Archive for the ‘Dirty Guide’ Category

Dirty Guide to Eve: Training Deeper into Nullsec

Although I have many characters in many places in Eve, Nullsec has always been where my heart lies. Pretty much all of my other characters, are in some way or another designed to support my main in Null. As a Null player I think that it’s important to always encourage new players to venture out into Nullsec, to ensure we don’t get too bitter. To this end, this series of posts aims to aid new Nullsec pilots in their training, by specifying ships which are used in multiple doctrines; past, present and future, in Nullsec. Divided up into three posts (Quick Trains, Medium trains and the Long Term), pilots who follow this advice will find themselves quickly able to be useful within an Alliance. They will also be well poised to train more specialist ships to further flesh out their arsenal.

 

This section of the guide details some trains which will further develop your usefulness in Nullsec. This second part expects that you have already gone through the training in the “Quick Trains“, Guide  and assume that you have already completed all the training within that.

Let me address the Elephant in the room, while he is still buttering up to get through the doorway. This is going to be a long set of skill training. You’ve trained for 6 months now to get some ships which are brilliant at getting you into fleets. Hopefully you’ve found it beneficial, hopefully you have found a place within fleets to prosper and shine. Hopefully despite your low skill points your Alliance mates welcome you on fleets and consider you a valuable asset. Even if all this is true, the chances are you are still aching to get into a bog standard ship of the line. A good battleship, or cruiser perhaps. Something which lets you join in with the pack on their level. I would advise that you go ahead and scratch the itch. With the three ship types you trained already you should be all but assured access to fleets, and all regimented training and no impulse ships makes jack a dull boy. So go ahead, indulge. Perhaps you might even consider training the next section alongside some impulse training, 1:1 guide/impulse skills might make this go on forever, but something like a 2:1 might keep you going through what is going to be a long set of training skills.

Let’s touch on that some more. This second set of ships is going to be longer that what you have seen in the first guide. A lot longer. The true aim here is to bring you into the vaunted Logistics Cruisers. What before we do go into that however we will be bringing you into T1 Cruiser Hulls (similar to how the moved into T1 Frigate Hulls), so that you can learn the ropes in something cheaper. So it’s going to take a long time but the fact of the matter is that if you want to be truly versatile in your training, you are going to need to invest this kind of time into these ships. For some people the quick trains will be enough to be getting on with, certainly 90% of fleets will allow you in with the ships you trained for in the first 6 months. But if you finish this next set of training skills, 90% of Alliances will let you in just based on your skills (and eventually, experience).

So let’s get started…

 

T1 Cruisers

A simple short(er) one to start with. Training T1 cruisers is going to be important for a lot of these medium trains, and is also a stepping stone onto the Battleship Tier which you will require later. Training all Four races ships will take around 20 days, but you will need to train up Weapon and tanking systems as well. Specifically Consider training the following to level 3 (unless otherwise stated):

  • Energy Grid Management
  • Tactical Shield Manipulation
  • Missile Launcher Operation (IV)
  • Missile Bombardment
  • Missile Projection
  • Rapid Launch
  • Target Navigation Prediction
  • Warhead Upgrades
  • Heavy Missiles
  • Capacitor Emission Systems
  • Shield Rigging
  • Gunnery
  • Medium projectile Turret
  • Medium Energy Turret
  • Medium Hybrid Turret
  • Armor Layering
  • All Armor Compensation Skills
  • Shield Management
  • All Shield Compensation Skills
  • Weapons Upgrades
  • Armor Rigging

It’s a big load and will take you a further 30 days, but will serve to solidify your core competency. This will allow you to participate in any cruiser doctrines and will prep you for the next batch of Medium length trains.

 

T1 Logistics

This is a bit of a sidestep which will bring you within range of using the T1 Logistics Cruisers in fleets. Most PvP alliances will use the T2 Hulls for their logistics, but depending on how strict they are, they will likely allow a few of the T1 equivalents to join in as well. Chances are that there won’t be alliance fittings for these ships however, so ask a seasoned logistics pilot if they can help you out with fittings. We don’t need to train any new ships, as the Augoror, Osprey, Exequror and Scythe will already be available to you as T1 cruisers. However you will need to top up some Logistics support skills (to level 3 unless otherwise stated):

  • Repair Systems (II)
  • Remote Armor Repair Systems (IV)
  • Shield Emission Systems
  • Capacitor Management
  • Capacitor Systems Operation
  • Gravimetric Sensor Compensation
  • Ladar Sensor Compensation
  • Radar Sensor Compensation
  • Magnetometric Sensor Compensation

This will only take you around 4 days, and will let you dabble in the waters of Logistics. Consider reading my post dedicated to Logistics (although you can ignore the stuff on skills). You will also find the following guides more useful than my own:

Dabble in logistics now, while the ships are cheap and reap the rewards later when you’re flying a 200m ship in a fleet of T1 cruisers. This is the life of the logistics pilot.

