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EVE New Citizens Q&A

 
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Oh my ...

First post
Author
Ralph King-Griffin
New Eden Tech Support
#21 - 2016-03-09 18:43:32 UTC
Pandora Carrollon wrote:
Pix Severus wrote:
When you attack an MTU, you gain suspect status, which means other players can attack you. I've killed nearly 300 MTUs so far and not a single person has aggressed me, such is life in highsec.


The vast majority of players view other players with 'suspect' tags as bait PvP'ers, and since they are in PvE fit ships, will just leave you alone. Part of the game is human nature and HiSec players don't generally get their kicks from PvP combat. So you get away with this activity.

from extensive ... testing ... (yeah that's what ill go with) its about one in eight will actually fire on you,
about half of the ones that don't will fall over themselves to get out of there,
abandoning drones, mtu and everything there just to get away from you,

the other half will calmly pack up and dock or ignore you entirely.

ocasionally you get some special spark that will spew vulgarity and vitriolic slury at you but that dosent happen all that often
Pandora Carrollon
Provi Rapid Response
#22 - 2016-03-09 18:49:38 UTC
Ralph King-Griffin wrote:
from extensive ... testing ... (yeah that's what ill go with)


LOL! Remind me not to be a test subject... Lol
Aoife
The Romi Inquisition
#23 - 2016-03-09 19:28:40 UTC
K so two plex and a two skill injectors later I'm sitting in an astero with a nice little nestegg.

Don't worry , I'm entirely aware of how eve works in terms of loss,
when its gone it's gone and i could lose it anywhere and that's just the game, I'm fine with that,
In fact it's what caught my eye about it.
I'm also painfully aware of my lack of experience, just looking at the corp histories of other people in local made my jaw drop a couple of times (a lot of you have been playing longer than I've been a parent).

So I'm playing around with fitting this thing and yeah, whoever said this thing was hard to fit was right,
I'm definitely not screwing with the locals with this fit,
I'm not impressed with the exploration so far, wormholes and mini games (staying out of wormholes and I hate the mini games),
I do rather like the mechanics and process though , it's interesting so ill probably be recovering drones for a little while.

Found some guides on probing and d-scan , d-scan seems straight forward but I have a couple of questions on probes.

What's up with the sphere?
Should I be looking on it , in it or in the centre of it?

Same thing with the ring,

In the centre or on the ring?

And when I get the pair of dots, is there a rule of thumb for which one to go for or is it random?
Memphis Baas
#24 - 2016-03-09 19:43:13 UTC
Pandora Carrollon wrote:
Expanded Probe launchers chew up massive ship resources, and while I've heard about Astero fits with them, they can't be good fighters after that. It's more suited to a larger ship...


CCP wanted everyone to try exploration, so they gave the core launchers artificially low fitting requirements (compared to the expanded probe launchers). I guess they also wanted to keep the new SoE ships (Astero, Stratios) from completely dominating the previous choices (T1 ships like the Heron, T2 cov-ops like the Anathema), because the SoE ships have noticeably less CPU than I expected.

You won't have to make fitting concessions to fit combat probes on the T1 base exploration frigates or the T2 cov-ops frigates. It looks like CCP's vision is to use Herons or equivalent to hunt players, and to use the Astero for probing out PVE sites.
Memphis Baas
#25 - 2016-03-09 19:56:00 UTC  |  Edited by: Memphis Baas
Aoife wrote:
Found some guides on probing and d-scan , d-scan seems straight forward but I have a couple of questions on probes.

What's up with the sphere?
Same thing with the ring?
In the centre or on the ring?
And when I get the pair of dots, is there a rule of thumb [...]


All of those are FALSE / WRONG positions.

Your target is somewhere, and it's a dot (obviously). When you apply the probes, the probes will give you a visual that is based on a calculated error, or percent certainty, of actually being right on the actual dot that is the target:

- if the target is in range of only one probe, you get a sphere, to indicate that only one probe is seeing it and the actual target can be anywhere inside that sphere that does NOT intersect with other spheres (cause none of the other probes are in range).

