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EVE New Citizens Q&A

 
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So what do I do?

Author
Damien Theodore
Tronhadar River Maintenance Company
#1 - 2015-07-15 21:48:14 UTC
Hello!

I am new to Eve but I have been playing Dust for a while now and decided to try it.
Like I normally do when I make a new Dust mercenary; I wait a few days to gather some SP. This lets me tailor my base suit fits and enjoy the game. I have been banking my SP into the base skills you start with for the moment in Eve.

I want to know what roles are fun and what are common kits for those roles.
I was cautioned that in Eve I'll will need to burn about 2 years to reach my typical mercenary capabilities. This is vexing as I can get a fully tiered Mercenary up in about a quarter of that time (And my ISK is worth more too o.o). Decent skills to be able to suit into whatever the environment demands, etc...

Suggestions are welcome.

Pirate

Try and keep the 'let me google that for you' responses to a minimum. (example: hurr durr check battlecinic...)
Ramshack Z
Maeda-Koru Group
#2 - 2015-07-15 22:06:12 UTC
What do you want to do?

If you just want ~fights~ join a newbie-friendly nullsec or lowsec corp. You can train for something like target painter or sensor linking on day one, hour one, and be able to contribute to a fight as ewar support. The corp will generally supply you with free skillbooks, ships, and modules. All you have to do is participate and enjoy your time with a good attitude.
Do Little
Bluenose Trading
#3 - 2015-07-15 22:41:28 UTC
This has been around a while but will give you an idea of the range of possibilities http://swiftandbitter.com/eve/wtd/

Recommended skillplans for new players http://wiki.eveuniversity.org/Recommended_skills_for_new_players

Run the tutorial missions and the SOE Epic Arc to get a feel for the game http://wiki.eveuniversity.org/The_Blood-Stained_Stars

Find a corporation that supports the gameplay you want to pursue

Have fun.
Lan Wang
African Atomic.
Dreadnought Diplomacy.
#4 - 2015-07-15 23:34:36 UTC  |  Edited by: Lan Wang
you wanna shoot someone and just have fun, join faction warfare and buy a plex, worry about making isk some other time if possible.

they fly mostly frigates and t1 will be cheap and easy for you to get the hang of the game

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Webvan
All Kill No Skill
#5 - 2015-07-15 23:41:57 UTC
https://wiki.eveonline.com/en/wiki/EVE-DUST_514_Link_FAQ

I'm in it for the money

Ctrl+Alt+Shift+F12

Karle Tabot
State War Academy
Caldari State
#6 - 2015-07-15 23:52:19 UTC
Unless you end up being a station trader, a new player is probably wise to invest in "core skills".
Here is a link to give you the basics of that: http://wiki.eveuniversity.org/Core_Skills

Consider also that each level of a skill that you train generally increases that capability by an equal amount. But it takes longer to train a skill from level 4 to level 5, than it does to train it from level 0 to level 4.

Specialized skills are generally a poor choice to start with by any true new player. Only a player with knowledge and experience can know what they will like to that extent in advance, and were you to so invest your time in training skills for a thing you later do not really enjoy, its a waste compared to what you could have spent that time developing.

You get a maximum of 3 characters on each account. You can only train one at a time unless you use a PLEX or a multiple pilot training certificate. It takes 1 of either of those to train 1 more character for 30 days.

With multiple characters training, you could focus each on something distinctive, and with real planning, and sufficient alt characters, you can train up a very talented and diverse group, with which you could do more than with any 1 character.

Eve is a game that rewards research, planning and goal setting, and which also punishes those who do not.
Webvan
All Kill No Skill
#7 - 2015-07-16 01:04:36 UTC
As for training, and core skills, the long list is dauntingly difficult to figure out. I'd grab the EFT tool (for ship fitting) and EVEMon. Build the ship you need (e.g such as for orbital bombardment platform to support your DUST play) and export the skill list they generate for you. Most of the skills will be listed anyway, apart from some support/utility skills like thermodynamics etc.

But more advanced stuff. And does not take 2yrs to train into something useful, EVE isn't a linear game. But to start, just slap stuff together and flush it out the station doors. Do the tutorial, career agent missions, and maybe the sisters of eve epic arc which is intended for new players. All together that is almost a month of play (normal time) and then things like EFT and EVEMon will start to become very useful up until your last day in EVE.

