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new player and lvl 1 missions

First post
Author
Remiel Pollard
Aliastra
Gallente Federation
#21 - 2012-12-08 09:42:36 UTC
Terazul wrote:
Mars Theran wrote:
Terazul wrote:
Yep, CCP did NOT think this through even remotely.

The enormous difference in numbers and, consequently, firepower between mission sites and sleeper sites should have been taken into account before implementing such an unnecessary change.


A single Sleeper is somewhat more dangerous than a mission rat, or even a dozen of them with comparable ship types. Once you start working on higher class Wormholes, the Sleepers aren't exactly small in number either. Don't honestly know much about the lower class ones as I never did much in less than C3, and not much at all in either C3 or C4.

Sure, but those smaller numbers make the aggro considerably easier to manage, AND they do not spam E-War the way mission rats do. Oh, and they're more rewarding to kill than mission rats.

In fact, the E-War spamming in particular makes some missions completely impossible to solo, in addition to the entire pocket aggroing right off the bat. This is not a good thing.


People just aren't paying attention anymore, are they. Read the dev blogs. If you're too lazy to do that, open your marketplace window in-game and do a search for "Sensor Compensation" and discover the wonders of FOUR NEW SKILLS that will help you against EWAR.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Mars Theran
Foreign Interloper
#22 - 2012-12-08 09:46:02 UTC
Bat Zona wrote:
Mars Theran wrote:

The character has 555,033 SP (39 skills)
:)

and

Bat Zona wrote:

I dont think that "new npc ai" means that new player have to mine ore or to make delivery mission for a week , until he'll get skill to be able to stand against full pocket agro.


555k sp is 4 or 5 days of "doing nothing"?


You could always mine with the Venture :)
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Funky Lazers
Funk Freakers
#23 - 2012-12-08 09:47:14 UTC
Remiel Pollard wrote:
Terazul wrote:
Mars Theran wrote:
Terazul wrote:
Yep, CCP did NOT think this through even remotely.

The enormous difference in numbers and, consequently, firepower between mission sites and sleeper sites should have been taken into account before implementing such an unnecessary change.


A single Sleeper is somewhat more dangerous than a mission rat, or even a dozen of them with comparable ship types. Once you start working on higher class Wormholes, the Sleepers aren't exactly small in number either. Don't honestly know much about the lower class ones as I never did much in less than C3, and not much at all in either C3 or C4.

Sure, but those smaller numbers make the aggro considerably easier to manage, AND they do not spam E-War the way mission rats do. Oh, and they're more rewarding to kill than mission rats.

In fact, the E-War spamming in particular makes some missions completely impossible to solo, in addition to the entire pocket aggroing right off the bat. This is not a good thing.


People just aren't paying attention anymore, are they. Read the dev blogs. If you're too lazy to do that, open your marketplace window in-game and do a search for "Sensor Compensation" and discover the wonders of FOUR NEW SKILLS that will help you against EWAR.


My another alt started training those new skills right after Ret. was deployed.
So far I've seen ZERO difference in E-WAR on missions.

Serpentis still perma damp you.

Whatever.

Remiel Pollard
Aliastra
Gallente Federation
#24 - 2012-12-08 12:28:44 UTC
Funky Lazers wrote:
Remiel Pollard wrote:
Terazul wrote:
Mars Theran wrote:
Terazul wrote:
Yep, CCP did NOT think this through even remotely.

The enormous difference in numbers and, consequently, firepower between mission sites and sleeper sites should have been taken into account before implementing such an unnecessary change.


A single Sleeper is somewhat more dangerous than a mission rat, or even a dozen of them with comparable ship types. Once you start working on higher class Wormholes, the Sleepers aren't exactly small in number either. Don't honestly know much about the lower class ones as I never did much in less than C3, and not much at all in either C3 or C4.

Sure, but those smaller numbers make the aggro considerably easier to manage, AND they do not spam E-War the way mission rats do. Oh, and they're more rewarding to kill than mission rats.

In fact, the E-War spamming in particular makes some missions completely impossible to solo, in addition to the entire pocket aggroing right off the bat. This is not a good thing.


People just aren't paying attention anymore, are they. Read the dev blogs. If you're too lazy to do that, open your marketplace window in-game and do a search for "Sensor Compensation" and discover the wonders of FOUR NEW SKILLS that will help you against EWAR.


My another alt started training those new skills right after Ret. was deployed.
So far I've seen ZERO difference in E-WAR on missions.