 

Force Recon

For the first time I am going to advise you to not train all four races ships. From my experience the two races which are most likely to get you into fleets are the Minmattar and Gallente ships. With Webbing and Tackle modules these ships are always useful in a fleet, and are called for/accepted most of the time. As an added bonus, is a nice transition up from the Frigate size tackling ships you have been previously using. The tactics will be a little different, as you will now have longer range modules to do the tackling with, so you no longer need to charge into the enemy to forfill your role. Instead you will either be with the main fleet, or self-piloting on the edge of the enemies range, but within your logistics range. Again this all varies with how your FC likes to run things, so always ask about before you do something. Train Recon Ships to level IV before you start flying them.

Alongside the ship train, you should also be looking at improving your general skills, especially fitting I recommend the following skills (to level 4 unless otherwise marked) in addition to what you have trained for the Quick Trains support skills:

  • Cynosural Field Theory
  • Energy Grid Upgrades
  • Tactical Shield Manipulation
  • Hull Upgrades (V)

That’s it. All in this will take an additional 100 days to train, but will get you into a new more durable role.

This next one is the big one.

 

Logistics

Now we are moving into the big leagues. Logistics will not only get you into fleets, but it will also get you into Alliances. My acceptance into Pandemic Legion was highly influenced by my logistics specialisation, it certainly wasn’t the only factor which got me in, but it played a big role. But logistics isn’t a simple train, nor is it an easy upgrade from the ships you have been flying so far (with the exception of the T1 logistics ships you should be been learning in), it’s a whole new world of play.

To train into all 4 Races Logistics ships will take you an additional 90 days (you Require logistics V, this is only going to get longer). The following support skills should also be trained to level 4 unless otherwise stated:

  • Shield transfer Systems (V)
  • Capacitor Emission Systems (V)
  • Remote Armor Repair Systems (V)
  • Capacitor Management
  • Capacitor Systems Operations
  • Advanced Target Management (III)
  • All Sensor Compensation

In all honestly taking the additional 60 days to train all of these to V (with the exception of advanced target management for which no ship can use higher than the 8 Advanced lvl 3 gives you), is worth the extra time.

So there we go. 278 days’ worth of training in this “Medium” trains guide, on top of our original  set that a total of 462 days’ worth of training. I hope you have been enjoying Nullsec, because you’ve become pretty invested in it! Seriously however, I really believe that if you can make it this far, your time in Null is all but assured. In my next section I will be looking at the true long term ships including one which I believe it 100% required for every Nullsec Pilot (not even as a combat pilot, just as a matter of personal self-sufficiency). Until then however, get reping.

 

Fly flexible,

Hark

Dirty Guide To Eve: Training into Nullsec

Although I have many characters in many places in Eve, Nullsec has always been where my heart lies. Pretty much all of my other characters, are in some way or another designed to support my main in Null. As a Null player I think that it’s important to always encourage new players to venture out into Nullsec, to ensure we don’t get too bitter. To this end, this series of posts aims to aid new Nullsec pilots in their training, by specifying ships which are used in multiple doctrines; past, present and future, in Nullsec. Divided up into three posts (Quick Trains, Medium trains and the Long Term), pilots who follow this advice will find themselves quickly able to be useful within an Alliance. They will also be well poised to train more specialist ships to further flesh out their arsenal.

 

I think it’s worth prefacing this with some text about how Nullsec fleets work (at least in respect to ensuring you are always able to fly in them). This is where the concept of the Doctrine comes in. Doctrines are almost like recipes for fleets, supplied by the leadership of your group, which specify what ships are needed, in what quantities and how they should be fitted. Fleets generally consist of Ships of the Line (A main damage dealing ship like a battleship), Logistics, and a smattering of support ships (Electronic warfare, tackling and other utility ships). If you, as a new pilot, want to break into Nullsec, you won’t be able to simply rock up in your favourite PvE ship (with a point) and just get stuck in. You will need to fly ships which will be accepted into the doctrines of your group, and which will work within your fleets makeup.

