Archive for the ‘General Posts’ 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.



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,



It’s been another great month for my PvP record, with Providence providing some good fights. I saw a some complaints/propaganda/opinions that PL were “Dropping caps” everywhere during our last deployment, but speaking only for what I saw, things were pretty even. If anything in the fleets we were in, were constantly attempting to nurture the fight out of the Provi fleets, getting annoyed at other (then) blue fleets for over powering, and FC assassination.


Like I said, this is only my personal experience of the situation, so perhaps I was just on the “good” fleets. Either way, it was a good fun RDU, and the fights/fleet comps have been excellent. Certainly its lasted longer than I have expected, and provided more content. I’m a bit worried about what happens next however. With no sign of news for our next deployment and the usual lethargic waves of the Summer lap against the content generators. Add into this the devotion of our chief content providers to engage in the wind up to the Alliance Tournament, and I am beginning to think that we might be seeing a slower pace over the next few months. Still make hay while the sun shines eh? Perhaps I need to look into getting my PvP fix elsewhere?


Ganking has been on the down as well, although I still need to write up the full length of our adventure so far. It’s in the place where if you say to any of the team (myself included) “You still want to do some ganking at some point?” they say yes, but we never actually get around to that “Some point” being “now”. I suspect that Watch_dogs has had something to do with that my on part.


Industry has been on a bit of a low as well. I expect to see me increasing my industry schedule with the changes to the Manufacturing system coming in so soon, but instead its caused me to become more fatigued with the horrid interface. I think that where before I had not even thought about the terrible design (and the number of clicks needed to do anything) is, so I accepted it as “the only way”. However now I have seen a better system on the horizon I feel less forgiving of the clunky old way. That said I have increased my PI production by one planet, and I have also been ticking over the production albeit at a far reduced rate. Still not breaking that mythical 1bn profit mark, but its edging ever closer. I’ve no idea what the industry changes will do to my profits, so at the moment I’m ready to shut up shop at a moment’s notice, should it prove less profitable.


This month the traders ledger shows that I have made a paltry 300m profit this month. However part of that does include two investments in longer term schemes of 600m and 800m (1.4Bn total). I expect to be able to return at least the same as my initial investment, and hope to turn a profit higher than if I had left the money invested in the trader. So hopefully I will see a good month in exchange for this low one further down the line.


This month I spent around 70 hours gaming (inflated by a LAN party we held a few weekends back) of which 25 was spent playing eve. Eve kill attributes me with 122 kills during this month, including one Aeon (player event though), not bad, but not breaking that record set in Feb.


Fly Idling


A game of two halves

Nearly a month since the last post? You know how this post is going to go right?


So it’s been busy… But although its directly affected my attempt a regular posting (like that would ever happen), it’s not affected my game play all that much. PL’s campaign in finishing of the Rus block wound down in the first halve of  this month, going from fleet after fleet of action, to fleet after fleet of blueball’s. When even the smack talk in local died down we were recalled home to Ama for an overnight stop moving onwards to a new mini deployment. Hopefully the locals will put up a good fight. Unfortunately that’s resulted in only 56 kills this month on the main, which isn’t great, but there were at least 2 carriers in there somewhere.


Another character suffering from a quiet month has been the trader, with only 300m profit. I’m not sure what to put this down to as I’ve logged into her more than I usually would in a month, and only had one negative day where I begun a sell initiative (re pricing items where the market has dropped away underneath them). I think people are holding onto assets more with the upcoming industrial changes, it’s that or I’m just being unlucky. Either way, it’s not been a great month, hopefully I’ll make up for it next month.


So with the main and the trader not doing much, your likely wondering why I called it a good month at all? Put simply it’s because of the indy and Xa. The Indy char managed to sell all of her bulk produced items, and is now underway building the second massive batch, and inventing for a third. At the moment I predict she might break the billion mark for the next monthly update (but it’s certainly not guaranteed). I’m starting to lose sight of where to go next however. I think I need to begin production of a second item. However I’m simply running out of slots to do it with. I could move the copying process to the Trading character, to free up another 5 slots for invention but that adds another layer of complexity and logistics to the whole endeavour. Some of the time changes with the summer expansion will help I think, so I’ll likely coast until then before making any massive changes to my lines.