Serpentis still perma damp you.


Did you get the right ones for the right ships? Because I can assure you there is much more than zero difference.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Damasa Cloudwalker
Cloudwalker Enterprises
#25 - 2012-12-08 15:34:24 UTC
Funky Lazers wrote:
My another alt started training those new skills right after Ret. was deployed.
So far I've seen ZERO difference in E-WAR on missions.

Serpentis still perma damp you.


and Guristas still permajam you. And do it effectively up to 100km+

I'm not talking about mission rats here, I'm talking about the 8k ISK frigate rats you find in asteroid belts...

4 days post-patch and still no fix... there's NO WAY that be called "working as intended"...

In-game sounds muted since Retribution, F10 Jumper since Odyssey

Rengerel en Distel
#26 - 2012-12-08 15:45:30 UTC
I know they've said the full room aggro is a bug, and they're working on it (it's just pve though, so don't expect it to be high on their list. they've got stuff like ccp roams and stuff to do, which are much more important to them)

I haven't seen them address the permaTD, but perhaps i just missed it.

With the increase in shiptoasting, the Report timer needs to be shortened.

Reaver Glitterstim
The Scope
Gallente Federation
#27 - 2012-12-08 16:16:41 UTC
Supposedly, the change was not supposed to affect how many NPCs aggress you, only how they go about fighting you after it's happened. I haven't run any missions since the expansion came out so I don't know how well it's working. But if NPCs are targeting you now when they weren't before, it is a bug. It was very clearly stated on the EVE website that the new AI would NOT change how many NPCs aggress you and what triggers aggression, except for already bugged cases such as NPCs aggressing drones and ignoring players.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Mara Pahrdi
The Order of Anoyia
#28 - 2012-12-08 19:02:59 UTC
Finished advanced military today as the last tutorial on a new char, jumped into a dragoon and made my first level 1 missions. Drones were set to aggressive and focus fire and were eating npcs faster than I could lock them, even out of targeting range (39 km).

The char had a few days more of training though (roughly 700k), so drones were actually lvl 5, scout drone operation lvl 4 and combat drone operation lvl 3. So I was able to fit a drone link augmentor. Still, drones didn't even get hit through shields.

Dragoon is pretty tight on CPU for low sp chars, if you want to fit three light missile launchers and a drone link.

Remove standings and insurance.

Kagumichan
Ministry of War
Amarr Empire
#29 - 2012-12-08 19:14:52 UTC
Had a friend earlier running level 1 amarr missions in a a rifter to boost standings, his character is a good 2 and a half years old and trained primarily in combat skills, and even he struggled with some level 1 missions (The Blockade being one of them of course). Told him to jump into a Punisher just 'cos it's got more tank, he's dealing with it better now, but it's a sad day to see frigates have become less usefull than they once were. Can't see how a new character with no knowledge of the game could handle some missions though, especially since now when you aggro one ship in a pocket, it'll aggro the entire pocket, when it didn't used to.

Should see how World's Collide goes, pulling both the Angel and Sansha fleets at the same time.
Mars Theran
Foreign Interloper
#30 - 2012-12-08 21:23:05 UTC  |  Edited by: Mars Theran
Remiel Pollard wrote:
Funky Lazers wrote:


My another alt started training those new skills right after Ret. was deployed.
So far I've seen ZERO difference in E-WAR on missions.

Serpentis still perma damp you.


Did you get the right ones for the right ships? Because I can assure you there is much more than zero difference.


Sensor Dampeners as opposed to ECM; the new skills are intended for use against ECM. The issue is that the Missions have various groups which sit at different ranges and at one time agro'd separately, and they don't anymore. They still sit at the original ranges, but all groups come as fast as they can now, just like Sleepers do.

With all those groups, the EWAR stacks against you along with the DPS if you engage all at once. This is why I suggested an Abaddon Smartbomb fit earlier; because the Frigates and Cruisers will reach you first, and they are usually the ones using EWAR iirc.
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Mars Theran
Foreign Interloper
#31 - 2012-12-09 00:24:16 UTC
http://i.imgur.com/A1UAg.jpg

What to do when not running missions as a new player. Pulled in 800K in pretty short order. Of course, that was me, and not my unskilled alts. Then, my mining skills are pretty limited, so I'm not sure it makes much difference on that end. Venture doing ~1K m/s with an AB is pretty awesome though. Smile
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Kagumichan
Ministry of War
Amarr Empire
#32 - 2012-12-09 00:32:13 UTC
Remiel Pollard wrote:
Did you get the right ones for the right ships? Because I can assure you there is much more than zero difference.