This may sound simple. You look at the Ship of the line in your Alliances Doctrines, train for it, and get going. However, you need to understand that the metagame in Nullsec is constantly changing. Everything CCP does to balance, or modify the game, tends to have massive ripples in Nullsec. Some doctrines do hang around for long periods, but within most Alliances of note, they change on a monthly basis. As a new pilot, with lower skills you will find that constant rate of change hard to keep up with. In my early Nullsec days, I was constantly trying to catch up with the curve, training into a new ship just as it went out of fashion. But this guide is all about avoiding that race by training for ships which are accepted in multiple fleets; ships which are always useful for an FC to have no matter the fleet composition. The golden example of this of course is logistics, almost every fleet in the game, for a good few years now, have required a good backbone of Logistics ships. If you can fly a Guardian/Onieros and a Basilisk/Scimmitar you will be accepted into pretty much any fleet currently in the meta (The only exceptions to this I can think of are: Bombers, Black-ops hot drops, and Capital fleets). However to fly a Logistics properly takes a very long time (Logistics V and Remote Reps V are requirements, not niceties), so this set of guides will discuss other, similarly flexible ships which will help you become useful in Nullsec in a far shorted amount of time.

I’m not saying that you shouldn’t train for the Battleships, if you have them trained already, you might only need to mop-up some skills here and there (T2 guns etc), and you’ll be all set. However you should consider just how long it’s going to take before you rush towards the Rokh/Apoc etc. If you need to train Ship, Tank and support skills, it will likely take at least 4-5 months. On paper it looks like you can get into a battleship just a few weeks, but the reality is that flying one properly, will take a lot longer, and trying to shorten the training time is going to cripple your usefulness. This post looks at the true fastest ways into Nullsec combat, in 50 days you will be accepted into almost any Nullsec fleet, in 100 days you will be welcomed into fleets and in 6 months you will be begged to join fleets. While the foolhardy pilot spent a month training the basic requirements for a battleship, then another 5 months perfecting it, just in time for the next expansion to come out, and the composition to change completely. You will have 12 ships which you can pilot excellently, most likely unaffected by the changes in meta. These ships, have never gone out of fashion (and not because they were never in fashion).

You should also note that this guide assumes that you will be training all four races at once for the ships we discuss. This is advised because it maximises the likelihood of you having at least a ship which works with the fleet. It will also stand you in good stead for future training, bringing you closer to having all the ships. If you desperately need to trim the training times, you could consider only training two races, one shield and one Armor (I would advise minmattar and Gallentte). But it’s a big risk, so don’t blame me if your caught with the wrong ships!

Sales pitch over, let’s get on with the first group, Quick Trains; for the brave new pilots brought in by B-R this one is for you:

T1 frigates

I said it was quick didn’t I? If you have completed the tutorial you’ll already have one race’s T1 ships trained. Furthermore to train the other three races (to level IV) will take you around 6 days in total. There are of course plenty of support skills which are going to be important to you, but we will discuss them in a moment. First let’s look at specifically which ships you should be looking to use, and how you are going to be expected to use them.

 

The role you are aiming to fill here is that of poor man’s interceptor. Cheap T1 hulls designed for nothing more than getting into the enemy fleet, and tackling (preventing warp) enemy ships. As such it’s the faster, agile ships in each races selection which you’ll be flying. Specifically the Executioner, Condor, Atron and Slasher hulls. These ships are fasted in class, and receive a bonus to their Propulsion jamming systems. Perfect.

 

With that bonus, and your role in mind, your important modules are going to be as follows:

  • Nanofiber Internal Hull T2 -make you faster and more agile
  • Damage Control T2 – often your only tank
  • Medium Shield extenders T2 – your tank when it’s not just the Damage Control
  • Warp Scramblers T2 – stopping warp, Micro Jump and Micro Warp drives
  • Warp Disruptors T2 – Stopping warp at a longer distance
  • Stasis Webifier T2 – slows things down
  • Afterburners T2 – making you fast
  • Microwarp Drives T2 – making you really fast.
  • Micro Auxiliary power core T1 – Helps fit big things to little ships

If you can use all of the above modules to T2 you should also look into getting the following support skills to level IV (Ordered by importance):

  • Navigation
  • Acceleration Control
  • Evasive Maneuvering
  • Mechanics
  • Shield Management
  • Shield Operation
  • Fuel Conservation
  • Highspeed Maneuvering
  • Warpdrive operation
  • Astronautic Rigging
  • Signature Analysis
  • Long Range Targeting
  • Weapons Upgrades
  • Target Management
  • Drones (as needed)
  • Small Guns in all Races & Rockets and Light missiles (damage is not that important tbh)

 

Training all of these plus the frigates themselves will take around 55 days. Ask your fleet mates about exact fittings, to ensure you fly something which works with their fleets. Once completed most fleets will accept you in as light tackle (dependent on how strict they are). Once in combat, simply move into the enemy fleet (consider learning more about Traversal) and pick an enemy to tackle, then lock him down until your friends kill him. Depending on the size of the fleet, and how your FC likes to operate, you may be asked to call out who you have tackled, so that the FC can prioritise targets you have made vulnerable. This is the most basic (yet essential) of Nullsec roles, and it has an immediate next logical step, right into the:

 

Interceptors

These are the faster cousins of the tackling frigates you have been piloting so far. Harder, faster, more agile than the T1 versions and with a bonus to Microwarpdrives, Propulsion jamming and damage. Of course they also cost (a lot) more than the frigates, so make sure you can fly them well before graduating onto these wonderful little ships. Training these takes an additional 50 days (for all of them) on top of the T1 frigates, but as they share the same important modules and support skills, once you have trained frigates V and Interceptors to IV for each race, you’re ready to go.