- if two probes are in range, you get a circle, to indicate that the target is somewhere around the intersection of each probe's sphere (intersection of two spheres is an oval space delimited by that circle).

- if three probes are in range, you get a pair of dots, as the intersection of 3 spheres; the target is somewhere in that oval-ish space delimited by those dots.

- if 4 or more probes are in range, you get a single dot, BUT that dot is false - the actual target can be hundreds of thousands of kilometers away from that dot. Basically the dot that you see has a distance error built in.

The idea is that you group your probes tighter and tighter to cover whatever volume of space is represented to you, to shrink the spheres to a red dot, and then to move the red dot closer and closer to the actual target dot, until you're 100% spot on and can warp to it.

If you have a ship with bonuses to scanning, and if you have clues such as the D-scan giving you a general direction or position already, you can hit the 100% with probes tightly grouped in the first try.

EDIT: If you image-google "intersection of 2 spheres" and "intersection of 3 spheres" you'll see some visuals, and also realize that the same "intersection of spheres" stuff is used for GPS positioning and cellphone triangulation, so CCP basically took the actual concept and coded it into the game.
Jonah Gravenstein
Machiavellian Space Bastards
#26 - 2016-03-09 20:37:17 UTC  |  Edited by: Jonah Gravenstein
Pandora Carrollon wrote:
P.S. I've been chewing on setting up a Battle Nereus (Gallente Industrial ship that is about as close to a Qship as exists in the game) to go chasing around after stuff. It would be tough enough to handle the NPC pirates running around but probably wouldn't take it into LowSec space to do this task, it would get wasted. It would be marginal in 0.6 or 0.5 space.
In the right hands a Nereus is downright scary.

Il Feytid, who is I believe is better known by another name, is quite successful with them; take a look at their losses on Zkill for an idea of how he/she fits their Nereus.

@ ISD if the zkill link is inappropriate then please feel free to remove it. I know that there are rules about killboard links, in this instance it is to illustrate out of the box thinking and how it can affect formerly innocuous ships.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

ergherhdfgh
Imperial Academy
Amarr Empire
#27 - 2016-03-09 21:44:30 UTC
Lianara Dayton wrote:


Do note however, that looting or salvaging an other persons wreck is a crime and will allow them to freely attack your ship (even in high security space)

Looting yellow wrecks yes white or blue no and salvage is free game. No restrictions on salvage.

You have a safety to save you from having to work out these details.

Also note that suspect baiting is a thing.

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

Tau Cabalander
Retirement Retreat
Working Stiffs
#28 - 2016-03-09 23:09:56 UTC
Memphis Baas wrote:
... if they can tackle you with warp disruption, because otherwise you can just get away, making it pointless.

Unintended puns are best puns. Big smile
ergherhdfgh
Imperial Academy
Amarr Empire
#29 - 2016-03-09 23:45:23 UTC
Aoife wrote:

now what I'd love to know is how much utility I can get outside of "find the thing" is this useful for pvp corps ?

Depending on the corp potentially a lot. To a wormhole corp it's a prerequisite skill set.

If you can get good enough at combat probing to scan down people in safespots before they even see your probes on D scan that can be a very handy thing to be able to do.

There are not only corps and alliances based on the exploration playstyle but there is an entire sub-culture to the point of almost being a game within a game.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#30 - 2016-03-10 00:00:00 UTC
Memphis Baas wrote:

A person wanting to "punish" you for stealing would have to be prepared and bring a combat ship with warp disruptors instead of a destroyer full of salvagers, so that's why most don't shoot (they don't have weapons). They may adapt and shoot if you stick to a single system and do it repeatedly to the same person.

When you are doing mission intrusions which is essentially what we are describing here. That is scanning someone down in their mission and then looting their wrecks and / or shooting their MTU then you are typically doing so in a cheap and easy to replace ship. This can easily be done in a ship that costs so little that you can easily loot more in one mission space than the ship costs you to replace.

