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EVE New Citizens Q&A

 
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Hello, Newbro here.

Author
Ralph King-Griffin
New Eden Tech Support
#41 - 2016-05-06 09:42:52 UTC
dont put too much stock in them though, im still on mastery II for some ships i have been flying successfully for years ,
IV in others for no apparent reason whatsover.
Memphis Baas
#42 - 2016-05-06 11:54:18 UTC
Masteries were supposed to be recommendations on what skills to train to be better at whatever ship or task, but they were put together very logically by a spreadsheets master who wasn't a player. So, logically it may make sense to follow the progression of skills trained to level 2, 3, 4, and finally 5, but in practice it doesn't quite exactly match what's actually effective in combat.

There are quire a few skills that are "recommended to be trained to 5" in the higher end masteries that aren't necessary to be trained that high, and would be a waste of time.

If you're trying to decide what to train and how high, consider this:

- Training to level 3 in support skills unlocks access to Tech 2 modules, and that's the end-game (there are no T3 modules). You can have ALL skills trained to 3 in about 3 weeks.

- For weapon skills, the goal typically is to unlock T2 weapons, which does have some high training requirements. But you only need to unlock the weapons that your ships use, so don't train all of them. Typically, unlocking T2 weapons all the way to battleship-sized for 2 races worth of ships takes 6 months or so; some people unlock all frigate-sized and most cruiser-sized weapons because they're quite fast to do, and only limit battleship-sized.

- Unlocking T2 ships requires training certain ship and support skills to 5 because they are prerequisites. Again, decide which ships you want and only unlock those.

- It's only when you get to capital ships that the ships themselves get so expensive that it makes sense to squeeze the very last 5% performance out of your skills, to save the ship. So some people train all the capital-related skills to 5. However, keep in mind that before you get to the last 5% from skills, you have 10%-20% available from overheating, implants, boosters (drugs), and fleet bonuses, and those are much faster training times (if taken to 3 or 4) than training each capital skill to 5.

People have done calculations, and training all skills to 5 the slow way (no injectors) would take decades. However, you can achieve "I can fly all ships very well, with T2 weapons and everything" in about 7 years, 180 million skillpoints. You can accumulate a decent selection of subcapital ships, enough to let you do whatever you want, in about 2 years, or, a selection of capital ships in about the same 2 years.

And because capital ships are tracked by your enemies, and generally a pain in the butt to leave unattended, we currently strongly recommend that you make a pilot for all the subcapital ships that you want to play with, on a daily basis, and a separate pilot focused on the capital ship(s) of your choice, to be logged in only when your friends call you to war or to defend the homeland.
Kaska Iskalar
Doomheim
#43 - 2016-05-06 15:21:51 UTC
Atenogenes Zon wrote:
At least that's what someone called me anyways.

Just started playing this game. I am in amazement at the complexity of it all, and the venues it can allow one to pursue are rather intriguing. I've heard about this game ever since it came out, but never had a decent computer to run it (seriously.)

There's just one thing (that I am willing to admit at the moment) that I am a bit confused about. Are the Opportunities the tutorial missions, or are there actual tutorial missions? Any extra tips are appreciated as well.

Thanks again for the help in advance.

-Zon

Click the thingy in the upper left and open your agent finder. Filter for career agents. Those are more or less the tutorial. They teach you a bit about a few of the careers and give relevant ships, mods and skill books to get you started.
Atenogenes Zon
Royal Amarr Institute
Amarr Empire
#44 - 2016-05-06 15:32:18 UTC
Kaska Iskalar wrote:
Atenogenes Zon wrote:
At least that's what someone called me anyways.

Just started playing this game. I am in amazement at the complexity of it all, and the venues it can allow one to pursue are rather intriguing. I've heard about this game ever since it came out, but never had a decent computer to run it (seriously.)

There's just one thing (that I am willing to admit at the moment) that I am a bit confused about. Are the Opportunities the tutorial missions, or are there actual tutorial missions? Any extra tips are appreciated as well.

