Monday, December 29, 2008

Projects, I have a few

I have been so busy with holiday stuff and work that I still can't really play EvE. The time isn't there and I have new toys from Christmas I need to use or else my wife will kill me ;P.

So, after working on Smackdown vs Raw 2009, Fallout 3 and I can get a break from work I'll be back.

Since I don't have any real informative posts planned this Monday I'll tell everyone what I have been doing lately. To pass the time at work, I have been working on two projects:

- My Training plan. I'm moving back to focusing on core skills to improve my overall combat piloting. I lost track of my goals in pushing toward Interceptors which, although fun, needs to be below the priority of my common core skills. Luckily, I'll have some time off soon, so I can get those "babysitting levels" that I've been putting off up to reasonable numbers.

- EvEosphere. After really looking at the amount of information that we, the EvE Bloggers, have published, I figure we have probably the most comprehensive EvE Guides collectively. As such, I think that if we merged our collective information in one central location we can become a one-stop for every guide that CCP should have made, but never did. I also foresee this making CrazyKinux's job a little easier as the self-proclaimed EvE Blog manager ;P

Also, from looking at the EvE Blog community I learned something very interesting. The most informative demographic is the most cutthroat. Pirates have more blogs than any other demographic. Which is kind of odd since they are the ones who profit the least from knowledgeable EvE players. Any ideas why that is?

Saturday, December 27, 2008

I seem to have gone too far lately.

Looking at my posting habits over the course of the last month, I have decided...

I post WAY too much.

In fact, I seem to be posting so much that I don't think you, the readers, can keep up with all that I have to say.

I guess since I'm new I want to post everything at once, and I can't nor should I.

I usually have informative posts actually premade way in advance (in fact, I made this post Christmas Eve, but because of all my recent posts and queued posts I queued this one for the 27th... lol) and my in game posts are on the fly depending on in game events.

So, I'm only doing one informative post a week on Mondays and I'll keep posting in game events ad hoc every time something interesting happens (except mondays).

So, I'll tone down my quantity of posts, if you guys read it. Deal?

Next informative topic: MMOGconomics
Starting Date: Jan 05, 2009

Friday, December 26, 2008

Blog Banter: Inspiration

This month's EVE Blog Banter comes to us from Roc Wieler of Roc's Ramblings. Roc's asks us to "write a story about a fellow EVE Blogger, or an EVE player whom has inspired you or affected you in some tangible way. After your story, describe why you chose them, and any Holiday wish you have specifically for them".

* * *

Although there are a few people I can think of (my CEO for giving me a break and letting a n00b in, My RL friend Seth for his hard work in various RPG's we've played together, my wife for letting me play ;P, the makers of the many online resources for Eve, Black Claw for his unknowing introduction to Eve Blogging for me) there is one Eve player I would have to thank most of all... and what I'm thankful for has nothing to do with Eve.

A long time ago, in an MMO far away...

I was just starting my first life in the worlds of MMO's. Using my personal knowledge of RPG's (mostly D&D) I went to work building my levels in the world... of Warcraft. While leveling I met another Night Elf Hunter that taught me a few things about MMO's. At the time, I only knew two things, questing and getting ganked. Synighte taught me how to PvP. I became addicted to it. It became my bread and butter.

Then he departed for Eve (and to wait for Warhammer). In leaving I began to look at my own surroundings, and after a few months of working (and making a new max level alt), I began to realize why he left. PvP in Warcraft was an afterthought, and the game kept you playing through constant grinding not enjoyment.

In leaving, he opened my eyes to the cardboard patching of this world and I began to loathe it. When Warhammer released, I move to it. I was overjoyed, but the feeling ended quickly. Although the game had wonderful concepts the grind began setting in again. Although different, the game had little real content. Unlike Warcraft, Warhammer had real PvP, but there was little in the way of content leaving it, although still promising later, still disappointing.

Then one day as I was looking at old forums, I saw a post by Synighte. He said he was playing Eve online and he was having fun. Other than him, everyone I talked to said Eve was horrible and had very few players. So I looked at the website and decided I'd give this game a try.