 

If you have learned how to fly the T1 frigate well, you will know how to fly these. However you will find that they will survive where your T1 frigate would have evaporated. This is a clear and simple upgrade to what you were doing, and they are even more acceptable in a fleet because of their specialism.

 

As a supplemental bonus to their use as fleet ships Interceptors also have a role in making you money in Nullsec. Not only are they fast and agile, but then can also ignore Warp Bubbles, meaning that they can often (with a little skill and practice) effectively run gate camps. If your struggling to make money (or need a bigger buffer to fly interceptors in fleets), consider using the Interceptor as a miniature blockade runner, moving small items into Nullsec for sale. Skillbooks, drugs and small amounts of modules can be bought in Highsec and ferried out for sale in Null for a healthy profit. Doing this will soon fund any habit you get for loosing ships. Just don’t pack them full of your life savings and losses it all to an insta-lock gate camp (they are a thing). The next ship may just require you to have a little more cash.

 

Interdictors

These ships are the Area of effect tacklers of eve, where the interceptor runs in and stops a single ship, the interdictor runs in, drops an area of effect tackle zone, and races out of dodge. There not entirely different to the Interceptors and T1 frigates you have flown so far, but there is a significant difference in flying them that is going to take a little bit of getting used to. Interdictors will also be your first step up class wise, as they use Destroyer hulls, one above the frigates you have been flying so far. Sadly there is no T1 version of this ship (although Talwars are currently popular in null), so the training time reflects the need to train through all five levels of destroyers, and four levels of interdictors as well. Because of this longer training time, and the fact that the Destroyer, and Interdictor skills are required for nothing more than progressing to Cruisers, some people might be tempted to skip this 30 day train. However I would advise that the humble Interdictor is probably one of the most called for ships in eve, second only to the Logistics ship. If you can fly all of these you will be accepted into nearly any fleet of any size, and you will also be first port of call should a capital, or super capital be caught. Interdictors also have a healthy ability to do both solo and small gang combat, so the 80 days spent will truly give you a lot of versatility. Again they also share supporting skills with Interdictors and Interceptors, so once that 80 days is up, you’re ready to rock and roll.

 

That’s it, 6 months of training to ensure your future usefulness in Null sec, and you’ll be flying within the first month of training as well. Below you will find an eve mon skill plan, which will guide you thought what to train (note that it’s not prioritised, so use the post above to order the queue!). Happy hunting, and next time I will post a set of ships and training which will improve your acceptance even further, but at the cost of longer skill training, carrying on from these basic three ship classes.

EveMon

Fly fresh,

Hark

Edit: Missed some skills which were dramatically reducing the total training time (lvl V ships, derp). added them in an updated the training queue.

The Dirty Guide to Eve: Orientation Guide

Eve is a harsh mistress; she recruits around 150 people every day too her cause, and only a tiny percentage of that survive past the first month. Chances are, that if you are reading this guide, you are thinking of signing up (or have already). If this is the case, then congratulations are in order. Not because you have the guts to try, but because you have gone out to the internet and researched, finding this guide, and hopefully others in the process. To me this indicates that you are far more likely to stick with our ranks than any of your fellow recruits. This guide covers the very basics of how to sign up for eve, information on picking a character, and a short section on the training missions. Listed at the bottom of this guide are more guides on how to go from your very first log in, to joining a “Profession”. Good luck!

 

Before we start in earnest, lets quickly discuss the cost and real life implications behind playing eve. First and foremost, let’s talk about how much it costs to subscribe to eve. There are two main methods of buying game time with real money; directly from CCP and via Game Time codes. CCP offer 3, 6 and 12 month payment plans at £9.33, £8.33 and £7.50 per month respectively (all prices in GBP, and accurate at time of writing). Time codes are sold via sites such as MarkeeDragon in 1 and 2 month variants (£12.99 and £11.99 per month respectively at time of writing).  Although on the face of it, it would see a far better deal to purchase Game Time directly from CCP, it is worth knowing that a lot of sites, Corporations and Alliances (player groups) often also have affiliate links with sites such as MarkeeDragon to help fund their real world costs. It’s a nice way of helping out community efforts that you appreciate, or contributing to groups you are a member of. This said for a new starter I would advise subscribing directly to CCP to begin with.