Thanks again for the help in advance.

-Zon

Click the thingy in the upper left and open your agent finder. Filter for career agents. Those are more or less the tutorial. They teach you a bit about a few of the careers and give relevant ships, mods and skill books to get you started.


Yes, someone a couple months back explained that to me, but thank you nonetheless.

Yes? Go on... I'm listening.

Kaska Iskalar
Doomheim
#45 - 2016-05-06 15:41:04 UTC
Atenogenes Zon wrote:
Kaska Iskalar wrote:
Atenogenes Zon wrote:
At least that's what someone called me anyways.

Just started playing this game. I am in amazement at the complexity of it all, and the venues it can allow one to pursue are rather intriguing. I've heard about this game ever since it came out, but never had a decent computer to run it (seriously.)

There's just one thing (that I am willing to admit at the moment) that I am a bit confused about. Are the Opportunities the tutorial missions, or are there actual tutorial missions? Any extra tips are appreciated as well.

Thanks again for the help in advance.

-Zon

Click the thingy in the upper left and open your agent finder. Filter for career agents. Those are more or less the tutorial. They teach you a bit about a few of the careers and give relevant ships, mods and skill books to get you started.


Yes, someone a couple months back explained that to me, but thank you nonetheless.

Oops. I wasn't really paying attention to anything but the first post.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#46 - 2016-05-06 18:34:46 UTC
You can have 1 active mission per agent.

If there are 4 agents in 1 system, you can accept 1 mission from each, complete them sequentially, and then return to each agent to complete them, if each agent works for the same NPC corporation it's a good way to quickly raise your standings with them.

Rough guidelines to mission rewards/difficulty
Level 1 - Easiest to complete, Lowest rewards
Level 5 - Hardest to complete, Highest rewards

Level 5's are also always in lo-sec space (where you can be blown up without warning), and when introduced were aimed at 2+ players doing them together.

If you're going to mission regularly
Eve Survival should initially be your 1st thing to read
Burner Missions are detailed in this link
Incursions are an extended form of pve

Missioning to be honest, gets very repetitive and can become quite boring, just a fyi Lol

Some good reading on standings can be found in the plan(tm)

Enjoy your time in eve.
Remember if your not learning something new, your probably doing it wrong.
Atenogenes Zon
Royal Amarr Institute
Amarr Empire
#47 - 2016-05-19 17:55:18 UTC
Hello again,

So I figured I would add to this as I was able to find it out on my own, but for new players, it might be useful.

When you stack items, it looks like you can't unstack them. However, if you you hold shift and drag an item to say your ship or item hanger, you can then removed the amount of items by putting in a value that you would like to remove.

For example, I had 5 Medium Gamma Crystals for my laser turrets. However, my ship only has 4 hard points for lasers. I went to my inventory, held shift and dragged the whole stack to my ship. A window pops up asking how many you would like to move. I input 4, and only four were moved. Saved on excess space in my ship's cargo hold and took only what I needed.

Didn't really see this in any recent posts, so I thought it might be useful.

Yes? Go on... I'm listening.

Moonlit Raid
Doomheim
#48 - 2016-05-19 21:02:24 UTC
Cidanel Afuran wrote:
Ignore the opportunities. They are a pretty bad system and really not worth paying attention to.

Yet.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Memphis Baas
#49 - 2016-05-19 21:16:16 UTC
Moonlit Raid wrote:
Yet.
Actually, to use CCP vernacular, you can stop ignoring the Opportunities system soon.
Ralph King-Griffin
New Eden Tech Support
#50 - 2016-05-19 21:20:28 UTC
Memphis Baas wrote:
Moonlit Raid wrote:
Yet.
Actually, to use CCP vernacular, you can stop ignoring the Opportunities system soon.