Merry Christmas, Sy. May you and I both get our "normal gaming names" this year. ;P

Thursday, December 25, 2008

On the Twelth Day of Christmas My Corpmates Gave to Me...

Twelve carebears crying,
Eleven salvaged scraps,
Ten nulsec sweepings,
Nine Shuttles running,
Eight campers camping,
Seven blasters blasting,
Six frigates popping,
Five rounds of void,
Four megathrons,
Three autocannons,
Two podded miners,
and a hammerhead orbiting Jita 3.

Happy Holidays everybody.

Wednesday, December 24, 2008

Christmas Eve in NulSec

MVS Kiushu II
System Log

--Start Log--
The Frigate groaned as the breaking jets ignited. The warp bubble around the incursus began to destabilize. As the rumbling died down, the pod pilot began to scan the surroundings.

"More rubbish." The pilot shifted the ship in the direction of the wreaked shuttle.

"Seriously, can someone come here in something I can make use of?" the beeping of the salvage unit coming online reverberated through the gel-filled pod. "Maybe I can get a Tanaris? or even a Thorax once in awhile?"

Jinarre's one of the new recruits for the corporation that owned this space. As a new recruit, she was tasked with the less than savory jobs. Keep the space lines free of debris and lock down trespassers for the larger defense fleet.

The salvage unit displayed data for Jinarre to parse through. After glancing at the data she marked one line and disabled the unit.

"Structure metal. Figures... Shuttles are so fragile. Nothing ever survives."

Jinarre steered the frigate around shattering the right arm and pushing the frozen corpse of the unfortunate shuttle pilot into a slow spin.

Suddenly, the targeting alarm activated. "What the.." A battleship's warp bubble had just collapsed behind the incursus. The first volley of the garista battleship overloaded the shield's power coils immediately.

Jinarre began working fast. The armor nanites and micro warp drive activated spinning the frigate inline with the approaching battleship.

"Hell..." She began the ships calculations for warp and began firing rounds into the battleship's shields. The battleship was still trying to reposition as it fired a second time. The glancing blow tore chunks of armor clean from the hull. Just as the battleship marked for it's third volley the computer lit green for warp and began increasing speed.

"Ha! I'm outta here!" The incursus' drives began building the warp matrix as the third volley fired from the battleship.

The impact tore further shreds from the frigate as the warp bubble formed, the incursus began to spin forward at warp velocity. The spinning created heavy gyro forces pulling Jinarre from the center of the pod to one side and pinned her there as the ship traveled past a moon. The gravitational pull pulled the unstable warp bubble's path as Jinarre's world darkened...

* * *

The computer alarming startled Jinarre as she finally came to. The warp bubble had collapsed allowing the frigate to naturally correct itself from it's uncontrolled spinning. The monitor showed the outer hull of the incursus burning hot as scenery from the approaching planet came into view.

Jinarre began working frantically to steer the frigate to a soft landing sight and braced in her pod for the inevitable impact to come.

* * *

Jinarre awoke to static. The less than gentle landing had disconnected her from the ship's control systems and left her floating free in the command pod. Nominally the pod and command connections were intact, but the condition of the frigate itself was questionable.

Hoping for the best, she moved over to the pod's escape hatch. Pressing the release, began the extraction process. The gel in the pod drained leaving Jinarre in a gel-covered mess. The hatch opened to the main gangway inside the ship.

Jinarre moved quickly to the nearest console and began reading the entries.

"Ok, the damage control system put the fires out and most of the structure is intact. The planet is nitrogen and oxygen atmosphere, so I can look outside... well, I hope the locals are nice."

Jinarre grabbed the portable NavCom unit from the console and worked her way along the gangway.

"After a shower and change, I guess I'll have to put you back together." Jinarre patted the rails as she walked into the locker room.
--End Log--

I don't know if I'll be on in the next couple of weeks except to take care of little stuff for the blog and swapping training, but have a great Christmas and New Year everybody. -Derken (slacking off at work on Christmas Eve)

Sunday, December 21, 2008

About Me

Well, I realized today that the scoundral, Sard Caid, tagged me. As per contract for this meme here are the conditions.