Costs correct at time of writing

Costs correct at time of writing

 

“But wait Hark, I heard you can play for free!?” Well this is true, but not something that will be possible without at least subscribing once (well technically it’s possible to Plex in 21 days but if it’s your first time in, you just won’t have the experience to do it). The “PLEX” system (which is how some people play for free) works like this:

When players buy GTC’s (from Markee Dragon etc), they can redeem them in game for items referred to as PLEX. A PLEX (or Pilots Licence EXtension) can be used in game by players to extend their game time by 30 Days, just like the GTC which created them. So if a player redeems a 60 day GTC, they will receive two 30 day PLEX items in game. As these Licences are items within the game, they can, like all items, be traded for ISK. It’s worth remembering that like all other items in the game PLEX can also be destroyed so flying with them is extremely ill-advised.  The main thing however is that if you have enough ISK, you can purchase a PLEX from another player (who has bought it with real money), and use it to extend your accounts time. In essence you are paying another player in ISK, to subscribe your game for you with cash. At the time of writing PLEX cost just under 600m each (and usually fluctuates between 5 and 600m). It is perfectly plausible to pay for an eve account via in game means, however I would advise against setting this as a condition of playing, as a fresh player is unlikely to be able to earn more than the 20m ISK per day needed to survive solely on in game currency.

PLEX

With the cash cost out of the way, let consider eve’s time cost: In my opinion eve is one of the most time flexible MMOs out there (and I have played quite a few) in terms of its time sink. Because eve is a Sandbox MMO, you set your own goals, and play hours. Sure there are some things which a limited playtime might exclude you from (running a Nullsec alliance for example) and others which require dedication (logistics manager for an industrial Corp). but there are plenty of fun ways to play with a “causal” playtime (piracy), just ask Rixx Javix. On the flip side if you are looking for a game which rewards you for time investment, this could very well the best. There are tons of professions and paths which will reward players for patience and dedication. Corporations (a clan) Alliances (think of a clan of clans) and Coalitions (clan of clan clans) survive on the dedication of their members (can you do the can can?), and have corporate structures which would put most businesses to shame, their hungry for players who enjoy not just PvP but also Manufacturing, Organizers and even supply chain experts. Of course if at the end of the day you just want to shoot things, there are plenty of opportunities to do that as well.

 

Fair warning though, eve is a bit of a sensory overload. When you dive in your going to be overwhelmed with choices, and given very little information with which to make them. That is in both the long term and the short, you’ll get used to it. Planning and running your character will be overwhelming, and combat itself is going to be hot sweaty and confusing. Because of this there has always been the perception that as a New player, you never catch up with 5-10 year veterans of the game.

The perception

The perception

This was true 5 years ago when I first joined, I was under the impression that I would always be 5 years behind the oldest players. yet just one year in I was helping to kill the Super Carrier (second largest ship class in the game) of a veteran 2 years older than me.

The fact of the matter is that in reality, the first 6 months of the game will feel like a slog against the odds, progressing, but fighting to do so. Then for the next 1-2 years you will learn fast and hard how the game works and how to play it. In the end, after 2 years you will have an expertise level close to that of a veteran. Sure you will never over take him, after two years, the expertise difference between you will be minuet, and you will always be closing that gap.

actual chart

 

Not put off yet? Excellent, let’s get started:

 

Sign up, character creation and attitude adjustment

 

Eve online does have a free trial, and if you are lucky enough to find a paragon of the game who is willing to go out of their way to help you, you can get this extended from 14 days to 21 days. Thankfully for you I am such a paragon (I kid, I get a free PLEX if you subscribe so if you do subscribe via the links above, eve mail me some feedback and get some ISK in return once you subscribe).

 

So if you intend to join us, click the link above, fill out the form and click the download button. While were waiting for that to download, let’s talk about the first set of choices eve is going to make you make.

 

As you no doubt know by now, eve is a very funny game (funny wtf rather than funny haha) . It is, in many ways the absolute inverse of any other “Themepark” MMO you may have played (I should know, I played WoW for years before converting). Most MMOs begin with a massive choice: Race & class, which define what you can and cannot do with your character and after this much every further decision you make has no lasting effect on the progress of the game, or your character (there maybe one or two forks, but nothing more, and most of them will be reversible). Eve is the opposite: there are no classes and when you pick a race, all you are getting is a few days head start in their preferred weapon systems, and ships. Nothing will stop you from “Cross training” to another race’s ships & weapons, and indeed this is actively encouraged. Think of it like rolling a Dwarf Cleric and then putting it in Heavy Armour, giving a broad sword, and this being a good idea. in eve it’s the choices you make after your race which define your game.