Because increasing your sensor strength to prevent target jamming will totally counter having your targetting range being reduced by 6 sensor dampening battlecruisers.
Jonah Gravenstein
Machiavellian Space Bastards
#33 - 2012-12-09 00:36:03 UTC
Sensor Damps from Serpentis are easy to overcome, sensor booster with a range script at least gives the ability to target, Guristas jamming has been broken for years, I just don't bother taking missions against them.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Kagumichan
Ministry of War
Amarr Empire
#34 - 2012-12-09 00:43:11 UTC
Either way, new alts and new players are all suffering right now trying to run level 1 missions. The tutorial doesn't explain how the difficulty curve out of the tutorial missions is about to rocket up, and none of the tutorials help new players adapt to the new AI. this means if they come out of the tutorial and don't want to go into industry, trading or whatever and want to do combat, they're going to be struggling for weeks before they have decent enough skills to take on missions like The Blockade. People would sooner leave a game and not upgrade from a trial account than have to chip away at such a sudden and unexplained difficulty. It'd be like playing your favorite shooting game, when all of a sudden the AI gains perfect aim and can headshot you from the other side of the level through every single object and you have no idea how to counter it.

They bring in a new tutorial to ease players into the game, then they bring in a tough as nails AI to beat them back down again. Roll
ashley Eoner
#35 - 2012-12-09 01:18:17 UTC
Bat Zona wrote:
Mars Theran wrote:

The character has 555,033 SP (39 skills)
:)

and

Bat Zona wrote:

I dont think that "new npc ai" means that new player have to mine ore or to make delivery mission for a week , until he'll get skill to be able to stand against full pocket agro.


555k sp is 4 or 5 days of "doing nothing"?

edit: 2700 point per hour (with implants +5) . 555k sp = 9 days :))
I know that as a complete newbie checking out a new game I never have the intention of doing anything in that game for the first 4-5 days EVER!~!!1....
Mars Theran
Foreign Interloper
#36 - 2012-12-09 02:33:56 UTC  |  Edited by: Mars Theran
ashley Eoner wrote:
Bat Zona wrote:
Mars Theran wrote:

The character has 555,033 SP (39 skills)
:)

and

Bat Zona wrote:

I dont think that "new npc ai" means that new player have to mine ore or to make delivery mission for a week , until he'll get skill to be able to stand against full pocket agro.


555k sp is 4 or 5 days of "doing nothing"?

edit: 2700 point per hour (with implants +5) . 555k sp = 9 days :))
I know that as a complete newbie checking out a new game I never have the intention of doing anything in that game for the first 4-5 days EVER!~!!1....


It's exaggerated. Remap and run the tutorials while training the combat skills and you'll be able to run the missions in no time.

You start with Frigate 3, which is all that character had, and projectiles 3, which isn't far off as the character only had some additional gunnery skills to level 1-2. Add a Hull Upgrades, Mechanics, and Engineering to 2-3 and how long does that really take?

Lets just be specific, so you can see where the points are:


Electronics (1x) | SP: 8,000 / 45,255

Electronics Upgrades (2x) | SP: 2,829 / 16,000

Propulsion Jamming (3x) | SP: 4,243 / 24,000

Energy Emission Systems (2x) | SP: 2,829 / 16,000

Energy Grid Upgrades (2x) | SP: 2,829 / 16,000

Energy Systems Operation (1x) | SP: 1,415 / 8,000

Engineering (1x) | SP: 8,000 / 45,255

Shield Management (3x) | SP: 4,243 / 24,000

Gunnery (1x) SP: | 45,255 / 256,000

Motion Prediction (2x) | SP: 16,000 / 90,510

Rapid Firing (2x) | SP: 16,000 / 90,510

Sharpshooter (2x) | SP: 16,000 / 90,510

Small Projectile Turret (1x) | SP: 45,255 / 256,000

Weapon Upgrades (2x) | SP: 16,000 / 90,510

Hull Upgrades (2x) | SP: 16,000 / 90,510

Mechanics (1x) | SP: 8,000 / 45,255

Repair Systems (1x) | SP: 1,415 / 8,000

Afterburner (1x) | SP: 1,415 / 8,000

Navigation (1x) | SP: 8,000 / 45,255

Minmatar Frigate (2x) | SP: 16,000 / 90,510

Spaceship Command (1x) | SP: 8,000 / 45,255

Total: 247728; less around 50K for pre-trained starter skills, which makes for about 197K SP at roughly idk, 1700 SP per hour average, is around 115 hours, or 4.8 days without optimized attributes.