The Rules:
  • Link to the original tagger(s), and list these rules on your blog.
  • Share 7 facts about myself in the post - some random, some weird.
  • Tag 7 people at the end of your post by leaving their names and the links to their blogs.
  • Let them know they’ve been tagged by leaving a comment on their blogs and/or Twitter.

7 Facts About Me:
  1. I spent my early childhood on an island. There I learned how to surf.
  2. I used to be a real sailor, sort of.
  3. I've touched the 3 major oceans.
  4. I've been a gamer and computer geek for over a decade. My first console was Intellivision and my first computer was a Commodore 64.
  5. I know 3 languages. Two I'm still good at.
  6. I've seen many countries all over the world, but I've never been to Canada.
  7. I'm married to a gamer. We started dating on Halloween.
  8. Bonus: I know more useless knowledge than anyone I know. Like the plot synopsis of Dragon Warrior.
7 People to Tag:

Is there someone that hasn't been tagged?

If you haven't been tagged and you're reading this, consider yourself tagged.

Saturday, December 20, 2008

Bad Day

--Start Log--
Well, today was horrible. I lost my frig by being overconfident against some 'rats. Luckily my cruiser fixed the problem and I was able to recover a small bit of my outfits and pride.

But that quickly changed. I took my industrial out to go fetch a new frig when I stumbled into a pirate gate camp...

The cargo was empty but my pride has just gone over the deep end.

- Don't keep industrials in Lowsec or Nosec.
- Don't overestimate the power of your ship.
- Don't tempt fate when given the option, especially if the day was going bad in the first place.

Today was a bad day.
--End Log--

Note: After deciding today was not the day to play Eve for me I went over to play Rock Band 2 and accidentally broke my foot pedal. I will now end this post and move away from my computer before it explodes. -Derken

Tuesday, December 16, 2008

What was he thinking?

--Start Log--
A couple of notes to make for the day. Recon ships shouldn't get close to guards that they're monitoring. Cruisers hurt at long range. Recon ships are useless when an interceptor out-fitted frigate is orbiting you at 500 meters. Tech-2 ships are way too expensive to risk it in enemy space (The Arazu was marked as 156.7Mil ISK in worth).

My killcard now has a destruction amount worth more than double my frigate, cruiser, industrial and wallet combined.
--End Log--

Saturday, December 13, 2008

Allies and Death

--Start Log--
So yesterday I officially joined my new corporation and was shown around their sector of nullsec. It was definitely a new experience compared to hisec. I'm certainly enjoying the company as they were more than happy to show me the ropes in the system and showed me how combat should be.

Unfortunately, the only poor sap that came through went down before my target lock and I had to refuel and get some sleep for the night.

Luckily, today I got to make up for it. I had to chase him halfway across corporate territory, but he ran out of luck at a major node when I warped in right on top of him and one of the local guards pinned him down long enough for me to hit my 'scram and web. The guns inevitably blazed through him and then something unexpected happened. He asked me to pop his pod.

The image above is my trophy from my first kill.
--End Log--

Types of combat

There are so many types of combat that most people with find a nice preferred niche some where in combat space. The following are the basic positions in fleet combat. Smaller scale combat requires less people to perform these same jobs.

The Tackler
Other MMO equivalent: Crowd Control
The individual tasked with keeping an enemy from escaping. A tackler's purpose is slow the target, make him unable to warp, disable microwarp and generally making the target unable to escape or effectively maneuver.

The EW Specialist
Other MMO equivalent: Debuff
The individual tasked with removing enemy combat capabilities. An EW specialist removes the enemy's targeting capabilities, and other attack mechanics.

The Drainer
Other MMO equivalent: Debuff
Capacitor power is life, and a Drainer removes that power from the enemy. Without capacitor power ships lose the ability to attack, repair and actively protect themselves leaving them vulnerable.

The Damage Dealer
Other MMO equivalent: DPS
A damage dealer give maximum unadulterated damage to the target shredding through any protection through shear destructive power.

The Tanker
Other MMO equivalent: Tank
A tank wades through the massive damage keeping targets occupied to allow other weaker ships to disable and destroy the enemy.

The Logistics Specialist
Other MMO equivalent: Healer/Buff
Remote repair and assistance vessel used to decrease losses in a fleet by supplementing the fleet.