 

So with that in mind Let’s try to summarise the Races in a very distilled fashion. Should you want more Eveopedia gives far better flavour text than I ever will:

 

Amarr – The Religious Zealots

Flavor: The Amarr are ultra-religious, and use this as justification for their expansionist attitude towards the galaxy. When they first reached for the stars they enslaved pretty much everything with a pulse (and a few things without) including another player race: The Minmatar; who later broke free. Needless to say relations between the two are… frayed at best. Thanks to this head start, the Amarr are the most “advanced” of the player races: however this means little in terms of their gameplay balance for players, merely that they created (and get bonuses to using) the most stylized futuristic kit (lasers etc).

Design philosophy: Tanked to the nines

Primary Weapon: Lasers. An excellent weapon system which consumes no ammo (at the entry stages), and lets you change its ammo type instantly (well, within a second).

Secondary Weapon: Drones. See the Gallente section for more details

Tank Type: Armour. Bolting sheets of metal to your ship does much for your survivability, but little for your agility. Armour tanking can make for a slow lumbering ship which can soak up a lot of damage.

 

Minmatar – Down Trodden Tribal Warriors

Flavor: Despite being enslaved during their civilisations (space faring) infancy the Minmatar are doing their best at creating a new nation. The brutal tribal roots show heavily in their in-your-face, seat-of-your-pants ship style. The Minmatar took what they consider to be the best of modern warfare, discarded the rest and duct-taped what was left together. Their rough and ready minimalistic design actually comes out as a stern favourite amongst many eve players. Their late adoption of technology also means they have the most diverse and flexible ships.

Design Philosophy: Fast agile and hits like a war hammer

Primary Weapons: Projectiles. Nothing really beats hurling one and a half meter projectiles tipped with nuclear warheads at the enemy from gigantic chain guns mounted on your hull. These weapons hit hard, but each shot has a long time in-between shot compared to other weapon systems.

Secondary Weapon: Missiles See Caldari for more information.

Tank Type: Varies from ship to ship.

 

Caldari – Capitalists to a fault

Flavor: The Caldari civilisation was originally birthed in the same solar system as the Gallente; and when the Gallente took to colonisation, they peacefully absorbed the Caldari into a sub race of their own. Things didn’t stay peaceful unfortunately, and the Caldari, who practically worship capitalism, found their ideology was being repressed. Long story short, a lot of blood was shed, and the Caldari and Gallente parted ways, when the meet now, it’s generally on the battlefield; political or physical. The Caldari state is ruled by Corporations, and your status is directly linked to your place on the corporate ladder (at least non capsular status anyway).

Design Philosophy: Pretty tanky, with the ability to reach out and apply damage at very long ranges.

Primary Weapon: Missiles. If you want someone to know you don’t like them, write a letter on the side of a kinetic missile and post it to them via the medium of rocket propellant: When it comes to sustained, long range DPS these things are the best. But unfortunately sometimes the enemy gets bored waiting for them to arrive and wonders off.

Secondary Weapons: Hybrids. See Gallente for more

Tank Type: Shields. Keeping the enemy as far away from your hull as you can seems like a good idea, and the Caldari do this very well indeed. Unlike armour, shields automatically replenish and keep your paintwork fresh as they day it was commissioned. Unfortunately the technology involved means that your ships signature can be picked up by a ham radio four systems away.

 

Gallente – democracy is non-negotiable

Flavor: The democratic Gallente worship freedom, and their citizens are free to do whatever they wish. This is a wonderful idea, somewhat sullied by the reality that most Gallente take this as an edict to self-mutilate and cavort like animals. Still, at least their free and democratic animals.

Design Philosophy: as much DPS as you can get.. If you can only get into range to use it.

Primary Weapons: Hybrids are a mix between Projectiles and lasers, using magnetic pulses to send rods of metal (which sometimes melt down to pure plasma: think space shotguns) hurtling towards enemy ships . These are without doubt the highest DPS weapons in the game. Unfortunately you have to get so close to use them, you’re liable to scratch your pretty green paintwork on the enemy’s hull.

Secondary Weapons: Drones. Small unmanned weapons platforms buzzing around the enemy ship. Some Gallente ships can release their minions and just forget about managing offence. Drones are a true fire and forget weapon system. Generally to the point that you do forget them and warp off without recovering them…

Tank Type: Armour, see Amarr for more.