Xa on the other hand has been resting on her laurels lately, selling assets and generally bumming around. However a short while ago, I found a new direction to move in with her: Suicide ganking. I think it was Burn Jita which put the idea in my head, but one way or another I decided earlier this month that it was time I at least tried this dark area of eve’s profession list. Even if it was to only say I tried. Things have gone… interestingly but I think our exploration really merits a post of its own, so eyes open for that soon!


In terms of time, this month I played 9 hours and 30 minutes of eve, out of a full on 99 hours and 45 min for all my gaming. The all game number however is artificially boosted by a family visit, where I booted up Kerbal Space Program and left it running for a few days (popping on here and there to do a quick launch).


I’ll try and get back to the usual posting “schedule”, but no promises. I will defiantly write about the ganking adventure.


Fly infrequent


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:



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.



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.


Fly fresh,


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 Hero we need?

Wow, what a month it has been. Despite what has been a crazy few weeks, I have had a wonderful month in eve. With our new deployment only calling for Slowcats once so far, we have been out and about in all kinds of fun little ships, including the brilliant Talwar/Harpy/Crow mixed missile fleets with which we have fought the HERO coalition.


Let me just say now that until a few nights ago, I would have bad mouthed the Talwar fleets as a failed experiment. Based on the last time we used them (pre-Halloween War) they just got bombed to hell by Pizza/Bombers Bar, rarely ever firing a shot. A lot of PL were raving about them, however I just couldn’t see the appeal of being bomb-podded home every night. I get it now. The simple fact is that a Talwar fleet needs to operate within Lowsec (where bombs are not allowed). Fighting with these things in Sendaya over the past few nights has been amazingly good fun. Pretty too with the fleet fitting about like a flight of starlings fitting about the grid throwing missiles out. It’s been pretty much a free for all out there with 1000 pilots in local, including Razor, Test, BNI and even BL. (I’m sure he didn’t want that carrier anyway, and it was replaced immediately…). Despite dying once in each fight, it’s been such as blast, I love that HERO are up for fights in this way, and I hope we can fight again soon!


The result of all this has been a record-breaking month for me, with 284 kills recorded (Eve kill seems to be missing 20-odd), beating my previous best monthly kill count by 40 odd (that was back in 2010 during the Russian/NoCo war in Etherium Reach). I also managed to scrape in at the 4th highest killer in the corporation (at time of writing) this month, so no worrying about participation issues this month!


Xa has also been busy continuing to liquidate unused assets. It looks like the group is taking a bit of a temporary break from FW at the moment, so the corporation has left in order to help us towards each of our goals (without the issue of war targets to contend with). Xa has personally contributed 2.2bn towards this month’s trade total (not included items given to the dedicated trader to sell). Which certainly helps. I calculate that I have about another 1bn left in assets to sell spread across 9 more systems, hopefully I can mop them up next month to allow me to decided what to do with Xa next.


Speaking of trade, it’s been another slowish month. When life is busy at work, I get less chance to pop online over lunch to update orders and/or PI. This is reflected by the fact that this month I have only logged into that account 6 times this month, but I have managed to make a good 1.1bn through trade alone (added to the 2.2bn made from asset liquidation on Xa). Slow, and not as much as I would like to make, but at the same time enough to keep me going at my current rate of ship loss.


Lastly the industrialist has been working hard to sell my first mass manufactured item. I made a bulk batch of my usual trade item, and am now having issues selling it on for a reasonable price, due to intense market PvP in my sell area. I think that the number of items I have up for sale make it less likely for others to ignore my orders and instead .01isk me. As a result I am reluctant to build any more of the item until this batch has shifted. From this I take the message that I need to expand to multiple items to allow me to continue building even while I am waiting for my mainstay to finish selling. Still from 0 to 650m isn’t bad so far, and there is certainly room for improvement!