I'm in it for the money

Ctrl+Alt+Shift+F12

Ralph King-Griffin
New Eden Tech Support
#8 - 2015-07-16 01:52:57 UTC  |  Edited by: Ralph King-Griffin
i am a dust refugee like yourself and i had the same concerns when i came over.

player skill > skill points.

with minimal training and a bit of guidance ,new pilots can (and are) be legitimately dangerous ,
there are plenty of roles you can be effective in with minimal training and have a real impact in a fight.

don't wait for your skills before trying something here, this thread should go some way as to explaining why.

this isnt an fps so your player skillls will need to be learned and a good way to do that is whilst you are restricted to cheap meta items (which are actually quite good I.E. i and my fellow vets frequently use them in our fits still) so dont get too hung up on sp.

a good attitude will get you much much further in eve than anything els.

welcome aboard

o7
Lost Greybeard
Drunken Yordles
#9 - 2015-07-16 03:40:31 UTC
Find the tutorial agents, and run the tutorial missions, which can be done with 0 sp. Ignore the XBox-achievement nonsense that's supposed to be the new tutorial experience, the only nice thing that can be said about them is... um... they're a thing? That exists? Yep, the NPE achievements sure are jumping that "not completely nonexistent" bar right good, there.

Then, if you don't know what you want to do at that point (it's... four hours of content, maybe?) go out to Arnon and run the Sisters of Eve level 1 epic mission chain (10+ hours of content) to get a handle on the basic mechanics while your SP meter runs up and you find people to talk to and/or look at corporations. Maybe keep the rookie chat channel open while you do this to watch the chatter even if you aren't contributing actual questions.

If you still don't know what you wanna do at that point and haven't found a corp that looks like it's worth trying (at which point people can advise you in real-time), sign up as a solo player for Faction Warfare and **** around in cheap-ship PvP for a while. Get into some fleets with FW people, maybe meet a corp you like there.

Basically, follow the trail of progressively more-likely-to-kill-you intro content until you find a corp or an activity you like and can bail to set up your training and play for that instead.
ShahFluffers
Ice Fire Warriors
#10 - 2015-07-16 05:11:20 UTC
Chainsaw Plankton
FaDoyToy
#11 - 2015-07-16 07:15:07 UTC
experienced player on a 17 day old trial account in rifter kills stuff: https://www.youtube.com/watch?v=de1hwoFYA_k
same guy on a 20 day old amarr character https://www.youtube.com/watch?v=BvOB4KXYk-o
there was one a few years back where 2 guys took 3 day old characters into null and got some kills.

it only takes a few days and some basic skills to get started, as an actual new player I'd say do the career agents and then the SoE epic arc just to get used to the controls and make a little isk to get started with. I'd just say be careful with the approach and orbit buttons, they are the default and lazy way to do things, and other players can take advantage of you using these tactics.

although if you do some twitch streaming and say how you are a new player and yada yada, it is possible that you will get isk bombed by some bored vet. I've donated stuff to streamers, or given small welcome to eve gifts to newbs. that said if someone begs for it I'll tell them no, and possibly less nice stuff. I usually prefer to help out with advice rather than with isk.

@ChainsawPlankto on twitter

ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2015-07-16 11:39:34 UTC
Damien Theodore wrote:

I was cautioned that in Eve I'll will need to burn about 2 years to reach my typical mercenary capabilities. This is vexing as I can get a fully tiered Mercenary up in about a quarter of that time

Who ever told you that feels that they need skill points to compensate for lack of player skill IMHO. Yes skill points are nice and yes skill points open options for you but they are in no way as make or break as some player want to make them out to be.

There are players that have come to this game and racked up impressive killboard histories in their first two months. If you think that skill points are everything then every time you loose an ship in an engagement you'll blame it on your skill points and not learn anything. Fly cheap ships and learn from each loss. Understand that in this game experience is gained through loosing ships so each lost ship is a step in the right direction. Learn how to turn the odds in your favor instead of relying on skill points.

After 2 years you should be able to fly pretty much any sub capital ship in game pretty well. There is absolutely no need to have that as a prerequisite for success in PvP. Battleships take by far the longest to train for and they are not used that often in PvP. Stick to small and medium ships and you will be fine. It takes a while to learn this game and to me it seems like you earn skill points roughly at a rate which keeps them barely ahead of your personal player skills. What I am saying is that 2 months into this game when you are getting a grasp on how the game works you will have the skill points to do what you want.