In that case you are risking almost nothing. On the other hand the person running the mission is likely sitting in an expensively fit ship that is specially fit for PvE and not capable of effective PvP. Without getting into the specifics of races and damage types just know that it is very easy to fit cheaply and purposely to take out the expensive ship. This is where suspect baiting come into play and why most mission runners won't bother with you.

Back when I used to run missions in high sec if I had an uninvited guest in my mission space I would immediately "blue" my wrecks so that they could not flag themselves. It would remove the motivation to even be there for most of them.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#31 - 2016-03-10 01:26:42 UTC
Memphis Baas wrote:

- if the target is in range of only one probe, you get a sphere, to indicate that only one probe is seeing it and the actual target can be anywhere inside that sphere that does NOT intersect with other spheres (cause none of the other probes are in range).

I want to explain this in a different way that helped me make more sense of it.

So the probes only know how far away the target is based on the "return". So basically the probe sends out some kind of wave and it bounces off the target and thus the probe knows how far away the target is based on halving the time the return takes and multiplying by the speed of the wave. Much the same way that radar works only omnidirectionally.

So when you think of it that way one probe getting a return on the target will yield you sphere with the radius of the distance of the return so essentially the target could be anywhere ON that sphere NOT in the sphere.

If two probes were to get returns you'd have two of those sphere's but the intersecting area would look like a vesica pisicis from the side. Now the computer could combine those two sphere's and know that the target can only be somewhere that the surface of those two intersect which winds up being a circle.

If you bring a third return into the mix it can be further eliminated down to two dots as the return has to be in one or the other place. A fourth sphere will eliminate one of the dots and leave you with the location of the target.

Now the above is an over simplification because it ignores the error margin of the probes, which is where CCP introduced the RNG ( random number generator ) aspect to this to make it a game. You can reduce the error margin in various ways.

I think this is as deep as I want to go with this for now but I think you have plenty to go on from here.

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

Pandora Carrollon
Provi Rapid Response
#32 - 2016-03-10 16:14:16 UTC
Jonah Gravenstein wrote:
In the right hands a Nereus is downright scary.


Yeah, seen a few of those. Not the fit I was thinking of, that looks a true PvP fit, but some adjustments for PvE/Exploring. I'm also not "the right hands" yet. Just starting some of that PvP fun, but since the NPC's are still a problem for me, I can't imagine being able to defeat another player at this point.

I do have a Nereus, it is rigged for rapid point and slippery behavior, but it does have a sharp and pokey ability too. Had a little Atron that tried to bump me when exiting a station, he'd have been unhappy with the result if he'd started something. I just know they can be made nasty and might be ideal for what the OP was suggesting.
Admiral Icarus Raidriar
24th Imperial Crusade
Amarr Empire
#33 - 2016-03-10 16:23:12 UTC
Welcome to Eve.

Don't explain your philosophy. Embody it.

Aoife
The Romi Inquisition
#34 - 2016-03-10 17:36:32 UTC
Admiral Icarus Raidriar wrote:
Welcome to Eve.

So were you christened admiral or were your parents super republican Big smile

Anyway thanks for the responses guys , yeah I get how probing works (sorta) now and I'm set till I hit my first big loss,
now to find a worm hole corp, seems to be less mind numbing pve and mor terror and explosions ,
ill start screwing with other players when I've a steady incom in the nuance of bravely running away down to a t.

Labaianoch
The Scope
Gallente Federation
#35 - 2016-03-11 18:27:21 UTC
ergherhdfgh wrote:
Memphis Baas wrote:

- if the target is in range of only one probe, you get a sphere, to indicate that only one probe is seeing it and the actual target can be anywhere inside that sphere that does NOT intersect with other spheres (cause none of the other probes are in range).

I want to explain this in a different way that helped me make more sense of it.

So the probes only know how far away the target is based on the "return". So basically the probe sends out some kind of wave and it bounces off the target and thus the probe knows how far away the target is based on halving the time the return takes and multiplying by the speed of the wave. Much the same way that radar works only omnidirectionally.

