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EVE New Citizens Q&A

 
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I'm having a bit of a nightmare

First post
Author
Blackavar Sul
Republic Military School
Minmatar Republic
#1 - 2011-12-31 16:13:39 UTC
I'm trying to get through the tutorial agent missions and it's all going a bit pear-shaped. I had a mission where I had to find magnetric (sp?) anomalies and the agent gave me two items to use - an analyser and a salvager. So I did a basic scan, found three containers and another location anomaly. I warped to each container but my analyser didn't find the right type of proof of discover. So I warped to the other location and got destroyed by some pirate of some sort. So, back at base I am given a new ship but no new analyser or salvager. So I fork out the cash for one of each on the market but then discover that I cant fit the salvager without skill: archaeology. So, I'm down big bucks and with no apparent way of picking up the mission fresh because after quitting the mission that agent now says she has nothing for me...

Oh well, I tried a different agent who gave me a combat mission. I headed off and got destroyed pretty fast. So, I'm down by another three modules/weapons and needing something harder hitting to even scratch my target. I went onto the market again and fumbled through there guessing at what might be an appropriate/better gun. I re-bought shield boosters and tried again. Again I was destroyed without hurting the pirate much. My attempts to warp away were "not possible". My 20,000 isk insurance payouts are a fraction of the cost needed to refit my ship and I'll run out of money very fast at this rate. I can't afford to get destroyed again so could anyone help me know what on earth to try to salvage the situation? Shopping for guns is very confusing.

Cheers
Velicitia
XS Tech
#2 - 2011-12-31 16:55:50 UTC
ouch ...

The Tutorial missions *should* be able to be completed in a noobship, so you *should* be OK there, even if you DIAF again.

Petition the loss of the tutorial modules -- CCP is usually "nice" when it comes to the tutorials (note, they generally won't reimburse a normal ship if you lose it).

The analyser/codebreaker/salvager are all chance-based (though, Salvager modules don't need "Archaeology" -- they need "Salvaging", sounds like you're mixing up modules). While you *may* fail on the first cycle, just let them run until the game gives you the "success" message. If there's nothing of worth in a wreck (or analyser/codebreaker object), the game will usually tell you something along the lines of "the salvaging/codebreaking/analysing was successful, but there was nothing of value".

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Kilrayn
Caldari Provisions
#3 - 2011-12-31 17:13:57 UTC  |  Edited by: Kilrayn
Guns are the most complicated weapons to use in all honesty, especially if you're just trying Eve. While there are many important aspects of gunnary, for now the main two to worry about are optimal range and fall-off. You can find both of these by pulling up your turrets information from your ships fitting menu (alt + f) and with ammo loaded. It is important to pull the information from there because we capsuleers have skills that alter the performance of turrets, and that altered info can only be pulled from the fitting menu.

Now for their meaning. Optimal range is the 'ideal' range for your gun. Fall-off is the range where you gun starts to become less effective. For an example, let's say your turret has an optimal of 10k and fall-off of 5k. Anything within 10k, you should be able to hit easily (not counting angular velocity, which is also important but more complicated). Now, once you go past 10k, or your optimal, you will see a noticeable difference in how often you it. Within 10-15 km, you'll hit about half of the time. This is your first fall-off. If you go another 5k, or beyond 15km, you'll almost never hit.

As for not being able to warp away, I'm fairly certain they wouldn't toss warp-scramming or e-war rats at new players (I don't remember any from when I did the tuts). I'm guessing that you may be 'boosting' your capacitor dry. If that's the case, that's why you could not warp away, as warping does require capacitor. You may want to try fitting a hardener or two to reduce some incoming damage. Hardeners also use much less capacitor than boosters, but obviously don't repair, just increase resistances. Google the rats (npc ship) 'tribe' i.e. gurista, angel, sansha, and you should be able to find what type of damage they deal so you can fit the correct hardener from the four damage types, or ask if you cannot find the info.