Want to talk? Join Cara's channel in game: House Forelli

Damien Theodore
Tronhadar River Maintenance Company
#13 - 2015-07-17 00:37:25 UTC
Thank you for the responses, mechanics explanations and general feedback.

I had hoped more for different answers really. I was able to figure out skill interactions and SP investment long before I came to Eve. I know the damage a 0 day can do just the same as someone who has only trained baseline into a role. The only trouble is the capsuleer skill tree costs money and I wont treat it lightly. I had hoped to pick up some more meaningful discussion on roles in general.

An example, I love Logistics Role in Dust. What I have been seeing on lossmails in research is most everyone Eve side is flying practically defenseless logi. Which seems kind of odd to me as I do quite well with a gun 'and a rep.
Painkill3r
Perkone
Caldari State
#14 - 2015-07-17 01:05:48 UTC
Fun is subjective, but in my estimation the most enjoyable roles you can jump into without a super-long train are:

-Interdictor: Your job is to keep the enemy fleet in place. You accomplish this by burning suicidally into them and dropping warp disruption "bubbles," probes. The good news is: It's a destroyer and you can do magical things without training the t2 interdictor skill to V. The bad news is: There isn't any, being a dictor pilot is always awesome.

-Logistics: Your job is to keep the line members alive under fire. Sounds simple, but keeping up with broadcasts in a hairy situation ain't easy. The good news is: You don't need to train any weapon skills to become proficient, this sames a heap of training time if you want to be a vital fleet asset asap. The bad news is: You don't get on many killmails.

-Scout: Your job is to find stuff for the fleet to kill or run the hell away from. You accomplish this by warping around very quickly, possibly scanning with probes/combat probes, and relaying bookmarks and information back to the fleet leadership. The good news is: It's a frigate hull job (interceptors/covert ops) you can train into very quickly. The bad news is: Despite being billed as a big newbie role, it's extremely nuanced and requires a lot of training to not suck at it. Fleet commanders will berate you frequently as you learn.

-Ewar Support: Your job is to screw up the opponent's ships in an effort to render them ineffective at applying damage, targeting, or making them more vulnerable to your own fleet's damage. You accomplish this by using Electronic Warfare modules like sensor dampeners, ECM, target painters, webs, etc. The good news is: You can start filling this role within an hour of creating your character and a t1 ewar ship is generally the best way to start getting fleet invitations for reasons other than your shobon newbie novelty. The bad news is: There isn't any, getting started early is how you avoid becoming one of those cancerous skill-point-counting newbies who skulks around highsec collecting paltry tokens for isk until he's "ready to pvp," which is a day that never comes.

There is absolutely a thousand times more that I am leaving out there, but this is a general overview for your digestion. Per your suggestion that skills cost money: they don't if you join a corp that gives them away, which is most of them that are worth joining. If you aren't sure, just ask the recruiter if those are provided. If he says no, congratulate him on having a **** corp for new players and move on.
Darek Castigatus
Immortalis Inc.
Shadow Cartel
#15 - 2015-07-17 02:08:12 UTC
Damien Theodore wrote:
Thank you for the responses, mechanics explanations and general feedback.

I had hoped more for different answers really. I was able to figure out skill interactions and SP investment long before I came to Eve. I know the damage a 0 day can do just the same as someone who has only trained baseline into a role. The only trouble is the capsuleer skill tree costs money and I wont treat it lightly. I had hoped to pick up some more meaningful discussion on roles in general.

An example, I love Logistics Role in Dust. What I have been seeing on lossmails in research is most everyone Eve side is flying practically defenseless logi. Which seems kind of odd to me as I do quite well with a gun 'and a rep.


Its a combination of fitting and standard combat tactics, the main thing with logistics is getting maximum repping efficiency balanced with as much tank as you can fit without harming your ability to repair things . The logi hulls also tend to operate at long range and have no hull bonuses to weapons so even if you do put guns on them they're pretty useless compared to the same gun on a combat ship. The most you'll see is a single small gun for whoring on killmails and even that often gets left off because the slot it uses is needed for something else.

In a nutshell logistics ships are designed to repair things not to shoot things and its best to fit and fly them with that in mind. Shooting things is what the rest of the fleet does.

Pirates - The Invisible Fist of Darwin

you're welcome

DeMichael Crimson
Republic University
Minmatar Republic
#16 - 2015-07-17 04:34:54 UTC
Hello Dust Brother,

Welcome to Eve. May you have a long and rewarding career here.