*soon™
Exaido
Fire Over Light
Astral Alliance
#51 - 2016-05-19 21:23:47 UTC
Careers as pretty much everyone said. If you PVE with the missions, some of these ramp-up in their difficulty quickly. This is a good teacher, for the only fly what you can afford to lose, and when you find that you consecutively lose ships, google the missions to find out how to handle them. I lost so many ships on some of those early security missions, to the point of frustration, but a quick google - so that's how you do it made the world of difference.
Atenogenes Zon
Royal Amarr Institute
Amarr Empire
#52 - 2016-05-20 02:02:03 UTC
Well I seem to be in a quandary again. (What else is new?)

So I know there are these implants out there that improve different attributes of your character, but I am unsure where to even begin. I have my Cybernetics at Level III, and close to finishing it at IV. I tend to be the bodyguard for my friends as they do their mining or other mundane missions like that, or I do item running to make a profit. I've gotten this far without them.

Do I need them, and if I do, which routes should I go? There seems to be almost too many implants to comprehend.

Yes? Go on... I'm listening.

Memphis Baas
#53 - 2016-05-20 02:50:34 UTC  |  Edited by: Memphis Baas
The just-attributes implants have " - limited" "- beta" " - basic" " - standard" or " - improved" in their name, so you can easily do a market search and isolate them. They provide +1, +2, +3, +4, or +5 bonuses to your attributes respectively (one implant for each attribute can be in your head).

The +1 +2 and +3 only require Cybernetics 1. +4 requires Cybernetics 4, +5 requires Cybernetics 5.

These implants are typically rewarded every 16 missions / every "important" mission, so with so many people sitting in high-sec running PVE and getting implants as rewards, they're not expensive.

I'd say it's worth plugging in the +1 or +2's even if you're at war or in heavy PVP, because they're almost cheaper than frigates / cruisers (respectively). If you're at peace, I'd say go for +3 or even +4's, because it's hard to catch a pod in high-sec (anti-warp bubbles are not allowed, smartbombs cause extra Concord, and all the flags and timers pose extra complications).

The only effect is a slight speed-up of your skill training.

To give a comparison, CCP is introducing "daily opportunities" come Tuesday, rewarding 10k skillpoints. If you take 5 minutes each day to do the daily, it's the equivalent of having +5 implants plugged in. The opportunities on Tuesday are just for PVE; once they introduce the PVP opportunities, the industry opportunities, the trade opportunities, for 10k each... I think they're planning to make implants obsolete.
Atenogenes Zon
Royal Amarr Institute
Amarr Empire
#54 - 2016-05-30 20:49:56 UTC
Memphis Baas wrote:
The just-attributes implants have " - limited" "- beta" " - basic" " - standard" or " - improved" in their name, so you can easily do a market search and isolate them. They provide +1, +2, +3, +4, or +5 bonuses to your attributes respectively (one implant for each attribute can be in your head).

The +1 +2 and +3 only require Cybernetics 1. +4 requires Cybernetics 4, +5 requires Cybernetics 5.

These implants are typically rewarded every 16 missions / every "important" mission, so with so many people sitting in high-sec running PVE and getting implants as rewards, they're not expensive.

I'd say it's worth plugging in the +1 or +2's even if you're at war or in heavy PVP, because they're almost cheaper than frigates / cruisers (respectively). If you're at peace, I'd say go for +3 or even +4's, because it's hard to catch a pod in high-sec (anti-warp bubbles are not allowed, smartbombs cause extra Concord, and all the flags and timers pose extra complications).

The only effect is a slight speed-up of your skill training.

To give a comparison, CCP is introducing "daily opportunities" come Tuesday, rewarding 10k skillpoints. If you take 5 minutes each day to do the daily, it's the equivalent of having +5 implants plugged in. The opportunities on Tuesday are just for PVE; once they introduce the PVP opportunities, the industry opportunities, the trade opportunities, for 10k each... I think they're planning to make implants obsolete.


Ah, thanks for the info. I was wondering why I was getting unallocated skill points all of the sudden.

I did have a question about skins. My friends were wondering if they got a skin, would it be destroyed or lost if their ship was destroyed?