Lots of info I know, but Eve has been out for many years and there is much to learn. Don't let the learning curve discourage you. All it takes is time and research.

Hope this was helpful. I'll check back in a few if you have any more questions, or are unsure about any information.

"Music is a mysterious thing. Sometimes it makes people remember things they do not expect. Many thoughts, feelings, memories... things almost forgotten... Regardless of whether the listener desires to remember or not." - Citan Uzuki, Xenogears

Velicitia
XS Tech
#4 - 2011-12-31 17:40:56 UTC
Here's the damage types to watch for that Kilryan was talking about -- http://wiki.eveonline.com/en/wiki/Damage_types

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Mr Chili Palmer
State War Academy
Caldari State
#5 - 2011-12-31 19:46:17 UTC
i think you should of purchased a "civilian" salvager

"If at first you don't succeed, remove all evidence you ever tried"

"If your boss is getting you down, look at him through the prongs of a fork and imagine him in jail"

Blackavar Sul
Republic Military School
Minmatar Republic
#6 - 2011-12-31 21:52:30 UTC  |  Edited by: Blackavar Sul
Thanks for the help guys. Especially, picking guns might make more sense now.

Re warping away when I was getting my arse kicked - I'm sure you are right that I was over boosting. I actually can't remember the exact message I was getting as it was viewed through tears of frustration, but I'm pretty sure it was an environmental effect of some sort. Anyway, I was outgunned.

For the scanning mission, You are right - I should have bought a civilian salvager. There wasn't one on the market so I went for the lowest spec one I could, then found out I couldn't fit it with my skills. totally my fault but symptomatic of the sort of afternoon I was having. When scanning the cannisters I was discovering basic proof of discovery documents but not the specific documents the mission asked for. Should I just remain at the site re-scanning until I get the docs I need?

Will I be able to receive these missions again now that I've quit them?

Thanks for the help. I'm sure I'll love this game if I can crack this learning curve.

edit - oops, it was the analyser that I bought without being able to use, that needed archeaology.
Yaddablabla
Hedion University
Amarr Empire
#7 - 2011-12-31 21:53:22 UTC
Kilrayn wrote:
Guns are the most complicated weapons to use in all honesty, especially if you're just trying Eve.


Pressing F1 took you a while to figure out, huh?
Blackavar Sul
Republic Military School
Minmatar Republic
#8 - 2011-12-31 22:14:03 UTC  |  Edited by: Blackavar Sul
Yaddablab - trolling this thread dosn't help anyone, but if you are going to try it at least make it funny.
malaire
#9 - 2012-01-01 11:44:37 UTC
Blackavar Sul wrote:
Will I be able to receive these missions again now that I've quit them?

If you quit Career Agent mission, you can't get new from same agent - however there are 3 Career Agent solarsystems for each race which have same 5 agents, so you could travel to some other Career Agent solarsystem.

All Career Agent systems are listed here, below starter systems: Rookie Systems. So for Minmatar those would be Hadaugago, Malukker, Embod

While Career Agent missions do teach about EVE and they give nice rewards, they aren't absolutely necessary. So if you don't want to travel to other system you could also just go on with whatever you can do and ignore the agent who doesn't give you mission anymore.

And if you want to travel, to get route there: Open "People & Places" on left, select Search Type: Solar System, write solarsystem name and press Search, then in new window that pops up right click solarsystem and select "Add waypoint".

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

Blackavar Sul
Republic Military School
Minmatar Republic
#10 - 2012-01-01 14:22:24 UTC
Cool, cheers for that.
Ettu Brute II
Republic Military School
Minmatar Republic
#11 - 2012-01-01 20:44:53 UTC  |  Edited by: Ettu Brute II
When scanning for the gravimetric/magnetometric/radar/ladar sites in the tutorial, make sure it's the *training* sites you scan down not the real ones.

I don't think you can buy replacement civilian salvagers/analyzers/codebreakers on the market, but it should be possible to get them from players who have already completed the series. Two of each are given in the tutorials and are of no use afterwards, so the only reason for anyone to keep them is in case they want to keep open the possibility of doing another set of tutorials, but they would only need one of each for that anyway.

