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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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Author
Skalle Pande
Teknisk Forlag
#61 - 2013-09-13 18:04:23 UTC
Sir Jack Falstaff wrote:
(...) 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...

Indeed. Good idea. Triggered, perhaps, by achieving specific certificates, which would require several months of training, and which could be named like "Logistics Trainee Admission certificate" or something. Advanced tutorials would be had from special "Mentor" agents from relevant NPCs - not from the rookie agents ofc.
Petrus Blackshell
Rifterlings
#62 - 2013-09-13 18:12:43 UTC
Eve is not all about missions. The tutorials do everything with missions, and set you on a mission path (with some small variety on the type of missions). A lot of newbies get stuck following this direction and end up having an awful time, getting bored, and quitting. There needs to be some sort of introduction into the emergent gameplay possible by working with/against actual players.

I don't know how to accomplish that, but as is the tutorial introduces newbies to a Eve's crippled cousin, not Eve itself.

How hugely important joining a corp is and [/b]how to find a corp that does not suck[/b]. Eve is not a single player experience, and that is not reflected at all in the intro/tutorial. There also needs to be a better way for newbies to research corps, with some way to find good, active corps as opposed to stale corps.

I know these are vague and are asking a bit much. However, this stuff is the main thing wrong with the NPE in my opinion.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

thee lous3
Tech III Bone Cancer
#63 - 2013-09-13 18:15:39 UTC
Xasnevian wrote:
You have to warp in order to get somewhere. You can't just start moving (flying sub-warp in EVE) until you encounter something, like in WoW or whatever MMO where you have two legs.


Double click in space :)

The point still stands though, for both methods.
Cath Babylon
Eden Society for the Prevention of Cruelty to Fedo
#64 - 2013-09-13 18:34:46 UTC
When I first started I don't think there was the "Required For" tab when inspecting skills so I ended up training "Advanced Spaceship Command" since reading the description told me it would increase my agility.

It might be good (at the least) to expand the Aura tutorial to direct new players to the "Required for Tab" by directing them to train the racial weapon skill and to view what the different levels of the skill allow you to use.

It would be better to direct new players to a skill which (like Adv. Spaceship Command) where the benefit of the skill only applies to specific ships or T2 weapons. I can't think of a good example offhand which would be accessible to a brand new player (ie not requiring lvl 5 of a prereq skill).
Bashfulmerc
Caldari Provisions
Caldari State
#65 - 2013-09-13 18:53:01 UTC  |  Edited by: Bashfulmerc
I was not informed of the problem with doing too many missions without paying close attention to factions.

While this made for easier game play for several years my faction standing was really terrible after.

This was not what I desired and was never explained until I was attempting to move into a different faction space.

Avoiding faction missions is clearly an item I should have had more information on from the very beginning.

Bash
Lychton Kondur
Brave Newbies Inc.
Brave Collective
#66 - 2013-09-13 18:59:19 UTC
James Akachi wrote:
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.



Yes, I refer to this issue as Adventurer Fitting. For instance, in other games where you have to Equip items, there's no penalty for having a steel helmet, a priest tunic, wooden sandals, 2 bronze gauntlets, and a fricking necklace with some rare jewel in it. Essentially, many players are used to the method of just plugging the holes then improving the module in the slot. Now granted, there isn't an easy way to teach new players to not fit their ships like this, but it's definitely worthwhile.

MotherSammy
Clan Sammy Trade Empire
#67 - 2013-09-13 19:05:28 UTC  |  Edited by: MotherSammy
The difference between sell orders and buy orders. Almost every other game only uses sell orders or "auctions" on it's player market. (Only exception I know of is GW2)

I had mined a small quantity of veldspar and was trying to figure out how to put my sell order up when my veteran ex-player friend told me just to insta-sell it. I had no idea what that meant.

Edit: Also that buying everything you plan to use (for the most part) is the standard way of doing things.