The Drone Carrier
Other MMO equivalent: Utility
Able to quickly modify a supplemental job by swapping drones allows drone ship the ability to supplement any other position in a fleet.

The Recon Specialist
Other MMO equivalent: Stealth Class
Recon cloaking technology allows fleets to assess combat requirements before combat takes place allowing proper planning to complement any foe.

Friday, December 12, 2008

Beginning Professions Part 2: Non-Combat

Here's a link to all the professions in Eve today.

Non-combat professions are either used to supplement income for combat pilots or individuals solely work on this equipment for large monetary gains. In this post we will discuss starting non-combat professions.

Non-Combat Related Professions

Ever seen the rings of an asteroid and seen ISK slowly umbering through space? Or seen the wonders of profit rising while reprocessing ore? Then you may be the next New Eden Miner. Miners toil endlessly looking for rare ores to process valuable raw materials. Materials that are the backbones to construction to Eve ships, weapons, modules and fuel. Miners get huge rewards from mining various sectors of space.
Specialization: Non-combat
Level: Beginner
Related to: Mining
Key skills: Mining
Related professions: Manufacturer, Hauler
Even the starter frigate is a metal object about the size of the Eiffel Tower, and thousands of these ships get destroyed every single day. All these metals come from somewhere, and the miner is responsible for the majority of all raw minerals sold onto the market.
Mining ranges from solo frigate mining in 1.0 asteroid belts, through organized gang strip mining of whole belts, with dedicated mining cruisers, haulage and security cover, right up to deep 0.0 Alliance-run expeditions for rare minerals, along with associated blockade running to bring them to market.

Everyone needs something, and items don't move themselves in magical bank teleportation networks (like some MMO's). This means someone has to do it, and someone is willing to pay someone else to do it for them. In ancient earth, these bastions of the roads, move goods all over the planet. Now with spaceships, this necessary service moved to the stars as well.
Level: Beginner
Related to: Courier missions, Mining, Trade
Key skills: Spaceship Command, Navigation
Related professions: Miner, Trader
Transport trade goods or other items of interest (modules, minerals, etc.) from one section of the galaxy to another in search of profit.
A bulk courier is known as a hauler. Though a character can specialize in piloting Industrial Ships, you will likely want basic hauling skills at some point in your career. For more information, see the basic section of the Hauling Guide.
Note that some couriers specialize in transporting small expensive items; those will often employ frigates or interceptors instead of industrials.

The time honored tradition of middleman economics is alive and well. Unlike transporters, traders buy items in locations where they're made and move them to where they're more needed, then selling them at a huge profit margin. Traders use guile to get the best deals and the most discounts and trading them to those who can't get to them for big payoffs.
Specialization: Non-combat
Level: Beginner, but intermediary highly recommended.
Related to: Trading, Economy of EVE
Key skills: Trade
Related professions: Investor, Courier
The EVE regional markets are an incredibly complex affair, and an excellent source of income for those who can work them well. Thousands of worlds, all with supplies and demands, and all relying on the Capsule pilot to join the dots...for a price of course...
Trading takes three main markets in EVE; the NPC Trade Goods Market, where margins are smaller, but more dependable, the Player Equipment Market where competition is firece, but ignorance can be capitalized on, and the Contract (former Escrow) Market, where pretty much anything can and will go. At it's simplest, trading is just buying something cheaply at one station, and taking to a place where they're paying more, but soon develops into a complex game of longterm planning, three month buy orders and logistical organization.
Scavenger - Many people see wreaked ships as space debris, useless. Scavengers see easy profits. Slightly damaged parts and bits can be refurbished and installed to modify existing ships. These items are in high demand and many combat pilots use this to get a little extra out of their 'ratting and missions.