The modules can be traded in station via the trade window.
ISD Athechu
ISD STAR
ISD Alliance
#12 - 2012-01-01 23:56:45 UTC
Hello Blackavar Sul,

Blackavar Sul wrote:
I'm trying to get through the tutorial agent missions and it's all going a bit pear-shaped. I had a mission where I had to find magnetric (sp?) anomalies and the agent gave me two items to use - an analyser and a salvager. So I did a basic scan, found three containers and another location anomaly. I warped to each container but my analyser didn't find the right type of proof of discover. So I warped to the other location and got destroyed by some pirate of some sort. So, back at base I am given a new ship but no new analyser or salvager. So I fork out the cash for one of each on the market but then discover that I cant fit the salvager without skill: archaeology. So, I'm down big bucks and with no apparent way of picking up the mission fresh because after quitting the mission that agent now says she has nothing for me...


I'm sorry to hear about that. If you quit a mission on accident please go ahead and petition it and let a GM know what is going on. To petition press F12(or Help) > Petition > Gameplay > Mission In progress.

Just explain that you quit the mission and that you would like to do it and a GM can take the appropriate action(s).

Some of the civilian modules should be available on the market as well. Market > Ship Modifications > Civilian Modules i believe is the path.

Blackavar Sul wrote:
Oh well, I tried a different agent who gave me a combat mission. I headed off and got destroyed pretty fast. So, I'm down by another three modules/weapons and needing something harder hitting to even scratch my target. I went onto the market again and fumbled through there guessing at what might be an appropriate/better gun. I re-bought shield boosters and tried again. Again I was destroyed without hurting the pirate much. My attempts to warp away were "not possible". My 20,000 isk insurance payouts are a fraction of the cost needed to refit my ship and I'll run out of money very fast at this rate. I can't afford to get destroyed again so could anyone help me know what on earth to try to salvage the situation? Shopping for guns is very confusing.


Sounds like you were warp scrambled and that caused the problem. Make sure that you are not flying into a "live" site and try to stick to the tutorial/career missions.

A reason why you might not have been able to hit your target is because you were not close enough for your guns to be effective. If you right click and do a show information on your guns then go to your Attributes tab what you want to do is add the Optimal Range +/- Fall off range. This will give you the range that you should be at for your guns to be effective and can do some good damage.

Another option is to maybe do the mission with a buddy that has finished it already or is in the process of doing so. This way it isn't just you as a target.

There is one last option I know isn't always the best option as you already put time into this character but you can always make a new character on one of the other two slots you haven't used already just as a last resort type of thing if you feel like starting fresh again.

I hope this answered your question. If you have any other questions don't hesitate to ask.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Ettu Brute II
Republic Military School
Minmatar Republic
#13 - 2012-01-02 00:10:12 UTC  |  Edited by: Ettu Brute II
What? Where did my post go?????

Ok, I'll try again:

Now that I have a bit more time I'll try to give a more complete reply – being a newbie myself, I'm fresh out from the same situation.

If you read the mission descriptions carefully you'll see that you shouldn't meet any rats in the training sites, which means you were in a real site, not the practice one. That would also explain why you weren't able to get the required proof of discovery. I did the same thing, but although I quickly realised my position, I decided to have a go anyway. Obviously, I got my arse handed to me in pretty short order.

The fact that the loss of your modules left you without replacements suggests that you haven't yet done the business tutorial, which gives a second civilian salvager/analyser/codebreaker set. Did you actually quit the mission (i.e. by clicking the 'quit' button)? If not, leave it open and do the business tutorial as far as the point where you have received the missing modules again. Then go back and finish the exploration mission. Check the expiry date – they stay open quite a long time.

You don't have to finish a tutorial in a single uninterrupted sequence – you can hop about from one to another, just don't actually accept a mission until you're good and ready to do it.