After about 3 years of playing I finally got a friend to try the game. He got a destroyer from one of the military tutorials and I told him to buy a set of 8 guns for it. His response was "No thanks. I prefer using self-found loot instead of buying from vendors." Boy did I give him a quick lesson in sandboxing.
Abramul
Canadian Forces Corp
United 4 Nations
#68 - 2013-09-13 20:15:35 UTC
ME/PE research. I have that shuttle BPO with ME 100 or so around, somewhere.
Invention. I'd been looking forward to this, until I found that it was just another meta level.
Pay attention to ship bonuses. I'm still not sure why I went with laser Catalysts early on.
Skill training. Figured this one out fast enough, but it sounds as if it isn't emphasized that you always want something training.

Something I think would be quite useful for new players: "Skills that would enhance current ship/modules" filter in queue. Also, the option to show bonus description.
James Akachi
Perkone
Caldari State
#69 - 2013-09-13 20:28:03 UTC
MotherSammy wrote:
Edit: Also that buying everything you plan to use (for the most part) is the standard way of doing things.

After about 3 years of playing I finally got a friend to try the game. He got a destroyer from one of the military tutorials and I told him to buy a set of 8 guns for it. His response was "No thanks. I prefer using self-found loot instead of buying from vendors." Boy did I give him a quick lesson in sandboxing.

In the same vein, it was surprising to me at first that it's usually more cost-effective to directly sell whatever you find and buy whatever you need, without high end skills such as for refining and manufacturing to make that process worthwhile.
Gah'Matar
Phoenix Naval Operations
Phoenix Naval Systems
#70 - 2013-09-13 20:28:06 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 someone would've told me about learning skills before I'd wasted close to two months playing. Yeah I know, I'm a bitter vet and one of my character is short about 1.5m SPs because of that mess up. Good riddance on those skills.
Swiftstrike1
Swiftstrike Incorporated
#71 - 2013-09-13 21:13:04 UTC
The description of low security space did not in any way match up to the reality of low security space. In-game tool tips should specifically say that other players are free to hunt you down and engage you, and that they probably will.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Atomic Option
NO Tax FAT Stacks
#72 - 2013-09-13 21:52:05 UTC  |  Edited by: Atomic Option
Oh boy! there's SO MUCH I wish I had known or understood. A lot of it is was things that I didn't really believe until it bit me in the ass.


  • When you're a newb, don't fly through low sec. You WILL be killed eventually. There is no 'maybe' about this. (what is gate camp? you mean it isn't just a few jerks roaming around that will pvp you it's everyone??)
  • 5 million isk is nothing. Don't be impressed with yourself. (learn about all the ways to make isk and really don't fly what you can't afford to lose.)
  • Always have perches in null, always.
Elysia Hunter
War Tid3
#73 - 2013-09-14 00:00:38 UTC
That really enjoying the game started at about 10 million skill points.

Some starting points, or pointers on building an economic plan to gain wealth and enjoy the game.

Like what are the income prospectus for a miner or researcher or even Pirate.

Like Miners, mine a long time, with steady income, pirates are more or less hit and miss lottery kind of thing.

Maybe make the career agents as much focused on those curves as they are on the "click here" thing.

You don't have to be rich in game to play EVE, but like real life, it doesn't hurt. To have those passive investments as well as the ability to supplement income via activities makes the environment more enjoyable.



That strategic long term goals are more important than ships or pods alone.
redhaze2nd
The Burn Ward
#74 - 2013-09-14 00:49:11 UTC
I wish I had known not to take advice from long term members of the starting corp[SWA].

Those are the people least qualified to teach you how to play this game right.
SlaughterhouseDb
3MR Incorporated
#75 - 2013-09-14 02:34:26 UTC

  1. Stacking Penalties
  2. Tracking
  3. Bigger is not better
  4. Jack of All Trades will get you killed; focus



NightCrawler 85
Phoibe Enterprises
#76 - 2013-09-14 07:44:03 UTC
Not a new player, so some of this might already have been covered in the tutorial after i started, but its things i see other people struggling with.

