Depending on what you want, that's either a good thing or a bad thing. My group owns sovereign space next door to one of these patches. It allows us to leverage infrastructure and allies, but it also means we get a lot of bandits running through to inflict losses, and force us to defend our holdings. We're rarely bored, and that's precisely why we live here.

The flipside of the coin is that many people don't like some issues related to sovereignty. Its a big can of worms. A while back, a respected fellow corporation in our alliance decided they just didn't like sovereignty warfare, and all it entails. They moved to low-sec, and NPC-nullsec, so that they could enjoy more freedom, less responsibility. Whatever floats your boat.
Rebecca Shephard
Doomheim
#16 - 2014-05-11 03:58:03 UTC
Solai wrote:
I'm glad if it helps.

Every alliance is different.... and within those alliances, all their corps are different. And within a corp, many recruiters have different priorities. So I can't really draw much for generalities on what's open to you.

Instead, I suggest focusing on what sort of environment and community of gamers you like to be surrounded by. The people are what make it a good experience or a bad one, regardless of what activities you choose, be it mining, gate-camping, scamming, material logistics, or hundred-man fleets.

For example, I am happy in my corp because they are older with families, they don't swear often on comms or make racial slurs, nor other crass behavior, they're good to one another, and opponents too, and they like to fleet up together to blow people up. They have a lot in common with their alliance. That fits my personal preference, so I enjoy logging in to do whatever with them.

Others like a more rambunctious, unfiltered lot, where there's lots of laughs, and aggressive ambitions. Some people want things down to business, high professionalism, elite.
You make the call on that. Apply for a handful of corps, don't rush into it, give them time to gel. With low SP, you might see a lot of rejections. That's okay because there's lots of corps.

Head over to the recruitment subforum to browse. And I think there's a thread in this subforum dedicated to good practices as a potential recruit. I'm sure someone will link that.

I won't be advertising for any one group, though. Beyond what's in my signature. ;)

As or NPC null-sec - that's like an in-between of low-sec, and null-sec. What makes it different from null-sec is that the systems cannot be owned by anyone. All players can dock in those stations. Groups who live inside them don't have access to much infrastructure, which is a double-edged sword - On one hand, you don't have much you need to defend, but on the other hand, you don't gain benefit from sovereign infrastructure, and have a more difficult time gaining allies.

If you're near one of those patches of NPC space, it ensures that the wider area carries more risk of hostile interlopers. Depending on what you want, that's either a good thing or a bad thing. My group owns sovereign space next door to one of these patches. It allows us to leverage infrastructure and allies, but it also means we get a lot of bandits running through to inflict losses, and force us to defend our holdings. We're rarely bored, and that's precisely why we live here.

The flipside of the coin is that many people don't like some issues related to sovereignty. Its a big can of worms. A while back, a respected fellow corporation in our alliance decided they just didn't like sovereignty warfare, and all it entails. They moved to low-sec, and NPC-nullsec, so that they could enjoy more freedom, less responsibility. Whatever floats your boat.


Thank you again for such a detailed response. I appreciate your time and effort in bringing me up to speed on the area of null sec.

That's a lot to take in, of course, but I can confidently say that it's pretty clear that's a good direction to look towards. The barrier to entry doesn't seem that high at all and with just a little bit of work I can be useful. I'll definitely be on the lookout in the recruitment forum and in-game for corporations who might hire a newer pilot like myself. If nothing else I can hope to stay in touch with corporations while I work towards whatever they're looking for. I'll also include your group in that rotation as well. I do like more mature crowds that don't go off the wall with swearing. I'm okay with a step above casual, but I find younger and off the wall groups to be very elitist in other games and very intolerant of someone with an adult life. I like to play with helpful folks and I like to give back to those communities traditionally. So in that sense, I fully understand where you're coming from.

Again, thank you for all the information you've given me. I'll definitely put it to good use and will hopefully see you in space sometime :)
ShahFluffers
Ice Fire Warriors
#17 - 2014-05-11 04:59:48 UTC
*points at link in signature*

It's a collection of stories from veterans about how they began in EVE.
Baneken
Arctic Light Inc.
Arctic Light
#18 - 2014-05-11 06:08:06 UTC
In ye olde days before we had incursions, you had to support your self by belt ratting, plexes and mining alone in null.

Those days minimum requirement really was 6-8mil SP as that was neede to fly a BS well enough to survive plexes and belt ratting, these days noobs have ventures, anomalies and what not to support them selves in null even with minimal skills.
Iria Ahrens
Space Perverts and Forum Pirates
#19 - 2014-05-11 14:21:47 UTC
Please. A frigate or cruiser belt rats just fine. I belt ratted in an arbitrator, it was a little slower, but it had other advantages.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Nova Serine
Republic University
Minmatar Republic
#20 - 2014-05-11 19:47:40 UTC
These days, I'll log on just to mostly run some security missions to get my shoot 'em up fix, mainly because my time is somewhat limited and I tend to go a bit antisocial. But really, the EVE universe is yours to do with as you will. Try it all at least once and roll with what sings to your soul.

Smile

Two rolls of duct tape; one for my ship, and the other for unruly ride-alongs.

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