So when you think of it that way one probe getting a return on the target will yield you sphere with the radius of the distance of the return so essentially the target could be anywhere ON that sphere NOT in the sphere.

If two probes were to get returns you'd have two of those sphere's but the intersecting area would look like a vesica pisicis from the side. Now the computer could combine those two sphere's and know that the target can only be somewhere that the surface of those two intersect which winds up being a circle.

If you bring a third return into the mix it can be further eliminated down to two dots as the return has to be in one or the other place. A fourth sphere will eliminate one of the dots and leave you with the location of the target.

Now the above is an over simplification because it ignores the error margin of the probes, which is where CCP introduced the RNG ( random number generator ) aspect to this to make it a game. You can reduce the error margin in various ways.

I think this is as deep as I want to go with this for now but I think you have plenty to go on from here.


...good lord. This is exactly why exploration interested me all of 1 day before I realized just how gawd awful the mechanics of it all are. I suppose if t was actually comprehendible to the average guy it wouldn't make explorers feel special I guess? Which they should. Coz I think this stuff is on the level of getting a doctorate in astro physics. I guess I'm a simple man.

D-scan for that matter has never made any sense to me at all and hell I spent plenty of time in 0.0 and lowsec. Yes, I died a lot. But I look at things like this (how probing works in eve) and I wonder ...did the devs think this would actually be fun? I guess if you like math its fun. But that's a special kinda crazy.

I just like pretty spaceships and scenery Ugh
Memphis Baas
#36 - 2016-03-11 18:43:17 UTC
Shrug, they just took the actual GPS positioning system and put it right into the game. It's all intersections of spheres, which is basic high-school geometry, AND it gets automatically drawn for you, with the probes being automatically grouped for you, so all you need to do is "center everything on the dot and zoom in." Simplified to the max.

In my opinion it's better than having to play some fake minigame; like, they could have had you wave your mouse all over the system map while listening to boop boop beep bip bip bip sonar sounds as you got your mouse closer to the target, with the point being to click on where you think the target is. That would have been awful.

D-scan is crappy radar; works best when you have the beam narrowed to 5-10 degrees and aim it yourself. They COULD visualize it for you by adding brief green glowing brackets in space as you "ping" them with the d-scan. With no distance indicators, just the brackets.
J'Poll
School of Applied Knowledge
Caldari State
#37 - 2016-03-11 18:52:35 UTC
Aoife wrote:
K so two plex and a two skill injectors later I'm sitting in an astero with a nice little nestegg.

Don't worry , I'm entirely aware of how eve works in terms of loss,
when its gone it's gone and i could lose it anywhere and that's just the game, I'm fine with that,
In fact it's what caught my eye about it.
I'm also painfully aware of my lack of experience, just looking at the corp histories of other people in local made my jaw drop a couple of times (a lot of you have been playing longer than I've been a parent).

So I'm playing around with fitting this thing and yeah, whoever said this thing was hard to fit was right,
I'm definitely not screwing with the locals with this fit,
I'm not impressed with the exploration so far, wormholes and mini games (staying out of wormholes and I hate the mini games),
I do rather like the mechanics and process though , it's interesting so ill probably be recovering drones for a little while.

Found some guides on probing and d-scan , d-scan seems straight forward but I have a couple of questions on probes.

What's up with the sphere?
Should I be looking on it , in it or in the centre of it?

Same thing with the ring,

In the centre or on the ring?

And when I get the pair of dots, is there a rule of thumb for which one to go for or is it random?


It is basic triangulation

Each probes pings the signature and receives the distance to the signal.


When one probe receives the ping it knows it is "x" km from itself, thus is somewhere on a sphere with a radius of the ping distance.


With 2 probes, both will receive a distance, so for each probe it will be on said sphere on that probe, the location where those 2 spheres intersect is where the signal is, which has a circular shape.

With 3 probes it is again on the spheres of all 3 probes, which will give you 1 or 2 possible locations.

