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EVE New Citizens Q&A

 
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A question: What do you wish you had known?

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James Akachi
Perkone
Caldari State
#41 - 2013-09-13 15:56:21 UTC  |  Edited by: James Akachi
- That the overview could be changed, and it's still annoying to change it in any way. Overview settings needs a complete redo.
- Everything related to research/invention -- and what are those civilian data cores you get in the Business tutorial for anyway?
- Backwards mouse wheel zoom and how you are still basically stuck with it.
- What on-grid means and how it works.
- Where to find epic mission arcs and how you can re-run them. Not that it matters for new players since the empire ones are level 4, but I had to google around to find out there was really not much interesting content of this nature in the game (reason I left two years ago).
- How planetary interaction works -- again, had to google to understand this.
- That you can be war-decced at any time if you join a player corp.
- That while you can buy and sell several stations or systems away, the physical item still must be in the station where the transaction occurs. Same for other remotely accessible mechanics like Manufacturing.

EDIT: And seconded/thirded/whatever on D-scan. I finally googled it since it's talked about so much and had no idea it was so useful.
tofucake prime
The Hatchery
RAZOR Alliance
#42 - 2013-09-13 16:09:26 UTC
I wish I had known who came up with that ridiculous "you are not allowed to impersonate anyone, even yourself" rule.
Reyna Snoo
The Scope
Gallente Federation
#43 - 2013-09-13 16:14:14 UTC  |  Edited by: Reyna Snoo
As someone who tends to try to answer my own questions with google, it would have been very helpful to know that much information out there (even some on the wiki) is out of date due to the frequent expansion/update schedule.

Also a minor point, in the exploration career missions I had no idea that relic sites (7 of 10 I think) used the exact same mechanic as hacking. I was not prepared to look for the ejected mini-can and ended up needing my mission reset.

As others have mentioned, there should be a d-scan tutorial or at least some mention that it exists.
Wired Joker
Meet the Quota co.
#44 - 2013-09-13 16:16:02 UTC  |  Edited by: Wired Joker
Scanning.

I only recently started playing eve (picked it up during the steam summer sale). In the tutorial missions, aside from the first one where you find the ship in space and get in it, the only thing I was confused about was scanning.

Everything about it was confusing as a new player. My first struggle was launching the probes. I kept launching the probes and thinking they had been lost and that I hadn't gotten a scanning window when doing it. I ended up buying 3 or 4 sets of core scanner probes before I had finally figured it out.

The next part was getting the probe scanner open. This part is very unclear and not really touched on in the tutorial. It's also so simple that searching for a solution on google wasn't really an option. Basically, the buttons and tutorial don't make it obvious how to bring up the d-scan/probe scan window.

Which brings me to directional scanning. I feel like a lot of the tutorial missions if you actually read them explain what's going on. The second mission in which you lose your ship basically explains what a bait is, for instance. No mission covers the importance of d-scan, mostly because rats don't show up on it.

My suggestion for a d-scan tutorial would simply be to modify the warp disruption mission. When you warp in, the pirate warps out. You then must use your long range d-scan at a 30 degree angle to find where he warped to. This teaches you about the tracking camera, d-scan's maximum range, and d-scan's angle feature.

Once you get to the acceleration gate the pirate warps to, he uses it. The d-scan then teaches you how to do a short range scan to confirm the pirate is in the room as you expect. Once this is done, you can access the acceleration gate and go in to warp disrupt him, completing the mission. Basically, the mission could mimic a fw plexer...

The starter missions to a good job showing how the various tools available work. "Here's what probes do, here's what a salvager does, here's what you do when your ship esplodes". The starter missions don't show you what to do with that info. Just a little more depth to them could go a long way. They teach you about warp diruptors and webs and how to use them, but not why you use them. The missions involving each module are basically "fit this, and go use it" but they never explain why.
Tibo Paralian
Task Force 641
Empyrean Edict
#45 - 2013-09-13 16:24:16 UTC
First of all, I realize this game is huge so integrating all details of what is possible is an immense task.