The architect of New Eden. These are the individuals that every pod pilot must pay homage to as these are the laborers that build what pod-pilots fly.
Specialization: Non-combat
Level: Intermediate to advanced
Related to: Manufacturing, Science And Industry
Key skills: Industry, Science
Related professions: Scientist, Investor
With the galaxy such a turbulent place, and more and more new pilots entering the Capsuleer community, the demand for space-based manufactured items is ever increasing, from a single scout drone, up to the largest Titans and Outposts, manufacturing is everywhere.
Day to day manufacturing of smaller objects, ammunition, ship modules and smaller ships, largely takes place in starbase factory slots, on short-term lease arrangements. Capital and permanent structures on the other hand tend to be constructed in space, using the facilities provided by POS Towers. Manufacturers work with both these methods, and are often also responsible for the underlying supply chain of raw materials too, and the distribution of finished product.
Many combat pilots with no primary interest in large-scale manufacturing still learn the basics of the process, to allow a degree of self-sufficiency in small-scale ammunition resupply from reprocessed loot, or to channel reprocessed junk-loot into one-run BPC 'hobby project' Battleships for resale.

Specialization: Non-combat
Level: Intermediate.
Related to: Research Agents, Science and Industry
Key skills: Science
Related professions: Manufacturer
The technologies involved in designing, building and operating starships are bewildering to say the least. But even the most complex and advanced capital ship began life as a sketch on someone's drawing board, and such designs are rarely perfect on their first version.
There are two types of scientists. Some work with inventions, creating new blueprints; others refine existing Blueprints to increase the time and mineral efficiency of the existing design. They also make blueprint copies, allowing others to manufacture limited runs of the original product.

Salvaging is the extraction of salvage materials from ship wrecks which are then used in the construction of valuable ship rigs.
Specialization: Non-combat
Level: Beginner
Related to: Mining
Key skills: Salvaging, Jury Rigging
Related professions: Manufacturer, Hauler

Revelations introduced what would be considered two sub professions. Though not actually requiring the mining skill as a pre-requisite, their usage and methodology clearly define them as a branch of the mining profession. This profession tends to work out best with combat professions as it requires wreaked ships to process.

Thursday, December 11, 2008

Blood in the Water

So, everyone's got their two cents regarding the recent "scandal". Apparently, the scandal was a 4-year old bug that with proper use of POS's one could create an endless supply of resources. As such, this bug (which was being exploited until yesterday) artificially deflated T2 items making them cheaper. This bug also gave the exploiters a method to raise large amounts of ISK easily.

CCP claims that this has been brought to their attention only recently and has acted accordingly by banning the exploiters, seizing assets gained by the exploits and effective removing the Alliances/Corporations involved.

What does that mean economically?
T2 items will inevitably re-inflate making them more expensive. Should it be determined that the new T2 economy is too much and the deflated price was the expected price CCP will counteract the issue using patching to make T2 items easier to make.

What does it mean strategically?
Many alliances in 0.0 and lowsec are gone and others are in severe disarray. That means there is suddenly open real estate and areas that have suddenly become very vulnerable.

What does it mean to me?
Fireworks. I get to enjoy a round of shaking up that will be very interesting indeed.

Those flaming, I don't understand why you would. If those that exploited are so bad, then pickup a gun and do something about it! Now is the time. Stop reading and get some.

Friends and Pirates

--Start Log--
Well today was eventful. After a long chat regarding my hardware, or lack thereof I was given ISK to replace my aging low-end cyber. The "commander" is a stand up guy and I'll fly for him any day. With his generous donation, which I intend to re-pay in full, and my personal work I've managed to pull in quite the haul today. Salvage is defenately quite a money-maker.

So with my new wonderful cyber, I will have hopefully cut some time down in getting into my intercepter.

Also today I met a man I've read alot about recently. He seems like a class act, but his warrents speak otherwise. I'd love to meet him one day, but I'd rather it be on my terms. Pirates may be charming but they grin daggers.
--End Log--

Beginning Professions Part 1: Combat

Here's a link to all the professions in Eve today.

Because most MMO players want to kill and blow things up first and foremost, let's talk about the starting combat professions right now.

Combat Related Professions (These are professions, not types of combatants. Types will be covered later)

Soldier - The four main factions of New Eden all have military forces that can always use one more pod-pilot. These mission are dangerous and the opposition won't like what you're doing, but the pay is good.
Level: Intermediate
Related to: PvP, Factional warfare
Key skills: all combat related, PvP specialization, some mission elements
Runner - People need things done (including NPC's), and runners are the ones to get them taken care of. The pay is better the more you're liked.