 

Still can’t decide on a race? Or worried that your choice isn’t the right one? Don’t worry, it really doesn’t matter. Ever race is viable, and every weapon system and ship can be trained by every character. Furthermore, the background of each race is pretty irrelevant to capsular from a Role Play point of view. Despite the fact that the Empires still churn out new capsular every day, they  tend to hold few allegiances and are practically a race of their own. The biggest effect that your character creation is going to have on you in the long run, is that it will limit what clothes you can wear. And even that might change one day.

 

Next up it’s time to talk attitudes. Because chances are, you’re going to need to make sure you go into this with the right mentality, or the only mark you will make on our universe is a few tear stains on the forum. This part is going to be easier if you haven’t played an MMO before, those of you who are ex WoW Players, are going to have to work harder to break the preconceptions of what an MMO is. Before you can go any further. Let’s lay down the big one first:

 

Eve is a Sandbox MMO. This means that there are no game set goals, no skill tree, no “level zones”, no main quest and no “starter zone”. Eve will take you through a short series of tutorial missions, and then fire you out into the cosmos to see what you can do on your own. You make your own goals, big or small and set out to make a mark on the universe. Because there are so many players, you need to remember one thing: the goal you set, will always be diametrically opposite to someone elses. Your goal might be to run as many missions as you can. My goal might be to kill as many mission runners as I can. On the other hand you will also find that a lot of players goals will align well with your own. There is safety in numbers, seek players who you can work with to outnumber the people you encounter who work against you. For some people the Sandbox has the effect of true freedom within the game, you will thrive on your ability to pick and choose your goals, and revel in the freedom to make it big or make big mistakes. To others, the Sandbox has the same effect as the Total Perspective Vortex.

 !! Warning the next few sentences contain awful formatting to try and emphasize a point !!

Following on from that point you need to accept the following: you are going to get killed by other players. This is a game which is all about PvP, you will get killed. You will find yourself in a situation where you have zero chance of survival, and where there is nothing you can do to stop another person from shitting in your Cherrios. Other players don’t do this because they are evil basement dwelling psychopaths (they might be, but the chances are slim); but because it’s the game. When you die, you need to move past the rage, and past the hatred for the evil gutter rat who killed you, and to try to understand why and how you died, chances are you did something which made you vulnerable to some form of exploitation. Don’t be afraid to contact your killer, it’s a 50:50 that they will be happy to help you understand what happened. Just remember that players often feed of your tears of rage, so calling them names, or questioning their sexuality will just mean you lost the fight twice: Once in your ship, and once by being a big baby. Don’t rage, or you might help someone win a game of bingo.  If you expect all this from the start, and set out not to win, but to learn from losing, you stand a good chance of getting somewhere.

 

Speaking of which: Nowhere in space is safe. Literally nowhere. Even docked up, with your ship encased within billions of tonnes of metal, you can still lose everything through market PvP and scam artists. That’s right, eve online PvP isnt limited to direct physical engagement. Every second of the game people will be pitting their wits against your to see if they can win.  This is by design, and it’s what makes the game fun. Don’t be fooled into thinking of Highsec as safe, it’s not. This is a live feed of what has been killed in Jita (check the time and dates), Jita is the trade hub of eve, it’s not really equivalent, but think Dalaran (tells you when I left wow huh?). Couple this with the fact that when a ship is destroyed it is… well destroyed, forever, no take backs, and it’s going to hurt when you do get killed (or scammed, or cheated, or taken for a ride). Most eve players fly by the mantra “Don’t fly what you can’t afford to lose” you would be wise to do the same. Spending your every last penny on a shiny new ship, is just asking to have it blown up from under you, Murphys Law is just as applicable in eve as in real life. Should you ignore all of this and allow yourself to be tricked or bullied out of all your money, don’t come crying to people: Most players will turn a deaf ear to cries of “That was my last ship and I invested all my money into it!”. The standard response will always be: “Don’t fly what you can’t afford to lose *shrug*”.  Always have enough funds to replace what you need to function, always have a backup plan, you’re going to need both regularly.

 

Which Segway’s nicely into this: Eve is a game of risk and reward. You are never entitled to anything without putting something of equal or greater value at risk. If you go in thinking you are entitled to make money, you are going to be sadly disappointed. If you want to progress, to earn rewards, you will need to put something at risk. Sometimes you walk away with the reward, other times you get a face full of missiles, and artillery shells. Risk and reward is the beating heart of this game, don’t hope for sympathy if you were expecting one without the other (well you might get risk and no reward, but that’s you’r own silly fault).

 

You may see a depressing theme of death and destruction in these “attitude warnings” and wonder if you really want to get involved into this dreadful game. Remember though, when you set a goal, the more you had to fight against to achieve it, the sweeter your victory will be. If your smart and tenacious, you will be successful, and trust me; eve gives a success feeling like no other game.