Dependency of community tools and websites.
From looking up how to properly fit a ship or taking on PI/Industry, out of game tools and websites are required to be more efficient at a given task or learn more about the game. We've all seen that "What to do in EVE" image. From my experience playing (~3 months), looking up a fit for a ship involved checking kill-mail websites and importing them into EFT/Pyfa to check whether I have enough CPU/PG and to downgrade/upgrade meta levels to accommodate.

Remaps, attributes and sp/hour.
Now that I know what I want to do and accomplish, I wish someone would have told me to save my remaps. Every time I check EVEMon I get depressed at the sp/hour I'm getting. Now I know that SP is not everything and patience is a virtue, but I like to min/max, not to mention solo warfare is not so kind.

Other

  • I was also confused about clones, I did not know that the station you left the clone at did not need to be at a standing of 8 to jump back to it. Does that wording make sense?
  • The "EVE New Citizens Q&A Resources" Thread should be a sticky in the launcher 24/7.


Lair Osen
#46 - 2013-09-13 16:24:26 UTC
Big Ships are pretty terrible at killing Small ships
Kel hound
The Scope
Gallente Federation
#47 - 2013-09-13 16:27:19 UTC
CCP Gargant wrote:
Greetings new citizens!

We in the Community team have a question we would like your input on. When you started EVE Online for the first time, what about the game confused you the most?

Is there some mechanic or feature, or even just normal game-play, that you wish someone could have pointed out to you right from the get-go? A word of experience you would impart to an even newer member of the EVE Online family?



I wish I had spent more time in frigates and more time doing some sort of PvP with frigates. For reals, its only now that I fly larger, more expensive ships that I really appreciate just how useful frigates are. I wish I had learned PvP lessons in frigates rather than in more expensive ships.
It probably wouldn't have saved me any heartache or silly/stupid losses, but I would at least feel more comfortable in what I was doing.

Instead I viewed the ship tree as a kind of progression tree and looking back I really do feel like that was a mistake.
Kyttn
Forging Industries
Silent Infinity
#48 - 2013-09-13 16:34:11 UTC
By far the most important thing I would have wanted to know was more about the character creation area. Once you're in the game later you can learn that it doesn't really matter what race you pick or even what your character looks like (since you can always redesign it or remap your skills or whatever) but in the beginning you're forced to make these decisions without any ability to research them or know what their repercussions are. Example: the one thing you can never, EVER change is your character name, so be SURE that it's the one you want.

Also, to be extremely wary about scammers and gankers. More info should be posted that these are considered legal forms of gameplay, and give tutorials and examples of tactics used by each. It's all too easy for a newb to think an ad posted in Jita must have to be real if it's allowed to be posted (and you don't know any better). And I can remember my first time mining when I got provoked by a can flipper and tried to fight back and was blown up, or being killed by station guns after I attacked somebody for just locking me up and not knowing anything about aggression or criminal flagging. You always hear "fly safe" and "don't fly anything you can't afford to lose", but how often does CCP tell you "trust no one".

Make it a little more obvious that there's no way (yet) to really do anything with your full character, or to be able to fly your ship first-person style. It took me forever before I realized there was no way to change the camera angle to inside the ship.

Finally, include many, many more warning boxes (suppressible of course) at any step where someone could do something stupid. New players may not realize just how strict CCP is on reimbursement policies regarding legitimate gameplay mechanics, and that there are no "take-backsies" when you screw up - even if you're new. Warn new players better and more frequently that their actions are often irreversible.
Lychton Kondur
Brave Newbies Inc.
Brave Collective
#49 - 2013-09-13 16:34:48 UTC
There should be a tutorial mission where you basically "steal" loot and activate a suspect timer. I vividly remember falling for cans labeled "Amarr Ammo Resupply Outpost" at a measly 27k away. If I had known what suspect offenses were, I would have blown up 5 ships in a different way.

Also, ship modules, meta levels, and how to use the compare feature. The sheer volume of modules available is overwhelming, and I had no clue how to fit a ship to save my life. While I'm at it, I also didn't understand how to find racially comparable mods, like gyrostabilizers to heat sinks.