Yes? Go on... I'm listening.

lollerwaffle
Tribal Liberation Force
Minmatar Republic
#55 - 2016-06-01 08:37:33 UTC
Atenogenes Zon wrote:

I did have a question about skins. My friends were wondering if they got a skin, would it be destroyed or lost if their ship was destroyed?

IIRC, not if they say (Permanent) at the end of the name.

Also to add on about the implants, there are also hardwiring that give you specific boosts to the ship/module you're using. Things like 1% powergrid or 3% explosion velocity etc. It's common for PVPers in lowsec to have different hardwiring and implants sets for the different ships they fly.
Tau Cabalander
Retirement Retreat
Working Stiffs
#56 - 2016-06-01 11:34:44 UTC  |  Edited by: Tau Cabalander
Implants = hack your own brain.

You don't need to worry about skill hardwirings for quite some time, by which point you will have already learned which ones you want. At best they are equivalent to adding an extra skill level, or some other unique bonus.

Attribute implants are another story. You probably want to install some whenever you get the opportunity, but no more than +3 is really needed nor cost effective. Active PvPers don't use any, as implants are lost upon pod destruction, which can get expensive.

It is important to note that only 2 attributes affect any skill (see the skill info for details), so only 2 attribute implants will affect the current skill in training.

As for attribute mapping, I always recommend INT > (PER + MEM), or 23i 21m 21p 17w 17c, for newbros, especially ones that have no idea what they want to do. This mapping will serve you well for the first year (or 6 years and counting).

An alternative is INT = PER, or 24i 17m 24p 17w 17c, which is heavily ship and weapons focused, but I think more appropriate for later years of training. Newbros have to train a lot of different skills to begin with, most of which are INT > MEM.

Don't use your bonus remaps, as they are extremely valuable and not replaceable; after over 7 years I still have all mine, and I'm just now considering using one ... probably next year though.

Attributes:
https://forums.eveonline.com/default.aspx?g=posts&m=5946734#post5946734

Core Skills:
https://forums.eveonline.com/default.aspx?g=posts&m=5606050#post5606050

~~

One correction to an earlier post about NPC missions & standing: there is no penalty for declining the first mission with an agent once every 4 hours. If you get a second mission you want to decline, you can use another agent while you wait for the timer to expire, then decline that mission.

Mission offers last 7 days, and ACCEPTED missions must be completed within 7 days, unless the mission states otherwise (epic arcs have no expiry). If you don't accept a mission, there is no penalty for letting the offer expire.

You will note that the mission briefing will show at the bottom, that you may decline "... every 4 hours" when you can decline without penalty, and "... in the next 4 hours" when there will be a penalty to decline.

The mission briefing also has an icon for missions that affect faction standing negatively. Really only player faction icons matter (Amarr, Caldari, Gallente, Minmatar). You can click on the icon for more info.

Example: Sisters of EvE are very positive towards the Gallente, and slightly positive towards Minmatar. Though they don't hate the Amarr and Caldari, The Sisters are lightly rude to them. If you do missions for The Sisters, you will gain a lot of Gallente standing and some Minmatar too, but also lose a tiny insignificant amount of Amarr and Caldari standing.

Gallente and Minmatar are allies, as are the Amarr and Caldari. Gallente and Caldari hate each other, as do the Minmatar and Amarr. Doing missions for say Gallente will QUICKLY make the Caldari hate you.

The Sisters of EvE epic mission arc, Blood-Stained Stars, can be repeated every 3 months, and gives a HUGE amount of standing gain to any player faction you choose, and without any standing penalty to other factions.

Every 16 missions of the same level for for the same faction (doesn't have to be the same corp) you will be offered a storyline mission. These missions ALWAYS significantly affect standing gain, but consequently also a standing loss ("derived standing" can be negative or positive, this table might be outdated as might this one).

It is possible to raise all the player faction standings to about 7 by careful management. It is also possible to affect none of them by declining all player faction missions and storyline missions. Both take some discipline. Typically players will have positive standing with two player factions, and try to keep the other two player factions above -5 (I aim for -2 or higher).

It is possible to fix negative standings, but it takes some effort.
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