DMC
Ralph King-Griffin
New Eden Tech Support
#17 - 2015-07-17 08:41:41 UTC
Damien Theodore wrote:
Thank you for the responses, mechanics explanations and general feedback.

I had hoped more for different answers really. I was able to figure out skill interactions and SP investment long before I came to Eve. I know the damage a 0 day can do just the same as someone who has only trained baseline into a role. The only trouble is the capsuleer skill tree costs money and I wont treat it lightly. I had hoped to pick up some more meaningful discussion on roles in general.

An example, I love Logistics Role in Dust. What I have been seeing on lossmails in research is most everyone Eve side is flying practically defenseless logi. Which seems kind of odd to me as I do quite well with a gun 'and a rep.

One role at a time mateBlink

In eve a ship will generally have one specific role and can be made to excell in that role when it's fit is tailored to that one role (exceptions apply but are fairly Specific in and of themselves).

Fleet doctrines here when calling for logi will require the pilots to be explicitly focused upon keeping the rest of the fleet alive,
the rest of the fleet defends the logi by killing the thingy.
of the logi is trying to kill the thingy then it will be less capable of keeping the fleet alive and thus giving the opponent the advantage (his logi isn't trying to kill the thingy).

Logi pilots tend to be popular (often referred to as "logibro", in fact we have a dev called logibro).

Another example of this is fast tackle, they are scouts whose job it is to get on grid quickly and tackle the thingy and stop it from running away, in this case you're going to be flying a small frigate (usually an interceptor) and will be focused on being fast and not dying to the thingy before your mates can get on grid and kill it's arse.

Scouting is another role and sometimes crosses over with fast tackle.

Anyway, a good Corp should provide you with what you need to get started in training a role that they will use,
After you have a handle on the basic game mechanics you should look for a Corp that engages in an activity you are interested in and join up, it should speed up the learning process for you fairly well.
ergherhdfgh
Imperial Academy
Amarr Empire
#18 - 2015-07-17 11:17:57 UTC
Damien Theodore wrote:
Thank you for the responses, mechanics explanations and general feedback.
I know the damage a 0 day can do just the same as someone who has only trained baseline into a role.

paper damage and actual applied damage are in no way the same thing. In eve gunnery there is a lot of managing ranges and transversal velocities and such. Knowing how to do this not only requires that you understand the gunnery mechanics but also the capabilities of your ship and the capabilities of your opponents ship as well as the result of how those figure into and against each other. Also need to understand ship piloting so that you can control those factors. So again it's more about your personal knowledge of the game rather than your skill points.

Want to talk? Join Cara's channel in game: House Forelli

Thanatos Marathon
Moira.
#19 - 2015-07-17 15:49:51 UTC
If you really enjoy playing dust you might want to consider finding a FW corp that can help guide you if you are interested in PVP.

RDRAW might be a good option if you like Gallente, but there are others.
Damien Theodore
Tronhadar River Maintenance Company
#20 - 2015-07-17 17:24:59 UTC
Painkill3r wrote:
There is absolutely a thousand times more that I am leaving out there, but this is a general overview for your digestion. Per your suggestion that skills cost money: they don't if you join a corp that gives them away, which is most of them that are worth joining. If you aren't sure, just ask the recruiter if those are provided. If he says no, congratulate him on having a **** corp for new players and move on.


I mean that in the sense of; every Eve player had to pay money to even accrue SP. So I consider this a noteworthy thing to form a plan around. I have 14 odd dust accounts all out just accruing SP for free right now. I'll cycle around to them in turn over time and play different metas. Free. In Eve I am paying (losing the game) for every second I didn't or did plan in my training path.

I respond to you; as so far you have delivered the most substantive response to my question. In return your descriptions are roughly on par with a few of the various roles of drop suits in Dust and their common configurations.

As to how you worded your punctuating description of EWAR support; **** yes! You have my vote sir. Whatever you campaign for I'll vote for you.

My followup I suppose is simply:

From perspective of the current and elapsing metagame, with regards to fleet interactions; what line of EWAR would I be best to train into. I will easily look for ship bonus's to base other rounded decisions on; such as tank, and other modifiers. I learned in Dust that it is efficient and faster to racially spec on separate characters so I am looking to 'fold into a ship' to practice and get good with, grind on and become intimately familiar with; so I can stock and lose them with no real pain. (As it should be...)
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