Lin Gerie
Aliastra
Gallente Federation
#50 - 2013-09-13 16:47:12 UTC
The mechanic changes between HS, LS, Null and WH space.

Getting trapped in a warp bubble while warping around with new corp mates through null to get to owned space and losing a cruiser you probably shouldn't have been flying three weeks into a trial really sucks for new players.
Sagiv Kor
White Pearl Initiative
#51 - 2013-09-13 17:12:43 UTC  |  Edited by: Sagiv Kor
What I've seen is a lot of new players don't' know how to properly fit their ship. The most common mistake I see are players tanking their ship with both shield and armor modules, in some cases they're using active modules for both.

Another other error I see quite often are players using a mix of both short and long range weapons as well as a mix of weapon types.

I feel like a better job needs to be done of explaining that ships can't be expected to do everything well at once. It is usually a better practice to stick to long range OR short range and shield OR armor.
James Akachi
Perkone
Caldari State
#52 - 2013-09-13 17:16:32 UTC
Sagiv Kor wrote:
What I've seen is a lot of new players don't' know how to properly fit their ship. The most common mistake I see are players tanking their ship with both shield and armor modules, in some cases they're using active modules for both.


Another other error I see quite often are players using a mix of both short and long range weapons as well as a mix of weapon types.

I think a big part of this is the tutorial tends to give you a mix of items, both directly and from looting the mission enemies. As a new player doesn't have much ISK to throw around it's reasonable to assume you should be using whatever items you can get for free (hell, I do this on purpose when I go and do the other faction's career agents, for the heck of it). Which often results in making a more difficult fit than necessary if you don't know what you should be using for that ship, or that you should fit weapons with the same range.
Skalle Pande
Teknisk Forlag
#53 - 2013-09-13 17:27:28 UTC
Lychton Kondur wrote:
There should be a tutorial mission where you basically "steal" loot and activate a suspect timer. I vividly remember falling for cans labeled "Amarr Ammo Resupply Outpost" at a measly 27k away. If I had known what suspect offenses were, I would have blown up 5 ships in a different way.

Also, ship modules, meta levels, and how to use the compare feature. The sheer volume of modules available is overwhelming, and I had no clue how to fit a ship to save my life. While I'm at it, I also didn't understand how to find racially comparable mods, like gyrostabilizers to heat sinks.



I second all of those. And the D-scan tutorial would be nice, too - I still haven't got a clue as to how to use it in a meaningful way (and admitting to that in a place like this may well be suicidal, but so be it).

Also, the risk of and consequences of being podded might well be taught in a tutorial, too - instead of when you venture into low-sec for the first time and really don't know where your skillpoints went.

Someone mentioned research - that was one of my main reasons for starting to play EVE, and I still have tosucceed in inventing anything. Too many different pieces to to the puzzle and too much math in the forum guides (those that I have found, at least). A tutorial might be a veeeery good idea.

And last but foremost: I would have liked to know that bloodlines, dress and all those other things you have to ponder and select before being allowed to play are without any sort of consequence, once you get into the game. Race is marginally important, but you can crosstrain without any kind of difficulty and it has no bearing on the game. The tribes and bloodlines and all the rest is not mentioned one single time ever, not even in the very beginning of the tutorials, and nothing whatsoever depends on it. You get generic "tribal certificates", not even those have the tribal name in it. I spent the better part of a day reading and choosing, and now, after a couple of years of gameplay, still feel cheated in that respect. Those attributes were big on promise for roleplaying and depth and flavour, but they are completely hollow. Kill the feature - or start to use it. Don't waste the newcomer's time
Sir Jack Falstaff
The Scope
Gallente Federation
#54 - 2013-09-13 17:30:31 UTC
I agree with a lot here. Pardon my extensive quote:

James Akachi wrote:
- That the overview could be changed, and it's still annoying to change it in any way. Overview settings needs a complete redo.
- Everything related to research/invention -- and what are those civilian data cores you get in the Business tutorial for anyway?
Yes, same here. And to relate it to the topic question: these important game mechanics are never touched on in the tutorials/career missions.
James Akachi wrote:
- Backwards mouse wheel zoom and how you are still basically stuck with it.