Pirate - Some people are content following the rules of society. Others would rather not do the hard work. Pirate prey on the weak and unprepared. They earn their money through theft and slaughter, but the risk of being caught is great.
Specialization: Combat
Level: Beginner
Related to: PvP
Key skills: all combat related
Related professions: Anti-Pirate, Bounty Hunter, Mercenary, Mission Runner, Miner,
Every society has its criminal Element. Pirates represent that facet of society. Ruthlessly exploiting combat prowess to extort, ransom, or simply annihilate other capsuleers for profit or pleasure.
Pirates use varying tactics depending on the location, situation, and their skills. Above all, a pirate must be fearless, and willing to make sacrifices in the name of carnage and destruction.

Runner - People need things done (including NPC's), and runners are the ones to get them taken care of. The pay is better the more you're liked.
Specialization: Combat
Level: Beginner
Related to: Agents, Missions, PvE
Key skills: all combat related and Social
The many NPC Factional Corporations in EVE all have their own interests in space. When their own forces are occupied elsewhere, or when a job needs doing that requires a discrete outsider, they use their Agents to hire help from the Capsule community, and authorize large payments for results.
Agents missions form the majority of the PvE combat content in EVE, and are a good way to get stuck into to some on-demand starship combat. Agents also offer courier missions, and some conduct research, with the eventual aim of giving out valuable blueprints for production.

'Ratter - There are just as many 'rats (NPC's) in High security (1.0-0.5) space as there are civil folk. A 'Ratter takes care of the 'rats occupying high sec space, places where the factions and CONCORD can't find. There are some nice finds in some of these "complexes" and the 'Ratters profit from them.
Specialization: Combat
Level: Intermediate
Related to: PvE
Key skills: all combat related
Similar to runners, ratters do PvE combat, but unlike runners payout comes in the form of high-end gear and equipment from enemies. The payoff comes from effectively free upgrades and money from the sales of the found equipment.

Anti-Pirate - Low security (0.4-0.1) space is a hive for pirate (PC's) scum and the Anti-Pirate wouldn't have it any other way. Profiting from the pirate's spoils and bounty's may not be the method for these people's ideology but it certainly helps.
Specialization: Combat
Level: Beginner possible but intermediate to advanced highly recommended.
Related to: Pirates. PvP
Key skills: all combat related, PvP specialization
Related professions: Bounty Hunter, Pirate
Some Anti-Pirates consider themselves driven by ideology, not bounties. In any case, for all practical intents and purposes, see Bounty Hunter profession. For the rest, read on :)
The Anti-Pirate Profession bears enormous risks. Why is doing the right thing always so damn difficult. Why is it that so few of us find the courage to fight for the unpunished injustices of our universe? Should I fail at my task, the tragedy will not be in my own death, but in the fact that my prey will continue to live out their wretched, despicable existence.
“It is said that cowardice lurks behind power; that every tyrant fears the day when others learn where the source of real power lies. What better way for a tyrant to hide that truth than by claiming absolute authority and threatening absolute ruin to those who question them!"
The art of war is a matter of life and death, a road either to safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
"I have high hopes of smashing my name into history so violently that it will take a legendary form, even if all the books are destroyed. That goal, is the real goal as far as I am concerned." ...Geminisceptre
Known to many in the Galaxy as the self proclaimed vigilante police force of the Eve Universe, the Anti-Pirate roams the stars seeking to crush his prey, Pirates, as they have so mercilessly crushed theirs so many times before. For many who enlist in the Anti-Pie ( as called by many ) profession they are called to it like a moth to the flame, for just as the old days of our ancient past, Their must be Cowboys to battle the Indians. The anti-pirate profession is perhaps one of the hardest of the Eve Universe, there are no medals, there is no recognition, there is nothing but death. Unlike Bounty Hunters, Anti-Pies seek not the money on the heads of their prey, they seek only the knowledge that deaths of all Pirates are as painful and slow as that of their unwary victims before them.