With 4 probes, all 4 spheres only intersect in 1 place, the location of the spot.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Pandora Carrollon
Provi Rapid Response
#38 - 2016-03-11 18:58:49 UTC
Memphis Baas wrote:
Shrug, they just took the actual GPS positioning system and put it right into the game. It's all intersections of spheres, which is basic high-school geometry, AND it gets automatically drawn for you, with the probes being automatically grouped for you, so all you need to do is "center everything on the dot and zoom in." Simplified to the max.

In my opinion it's better than having to play some fake minigame; like, they could have had you wave your mouse all over the system map while listening to boop boop beep bip bip bip sonar sounds as you got your mouse closer to the target, with the point being to click on where you think the target is. That would have been awful.

D-scan is crappy radar; works best when you have the beam narrowed to 5-10 degrees and aim it yourself. They COULD visualize it for you by adding brief green glowing brackets in space as you "ping" them with the d-scan. With no distance indicators, just the brackets.


Modern US submarines use various displays. One of them is a 'waterfall' display. A variant of this display would be somewhat cool and easy to use as the DScan display.

If 0 degrees off the 'bow' of the ship was in the middle of a long horizontal display, every 'hit' could show up as a spike in a scrolling (almost heartbeat EKG like) scan. Your active overview tab determines what the Dscan resolves. A broad scan only returns basic information, ship type, planet/field type etc. If you want more, you highlight the area of spikes with your mouse, this automatically narrows the beam and hammers that area of space with the scanning beam. You get more and more detailed information about that area of space.

Essentially, all other kinds of scanners could then be compacted down as 'add-on' modules to the Dscan, no multiple interfaces. It wouldn't change fit out much, you just need one scanner window though. It could apply to asteroids, moons, whatever you're fit out for.

Alerts could pop up on targeted ships in a 'green', 'yellow', 'red' mode that reflect the frequency of the scan and type. So, a generic 360° Dscan would just generate a green alert "You've been scanned". Someone focusing a scan down (high repetitive scanning on you) gets a yellow "You're being localized" alert. Someone with combat scanning 'warp to' level of scans on you (they have you localized and are now resolving you) generates a red "Possible Hostile Scanning activity against you" alert.

I think this would help clean up the displays and make things a little easier to work with.
Aoife
The Romi Inquisition
#39 - 2016-03-12 18:08:23 UTC
Hi again guys, so I found a small corp to join,
they seem nice enough , asked me for an api key, from what I understand that's a good thing?

Anyway it turns out we have a war going live in a couple of hours and I was wondering if you had any advice.
Obviously iv been doing my own reading on the subject but its nice to get some perspective from other players,
Our CEO doesn't seem to think they will bother looking for us,is he right?
Thanks again for your time guys.
J'Poll
School of Applied Knowledge
Caldari State
#40 - 2016-03-12 18:37:51 UTC  |  Edited by: J'Poll
Aoife wrote:
Hi again guys, so I found a small corp to join,
they seem nice enough , asked me for an api key, from what I understand that's a good thing?

Anyway it turns out we have a war going live in a couple of hours and I was wondering if you had any advice.
Obviously iv been doing my own reading on the subject but its nice to get some perspective from other players,
Our CEO doesn't seem to think they will bother looking for us,is he right?
Thanks again for your time guys.


The CEO could be right, or horribly wrong. It all depends who you want to join, who the war is with and HOW the war has started (what is the reason that corp A decided to wardec corp B?).

Tips:

BE VERY CAREFUL.

During a war, any war target can legally kill you anywhere in space with no real "game mechanic" consequences.

How to deal with it, that's up to you and the corp. Do you hide, do you run or do you fight...they are some of the options you have.

Another option, as most wars tend to not last very long if it is a random wardec, is wait till the war is over to join.
However, if it is some feud that started the war (economical reasons, some corp member pissed of the wrong guy) then it could be a lenghty war (or not).



One thing you should NOT do:

Join the corp and then be ordered to sit in station for the duration of the war. This is a game, you pay for that game, go play it in the way you like. If that means leaving the corp or finding another corp that better suits you, do it.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

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