This month I also managed to mail in a reputable 24 hours of eve online out of a total of 54 hours gaming. Not too bad considering I lost two weekends too overtime.


Fly shagged out,



Don’t call it a comeback…

One month I will come on here and tell you all about how wonderful everything is, and how well all my endeavours have gone. This is not that month.


Activity wise however, this month has actually been pretty amazing, with PL finally recouping and deploying after the wrecking shot which has B-R (#NOMAD). The new deployment, while a little unclear on purpose, has both promised and delivered great content. The deployment has, so far has already used more Turret based ships that I have used since the beginning of the Halloween war in total. I’ve never been a huge fan of capital combat, but as a realist I have to accept that Slowcat doctrines do get the job done. They just don’t get it done in a fun way. So returning to the turret based ships of yesteryear has been a truly pleasant experience.


I’ve also had the chance on this deployment to use a new Turret based ship, I’d never used before: the Dreadnaught. My Moros moved with me to our new staging system, and I got the opportunity to deploy it on what was a fairly (for eve) safe fleet. This gave me the chance to get used to its operation, and  foibles so that I now feel confident enough to deploy it in earnest. The staggering damage output has blown me away, and I look forwards to doing more with it


Xa has also begun to shake of the sluggishness of a winter hibernation. Other than the casual selling of assets in the name liquidation, she’s really done nothing since late last year. With the liquidation now coming to a close, I am starting to think about what to do with her next. Exploration was fun, and I intend to go back to that at some point, however first I think I need to finish the Epic Arc quest I started well over a year ago… the Isk/Hour ratio on that one is way down.


Unfortunately to finish that, I’m going to need to move Xa from her current corporation (which is in Faction Warfare), to allow her free movement across New Eden. As Xa is currently the CEO of the corp, I will need to train another alt to take her place during her absence. Still it’s worth it to make more money and play more eve.


The Manufacturer has also remained busy this month, with production increasing exponentially again this month, something I doubt will continue much further. With any luck I will bring her total assets up to about 600m next month, allowing me to pay back her loans, and begin processing blueprints I bought in a fit of unfounded ambition before checking build costs. It’s all part of the learning curve they say. Still I’m not counting my chickens before they are hatched here, this is after all New Eden, and all kinds of things can go wrong between now and then.


She has also dusted off the PI factories and actually started to process the glut of raw product I have been building up over the last 5 months. When Highsec POCO’s hit TQ, I was stupid and forgot to empty my materials out of the now vulnerable Interbus POCO, losing about 50m’s worth of Raw mats to an entrepreneurial capsular. For some reason, since then, although my extraction planets have been going from strength to strength, I was never bothered enough to shift it to the production planet for processing. The net result is a massive build-up for Mats, I am now starting to work my way through; though again not counting that profit until it’s in the bank.


Regular readers will have a good idea of my current skill status from the now (slightly ir)regular Tuesday training post I do. But to give a month forecast:

Hark is finishing sub systems this month and moving into perfecting tanking

Xa is filling gaps in her racial skill set

The dread Alt is finishing Fuel conservation and considering her next move

And the Indy is perfecting her production before moving into PI


Isk wise is where the slight bump in the road for this month lies. They say never to fly drunk, however I would further add to this, that trading when ill is also a poor life choice. While home ill last week I attempted to do my regular trading log in, and managed to sell 3 Rokhs for 100m under their RRP, netting the trader a loss of 300m ish. This is now third top on my most costly mistakes list, after Jumping to a beacon blind, and accidentally trashing a Hulk and then confirming it (drunk).


Despite this I am still cruising in for 500m profit this month, even including the 500m I have spent on Dreadnaught insurance. This is pretty impressive as between a cold, and bone-idelness I have only logged in the trader ~6 times in the 30 days. I’m expecting next month to come in far better, both in logins and in profit.