Bounty Hunter - Hunting down the bounties is the bread and butter for these people. Their sole purpose in life is to collect the bounties of criminals.
Specialization: Combat
Level: Beginner possible but intermediate to advanced highly recommended.
Related to: Pirates. PvP
Key skills: all combat related, PvP specialization
Related professions: Anti-Pirate, Pirate
Bounty hunters hunt down and kill other players that have bounties on their heads. For an ideaological version of this profession, see Anti-Pirate.
A locator agent that can help locate the targets is useful; bounty office on stations is another useful tool.
Nonetheless most bounty hunters agree that its hard to make any living out of bounties, and instead of seeking specific individuals they roam the same low-sec systems as their pray.
This profession requires very good PvP combat skills as the people being hunted are mostly pirates that have good knowledge of PvP and how to evade people who are after the bounties on them. That said, some bounty corps recruit newbies and train them on 'no implants/cheap frig/no named modules' policy. Expect to die. Often. Although that holds true even for experienced PvPers, too :)

Corp Fighter - Out in No Security space (0.0) law is what you make it. Corporations flock here to get a piece of space, to grow, and to become a powerful force skirting the factions. Large Alliances battle relentlessly to gain more ground and gain prominent control of the rim of New Eden.
Specialization: Combat
Level: Intermediate
Related to: Corporations, Alliances, PvP
Key skills: all combat related
Related professions: all combat related
People in a corporation who are soldiers dedicated to that specific corporation and it's alliance.

Mercenary - Soldier of Fortune. Mercenary's work for the highest bidder. Don't be fooled, even though these group will do anything for the right price, failure to pay can become a death sentence.
Specialization: Combat
Level: Intermediate
Related to: Corporations, Alliances, PvP
Key skills: all combat related
Related professions: all combat related
People who are hired to kill. Normally by a corporation or an Alliance which is a major player in Alliance politics.

Wednesday, December 10, 2008

Learning Skills Part 3: New Player Skill Plan

Skills represent what you can and cannot do and how well you are at doing them. As such your skills will dictate your learning progress speed for professions.

Info on Attributes and Skills

Today I will talk about skill Planning for new players.

When a player begins the game there are certain skills that are necessary for all pilots to learn to succeed and become better. Regardless of your intended career or ship these skills will assist you in your goals.

Learning (category)
All the skills in the learning category increase your learning speed. As such any of these skills are inevitably useful. Upgrading this early, eventually helps your learning speed more than working on it later.

Increases your CPU performance allowing better modules to be added to your ship.

Increases the number of targets you can simultaneously lock on to.

Increases your powergrid performance allowing better modules to be added to your ship.

Energy Management
Increases your capacitor power increasing your ship's effectiveness.

Energy Systems Operation
Increases your capacitor recharge rate increasing your ship's effectiveness.

Increases your structure hit points increasing your ship's survivability.

Increases your velocity increasing your ship's maneuverability.

Increases your afterburner charge increasing your ship's maneuverability and speed. Also effectively decreases your capacitor usage by afterburners.

Warp Drive Operations
Decreases your capacitor usage by warp.

Spaceship Command
Increases your agility increasing your ship's maneuverability. Also a requirement for various ship types.

Here's a good outline resource for skills.

Tuesday, December 9, 2008

An Interesting Proposal

--Start Log--
So, here I am. Doing work for Dozales Julake, a Sisters of Eve representative, out here in Minmatar space. The work is good, but boring. Hopefully she has some more interesting things for me. Well at least while gallivanting around I have some good friends on comm.

Traveling around New Eden, you need friends.

My friend has been giving me tips since I got my license. She even gave me tons of ISK to get started. Lately, her advice has been to get me in an Interceptor. So, we were constantly bantering about types of interceptors and loadouts. I'm looking at about a 15 day training time to get what I need for the kind of combat she wants me to do. I just hope I live up to her expectations. Killing 'rats in Minmatar deadspace is one thing but actual combat experience is a bit scary since it's still foreign to me.

All of a sudden, she asks me if I'd like to join her corporation. It would be an interesting move as they are out in the pioneering stars, nosec. Well, saying no would be... well unwise as this is my chance to move forward and not deal with these damned missions.