I guess so, but that's more a personal preference thing. You figure out pretty quick that the zoom scroll works "backwards" and then you get used to it.
James Akachi wrote:
- What on-grid means and how it works.
+1
James Akachi wrote:
- How planetary interaction works -- again, had to google to understand this.
I actually think that's fine. You can't fit everything into the tutorials, or they'd be infinitely long.
James Akachi wrote:
- That you can be war-decced at any time if you join a player corp.
- That while you can buy and sell several stations or systems away, the physical item still must be in the station where the transaction occurs. Same for other remotely accessible mechanics like Manufacturing.
Yes to both of these. Fortunately, my corp mates set me straight before I went around in empire space cheerfully ignoring WTs.

One thing I think would be nice might be advanced tutorials, designed for characters who have spent some time playing: things like PI, incursions, logistics, market trading, avoiding gatecamps, etc. where a character with a month under his belt could go back and learn some of the intermediate level stuff. Like level 2 missions, but for tutorials...

Banish plump Jack, and banish all the world.

Chaz69
Imperial Academy
Amarr Empire
#55 - 2013-09-13 17:46:34 UTC
that some of the Senior GM's are a bit special before starting tens of accounts
Skalle Pande
Teknisk Forlag
#56 - 2013-09-13 17:47:54 UTC
Beaver Retriever wrote:
(...)
I feel that there's nothing more important for newbies to know than what your GMs are doing, because they attempt to obfuscate their actions in massive posts filled with legalese and doublespeak.

I have to say that my experience with GM's are very different from yours, apparently. I don't know what was deleted, but I think the help screens do a reasonable job of telling even newbies what can and can't be asked for, and I have always had fairly quick, fairly straight answers, as well as help when help was due. That is NOT the biggest challenge for a new player.
Wolfgang Achari
Morior Invictus.
#57 - 2013-09-13 17:51:25 UTC
Target painters can be more effective at improving turret tracking than a scripted tracking computer at close ranges (from 0k up to ~60k, depending skill level and module).
James Akachi
Perkone
Caldari State
#58 - 2013-09-13 17:56:08 UTC
Sir Jack Falstaff wrote:
James Akachi wrote:
- Backwards mouse wheel zoom and how you are still basically stuck with it.

I guess so, but that's more a personal preference thing. You figure out pretty quick that the zoom scroll works "backwards" and then you get used to it.

Sure, until I play any other game in existence and get used to scrolling the correct way again.
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#59 - 2013-09-13 17:58:02 UTC  |  Edited by: Nicen Jehr
I wish I had known that you could use contracts to trade items when ~you~ neither party is docked in the station with the item.

I wish that you gave a brief discussion about bookmarks - safespots, gatesafes, instadocks, instaundocks.

I wish I had known that you could change your medical clone location to your racial school stations and corporation office stations without travelling to the destination station.

I wish I had known about all the stuff the map could display - jumps, kills, corp members in space.

Like many others here I wish I had known basic fitting principles like
- Fit all available turret slots, and/or all available launcher slots
- All weapons should be identical for grouping
- All weapons should be loaded with the same ammo
- Fit weapons that have a bonus from your ship hull
- Don't mix passive and active tanks (usually)
- Don't mix shield and armor tanks
- Fit rigs if you can afford them
- Use the highest meta level modules you can afford
- Higher meta level modules usually have lower fitting requirements
- Some T2 modules have no better stats than best named modules (power diagnostic system, MWD, web off the top of my head)
- Be aware of cap stability issues with active tanks and/or MWD
James Akachi
Perkone
Caldari State
#60 - 2013-09-13 18:02:25 UTC
Nicen Jehr wrote:
I wish I had known that you could use contracts to trade items when you are not docked in the station with the item.

Oh I forgot about that! Contracts in general were a complete mystery to me up until a month or so ago when I had a T2 BPC I had to figure out how to sell. No discussion of them in the tutorials as far as I know.