..now, does that really seem so hard to achieve within the tutorials? Nothing about basic skill training and skill application has actually changed.

It takes a minimum of a 2-3 days to run the tutorials without blasting through on superjuice, and anyone not spending all day, every day on it, is going to take 4-5 days to do them. Just the business and Basic Military took me something like 10 hours. After or during which you can mine in a Venture and accumulate ISK, explore the surrounding areas, read tutorials and ask questions, and a dozen other things.

New players don't just launch through their initial experience like more experienced players do; they have to take the time to figure things out and learn the game in the process.
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ashley Eoner
#37 - 2012-12-09 07:06:44 UTC  |  Edited by: ashley Eoner
Mars Theran wrote:
ashley Eoner wrote:
Bat Zona wrote:
Mars Theran wrote:

The character has 555,033 SP (39 skills)
:)

and

Bat Zona wrote:

I dont think that "new npc ai" means that new player have to mine ore or to make delivery mission for a week , until he'll get skill to be able to stand against full pocket agro.


555k sp is 4 or 5 days of "doing nothing"?

edit: 2700 point per hour (with implants +5) . 555k sp = 9 days :))
I know that as a complete newbie checking out a new game I never have the intention of doing anything in that game for the first 4-5 days EVER!~!!1....


It's exaggerated. Remap and run the tutorials while training the combat skills and you'll be able to run the missions in no time.

You start with Frigate 3, which is all that character had, and projectiles 3, which isn't far off as the character only had some additional gunnery skills to level 1-2. Add a Hull Upgrades, Mechanics, and Engineering to 2-3 and how long does that really take?

Lets just be specific, so you can see where the points are:


Electronics (1x) | SP: 8,000 / 45,255

Electronics Upgrades (2x) | SP: 2,829 / 16,000

Propulsion Jamming (3x) | SP: 4,243 / 24,000

Energy Emission Systems (2x) | SP: 2,829 / 16,000

Energy Grid Upgrades (2x) | SP: 2,829 / 16,000

Energy Systems Operation (1x) | SP: 1,415 / 8,000

Engineering (1x) | SP: 8,000 / 45,255

Shield Management (3x) | SP: 4,243 / 24,000

Gunnery (1x) SP: | 45,255 / 256,000

Motion Prediction (2x) | SP: 16,000 / 90,510

Rapid Firing (2x) | SP: 16,000 / 90,510

Sharpshooter (2x) | SP: 16,000 / 90,510

Small Projectile Turret (1x) | SP: 45,255 / 256,000

Weapon Upgrades (2x) | SP: 16,000 / 90,510

Hull Upgrades (2x) | SP: 16,000 / 90,510

Mechanics (1x) | SP: 8,000 / 45,255

Repair Systems (1x) | SP: 1,415 / 8,000

Afterburner (1x) | SP: 1,415 / 8,000

Navigation (1x) | SP: 8,000 / 45,255

Minmatar Frigate (2x) | SP: 16,000 / 90,510

Spaceship Command (1x) | SP: 8,000 / 45,255

Total: 247728; less around 50K for pre-trained starter skills, which makes for about 197K SP at roughly idk, 1700 SP per hour average, is around 115 hours, or 4.8 days without optimized attributes.

..now, does that really seem so hard to achieve within the tutorials? Nothing about basic skill training and skill application has actually changed.

It takes a minimum of a 2-3 days to run the tutorials without blasting through on superjuice, and anyone not spending all day, every day on it, is going to take 4-5 days to do them. Just the business and Basic Military took me something like 10 hours. After or during which you can mine in a Venture and accumulate ISK, explore the surrounding areas, read tutorials and ask questions, and a dozen other things.

New players don't just launch through their initial experience like more experienced players do; they have to take the time to figure things out and learn the game in the process.
Honestly with the last alt I made I completed the tutorials plenty fast. The new AI has made some of the level 1s overly difficult for a true newbie though.

When I was a total newbie to this game I wasted at least 200k sp on stupid things that looked good but really weren't. So no real newbie is going to be able to make it past the early stage without wasting some time :P
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