Fly with turrets,







Winter Break

February 18th, 2014
Monthly Updates

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Well it’s been a long Christmas break here without an update at EV, sorry about that. I was planning to do a January update to cover not only the monthly junk, but also take a look at the yearly report. Sadly, I had a bit of a fuck up and deleted the post before it was published, and if I am honest, I just couldn’t be arsed to re do it all from scratch. So here we are in February, with two months to review and a year to take a look at.


Let’s start off as usual with skill training. Hark has moved onto a new neural mapping of Intelligence – Memory, following my original 1 year+ plan. Over 6 months in now and well on schedule. The current phase comes on the tail of the “Un-nerfable” training, which has granted me the ability to pilot all sub super capital combat ships. I still have to train a few Subsystems to V to finish that, but I feel it’s fair enough to say that I am now un-nerfable. Next up is a concentration on finishing and patching up all the Int – Mem skills which have been neglected over the years. There is a real emphasis on perfecting all the tanking skills as well.


Xa is still being underutilised trying to sell a stubborn asset. I’m a pretty patient man, but I think soon I am going to have to give up and transport this item to Jita. Xa does have the Astero Mastery to IV now, which is the highest mastery of any of my characters, but she is yet to actually use one.


My Dreadnaught alt is now also ready to become a holding toon, with the last of the navigation skills training to V now. Next I need to decide if I want to continue training her upto become a proper in-combat Dread pilot, of leave that in the capable hands of Hark. I suspect I might…


Last but by no means least the Indy alt is now training hard to free me from the chains of supply, but more on that in a bit.


Activity wise it’s been pretty good the last couple of months (although my Corp might disagree on that one). Sadly, I wasn’t able to participate in the massive B-R fight, as any attempts to log into the battle was greeted by a black screen. Even 3 hours of waiting didn’t change this sadly. On the plus side I am assured that I did appear in local, so I get to claim I was there.. Even if I didn’t contribute in any meaningful way. Since then it’s been pretty quiet, and I really need to step it up a notch to get some fights.


In terms of activity I would say that the Industrialist has been played the most over the last few months, with my labours really starting to come to fruition. I am now earning around a 300% return on initial investments (around 40m isk per cycle) every 2-3 days. I estimate that the characters total Isk is around 400m now, all for around 10 mins per day every week day, and an hour or two at the weekend. It’s great for now, but I can see that this growth will plateau very quickly. I am starting to look at other products and investments which could run alongside the current  production runs to continue this growth. She still hasn’t paid off her dept to the Trading Character however, due to low levels of liquid isk.


Trade has had its ups and downs over the last few months, with January turning out to be a bit of a costly month. Since the last update in December I have only earned 640m isk, however this takes into account a 1bn transfer to Hark to cover the costs of Carrier insurance (don’t ask, it wasn’t fun) and some ship purchase and maintenance. I am hoping to pick this up during February to continue my growth.


The only thing I want to bring up from the “yearly” stuff is that Eve online was by far and away my most played game this year, with double the playtime of any other game recorded (Kerbal Space Program was second, Payday 2 was third).



Fly dry,






Bah Humbug!

And just as eve starts to liven up a bit, Christmas happens, and things start to die down! Typical. On the plus side the war shows no signs of dying down, so hopefully things will pick up again post-Christmas to bring next month up. That said, this past month has been something of a good one with 109 Hours of gaming, of which almost exactly half (56 hours) was spent in eve. What a good time. That playtime gave me a good tally of 131 kills most of which came from some very close to the line Capital Operations. It’s been fun!


The industrial Character has also seen a fair amount of playtime this month, with preparation for the next batch of T2 items well underway. Unfortunately her capital is a little bit low, as I have been lazy in my sell orders. Nothing a quick trip to the local trade hub won’t fix though. I Still hold hopes that this character might become profitable (She needs to make 120m to break even without including the time spend or the Account cost >.<) in the first few months of next year.