1. How to report a player that scams/blows them up in rookie systems.
2. Some way to make sure new players knows that joining the first corp that posts an advert in local might not be a good idea.
3. Some way that explains to a new player what FW is so they dont accidentally join a FW corp without understanding what it is (was sort of a shock when a 1 day old Gallente player was wondering why he couldent travel anywhere without getting shot at, turned out he had been persuaded to join a Caldari FW corp without knowing what it was).
4. Some way to inform new players that war decs do happen and they cant expect to avoid this if they are in a player corp.
5. Information about things like trade hubs (maybe a mission that sends them to the closest trade hub in their area?) so that new players can learn where to go without having to jump across 20 different systems when buying new fittings for their ships just to get it cheap.
6. Seems to be some confusion about how to use the map (switching from system map as an example).
7. How to find the wallet.
8. How to find personally made bookmarks.
9. As others have mentioned, some way to make sure new players know that if they go to a system a couple of jumps away they will find ore. This is a question that comes up several times a day. Maybe just leave a note in the mission description or something, might be enough to make people understand?
10. Same with slots for industry (or just set up slots that can only be used by players that are under a certain age, or on certain missions to prevent older players from taking up all the slots).
11. As others have mentioned...How to add and remove things from the overview.
12. The hacking mission (think its one in Balancing the books series?) were you complete the "game" and cans spew out and you have to collect them. This one seems to be very difficult for many new players, and im not sure if its because of lack of explanation in the description or if its because the cans are hard to see.

Think thats it for now, great thread, very good idea Big smile
Ichitomo Kane
Center for Advanced Studies
Gallente Federation
#77 - 2013-09-14 10:40:44 UTC
One thing that I think a considerable number of players cannot comprehend in the beginning is that 95% of this game is PvP. Market mechanics, PI, exploration, and missions are all PvP. The only thing that is not directly PvP oriented are items seeded on the market by CCP. However, even that can become PvP when someone is selling a skillbook for 5 times the price in your station when the CCP seeded book is just two jumps over. I am sure there are a bunch of market manipulations that I have no clue about involving seeded items too.
For example, many times people think that if you go into "their" DED plex that you are doing something wrong when you outgun them for the final objectives. Tengu's used to do this to me all the time when I was a new pilot. I see nothing wrong with this and it is part of the game. If a pirate steals your mission loot and ransoms it to you, that is part of the game. If you get ganked while doing missions in high sec because you are flying something flashy, that is all part of the game.
Everything worth mentioning in this game is PvP or potentially PvP. This is something that I think newer players do not understand. Even I didn't get it for a long time (I think losing my pod to a suicide ganker while in high sec was my first clue).
TheSmokingHertog
Julia's Interstellar Trade Emperium
#78 - 2013-09-14 14:24:41 UTC
That a thing called "Core Certificates" exist. Now training them all.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Arduemont
Rotten Legion
#79 - 2013-09-14 18:17:41 UTC  |  Edited by: Arduemont
- Suicide ganking happens, be prepared.
- Check your autopilot route for lowsec system or die.
- Poeple in lowsec and nullsec want to kill you, and they will kill you if you give them the chance.
- Scams happen.
- PvP can be cheap and easy. (Frigates are awesome)
- Contrary to the tutorial "missions", Mission running is not what Eve is about.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Alexa Smart
Superon Inc
#80 - 2013-09-14 18:33:00 UTC  |  Edited by: Alexa Smart
It's not about a question, it's a whole lot of questions but mainly it's about what you don't know that you don't know.

When I started I was very suspicious... lots of people contacted me inviting to join corps, but I thought they wanted to cheat me or try to take advantage. So I have spent the first 3 months studying guides trying to learn stuff on my own. This was very wrong, however I didn't get any suggestion from CCP or the game itself to join a corp. I didn't know what a corp is. The social part of the game is a major component of the game for a new person, because you get lots of help from corp mates and you can join social activities, like mining.

So here come a suggestion: why not CCP starts one or more official academies with training programmes for new players? Ensure some personnel is always online to help people get up to speed. Offshore this to India or the Philippines and get a few people on the cheap to help. This should be done objectively and then after 100 days kick the people out of the academy and invite them to join corporations or to start their own.

Eve is extremely addictive at the beginning and having people available, ready to speak with you is a way to make the game even a greater experience.

Edit: I would go even further and suggest that people are trained outside of TQ. The other way is to have a proper series of training videos, maybe 10-20 hours that cover a to z. I have seen people mentioning that all videos are available on utube. I have a problem with that: too many videos, some are a waste of time, most are not properly structured. Also what does a new player know? what to study? A new player won't even have a clue that there are utube videos available. Someone shoud either make them or assemble the content in a way that makes sense.