 

Has the game downloaded yet? No? Good. One thing you need to learn about eve, is that preparation is everything. Always remember the mantra of the 6 P’s: Prior Preparation, Prevents Piss Poor Performance. People who rush into combat, without fact checking or research tend to end up as smoking wrecks. Go out there and read some more. For information on what people get up to in eve, I heartily recommend the blogs listed in the menu on the right hand side of this page (click the little tab in the top right to pull it out). I also recommend perusing the Isk Guide as well as many of the Guides listed on Jesters Trek most of them will be above your heads at the moment, but peruse them anyway at your leisure.

 

Learning in game and Learning out of game

 

The tutorial missions (which is the next step in this guide), will teach you far better than I can how to manage and use the skill queue. However I need to explain here some basics so that you can understand enough to install and use another program, called eveMon to help you manage your Skill plans.

 

Skill Queue

 

The skill queue is a period spanning 24 hours from now during which you can pick what your character learns over time. When you add a skill to the queue, the length of time it is going to take to learn is blocked out, and you can queue up another skill to start learning once you finish that. You can add as many skills as you like the queue until the entire length is longer than 24 hours, after that you have to wait for the queue to process along enough that the last skill finishes before 24 hours is up to add another skill. Because this skill queue is limited to a 24 hour period, and your longer term plans will undoubtedly exceed 24 hours, it can help to have an out of game tool which will help you plan skill queue as long as you want: this is where eveMon comes in.

 !! The next section talks about API keys. These provide

 

EveMon can be downloaded here and needs to be installed on your computer. Once this is done, you need to add your characters API (permission to get information on your characters training and skills). Do this by clicking “File > Add API Key…” and then clicking the http://community.eveonline.com/support/api-key/ link and logging in. Now click Create API key, name it, check “no expiry” and click the small “(All)” button above each section (you may want to review this later on, but for now there no information of value for anyone to steal from your API). With this done simply copy the Key Id and Verification Code into the corresponding boxes in evemon and click next then finish. You can create plans by selecting you character and then going to “Plans > New Plan…”. Some further guides will ask you to import a guide, you can do this by selecting your character and clicking “Plans > Import Plan from File…”.

 

You should now scroll to the bottom of this article and select the professions guide you’re interested in. Have a look for the skill training download for your chosen Race at the start of the Guide and import this into your eveMon. During the tutorial, if you ever run out of things to train, simply pick the first thing from that list which you can train, and add that skill to you skill queue.

 

Once you have downloaded the client, and created your character. You will find yourself in game and facing the tutorial. Before you move on to the starter guide of your choice, I wish to impart a last little bit of advice:

You are likely a WoW or other “Theampark” MMO veteran and as such, you have been trained to ignore text boxes and to try and jump through whatever hoops the game lays out for you to get to the bacon as quickly as possible. Try not to do that here; the eve combat system (along with pretty much everything else) is a very complex beast, far more so than any other MMO (name an MMO where the speed your target is traveling at effects your chance to hit). Buy reading what Aura (the tutorial) has to say, clicking the links, and exploring further, you will learn vastly more than just jumping through the hoops. Take your time, and try to read and understand exactly what the tutorial is trying to teach you, don’t be afraid to research things you don’t understand (ask /r/evenewbies if you can’t find something). Most eve players will run these tutorials fast, and then spend the next half year learning, through trial and error doing missions, when the tutorials would have taught them in a few seconds of reading. You don’t have the luxury of time. You have chosen to dive into your profession faster than most players finish training for level 1 missions. So make sure you absorb as much information in these tutorials as you can. They might just save your life (and your wallet).

You should go on now to attempt the tutorial missions (and the advanced ones) in all the areas you are interested in before going onto the guides which have tickled your fancy. Good luck, and we will see you on the other side.

My intent is to produce a series of follow on guides aimed at getting you from first login to making money/wrecks in a profession. Below are listed all of the completed guides (and the planned ones). They all start with what you can expect from their end goal, so look through them and pick one which fits best what you want to do in eve and follow it.

 

Follow on Guides:

[Coming soon™] Logging in for the first few days

[Coming soon™] Logging in to Mission Running

[Coming soon™] Logging in to Faction War

[Coming soon™] Logging in to Nullsec

[Coming soon™] Logging in to Low Sec

[Coming soon™] Logging in to Mining

[Coming soon™] Logging in to Manufacturing

[Coming soon™] Logging in to Exploration

 

Our other Guides of use to the new player:

Dual Tank and Dual Spank, and why they suck

The Dirty Guide to: Training into Nullsec