Xa has been pretty inactive recently, with next to no exploration or FW done, despite my talk about getting an Astero. Perhaps that will be a new year’s present to myself, in an attempt to get her active again. This said her lack of FW and exploration is somewhat explained by the fact that I downloaded jEveAssets for the first time and discovered just how much ISK I have tied up in unused assets all over new Eden. Thus I have been collecting all this trash and selling it over the period of this month. Unfortunately this has required a lot of hauling, and sitting around waiting for items to see at reasonable prices. It’s been worth it thought, So far I have raised 1.5bn, with an estimated 1.5Bn left to go (including a random X-type I have lying in a mission hub for no good reason…).


Trade has also been brisk this month, with a noticeable trend of large high cost items being bought and sold with a higher frequency than normal. Lots of people buying themselves (or others perhaps) presents has helped my wallet to the order of around 2bn (not including the assets sold by Xa). A pretty good month all in all.


That’s all for now, although I will be posting a good few posts in the next few weeks, including a yearly wrap-up, and a series of posts on what will be a massive landmark for my Main Character.


Untill then,


Fly with a festive launcher,





Monthly Update

November 19th, 2013
Monthly Updates

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It’s been a bumpy month! About midway through I was worried about being booted from corp again for inactivity (but thankfully my logistics ship efforts saved me). I was having trouble finding fleet operations which were in my Timezone so things were not looking great. However In the last few days the Gears of War have shifted up a level with the some serious fights starting down south. Things pretty much went crazy overnight; I went from having nothing to do, to being in 5 hour fleets for the past two nights. Since then we have also deployed to a new staging system and I expect the tempo to only increase its speed. I sadly had to sell my pimp Redeemer to help fund my new Dreadnaught (the ugly, but useful Moros), which is now sitting ready for deployment. I am expecting a good month!


I managed to snag a full 86 Hours gaming this month, with 30 of that being spent in Eve, not bad for me and something I intend to improve on next month.


Skills wise I have had to reshuffle my shorter term plans to push the Moros up to the top of the queue. Thankfully this hasn’t interfered with my attribute optimisation plans so far and the 2013/2014 plan is continuing as intended, despite CCP’s best efforts to tempt me away with new skills.


On the other characters I have been making some great progress. The industrial char has started doing invention (making more costly mistakes along the way, seriously how do new player cope!?), and I think she might just turn a profit in the next few months, but then I’ve thought that consistently since I started, so let’s not count the eggs.


Xa, the FW pilot has also been doing pretty well for herself, doing a tonne of Exploration (which has been a fun and profitable endeavour), and even managed to turf out some T2 Rig BPC’s from a site which should make some lovely money. In the later part of the month Xa also started on a new money making plan with the Dirties group (revolving around Faction Warfare), but that’s a topic for another post.


Spending this month has been very high with a total of 3.5bn spent. Most of this was on the Moros, however a further 400m was also spend on skill books. Thankfully Trading has been brisk this month seeing me finally push to the point of having more total money than ever before, despite ejaculating Isk up the wall. I am constantly waiting for the other shoe to drop, and for something to go wrong, but so far so good. Trade itself has brought in just over 3bn this month with some unusually lucky buys netting a massive profit. Another long term investment maturing and being cashed in for another 2.3bn has helped make this a record breaking month. To mitigate the high spending, the main also reallocated funds from underutilized ships (the Redeemer) into the Moros fund reducing the cost by 2bn. This gives this month a total profit of ~4bn liquid Isk, I don’t expect to see these kinds of numbers again anytime soon.


On the blog you may have noticed that we released the first of our planned “Dirty Guide” Series. This has been in the oven for an inordinate amount of time and I feel the first one has come out pretty good. At the moment I am working on the Dirty Guide to Faction War (with Arian promising to collaborate on that one…), so expect to see that churning out some time in the not too distant future. It feels like eve is starting to warm up again after a cold summer for me, so hopefully we can expect to see some more posts coming out soon!


Fly on the edge,



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.


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 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