I guess we'll see how it goes... I agreed. She will be talking to the CEO's of her alliance soon. Other members of her corporation have high expectations of me. I hope I can live up to them.
--End Log--

Learning Skills Part 2: Starting Skills

Skills represent what you can and cannot do and how well you are at doing them. As such your skills will dictate your learning progress speed for professions.

Info on Attributes and Skills

Today I will talk about starting skills.

Starting skills for all individuals are based on:

As such take this into account when you look at your character creation choices before choosing a career path. As this list is very long I have linked a chart to look at them here+.

Here are the base categories of skills and their purpose.

Corporation Management
Corporation management skills are not nearly so diverse as, for instance, gunnery, but play a vital role in organizing players (and NPCs). There are two separate root skills: Corporation Management, and Anchoring.
Corporation Management
Corporation Management, and the advanced versions of the skill, limit the number of members allowed in the corporation.
This skill allows the use (in regions of security level 0.7 and below) of secure containers and deployed warp disruptors.

These skills permit, and enhance, the pilot's ability to command and control drones.

Electronics* ^
Electronics is the field of sensors and computer systems, both offensive and defensive. The vast majority of this category deals with targetting: - improving yours (or your friends') - degrading theirs.

Engineering skills center around the powergrid and the shields, and things affecting either one.

These are all skills influencing direct fire weapons, as opposed to launched ones (missiles/rockets).

The Industry category is a curious beast, as it has two base skills: Mining, and Industry.
The mining-based skills are focussed directly on extracting resources including ore and ice.
The Industry-based skills are again divided, into skills that help production, and skills that reduce waste in refining.

Leadership skills are all about providing bonuses to your team mates.

Learning is a skill tree that contains skills that advance your skill learning by increasing attributes and lowering learning time. Training these skills can both be very useful and yet absolutely useless. But hopefully you will manage to balance them out. Note that if you max out all skills it will take years for you to gain any time.

Mechanic skills break down into several categories: skills related to repair systems, including remote repairs, skills related to modifying a ship: rigging, and armor hardening, skills related to construction of new ships, or in tearing apart old ones.

As might be guessed by the title, skills in this category deal with handling launched weapons, as opposed to direct-fire weaponry, or autonomous free-flying devices.

These skills all influence the performance of your ship in maneuvering, both tactically and strategically.

The Science skill category centers on research, but it has a few tie-ins with other disciplines as well. Research aside, science skills are involved in advanced mining and processing techniques, advanced survey abilities, in the use of jump clones, and use of cybernetics.

Social skills are all about getting more out of your missions (money, influence, etc.).

Spaceship Command*
Almost all skills in this category provide a bonus to piloting ships of that type only. The bonus provided depends not simply on the ship category (IE Amarr Frigates), but on the particular ship involved (IE Tormentor vs Crucifier). Beyond this ship-by-ship performance increase, skills in this category primarily serve to restrict access to ship types, as noted by the number and layering of prerequisites.

The trade skills category improves your ability to conduct trade, both on the open market, and in creating individual contracts.
Trade is what makes the entire economy operate. Increasing the number of allowed sell oder up to 300.
Contracting is the means whereby a player can establish an auction, post courier tasks, create secured (or unsecured) loans, make offers to swap items, and other forms of formal contracting.

* -
Common criteria for all pilots. All pilots will work within these fields regardless of intended profession or play style.
** - Combat Skills.
All pilots should work some degree in these fields for a defensive measure.
^ - Combat Related. Some of these skills are related to some form of combat or type of combat.
+ - Credit to Tiberyya Za for this great resource.

Monday, December 8, 2008

Learning Skills Part 1: Planning Attributes

Skills represent what you can and cannot do and how well you are at doing them. As such your skills will dictate your learning progress speed for professions.

Info on Attributes and Skills

Today I will talk about Planning your skills starting with attributes.

Note: Attributes affect your training times for skills. Nothing else.

Attributes are easily categorized based on the professions you would like to do and common items that all pilots should know.

When you create a new character the following steps will effect your base attributes:
Bloodline (indirectly race because bloodlines are race specific)
Attributes (5 attribute points you control)

Also the following steps will effect your starting attributes do to learning skills:

Primary Attribute for: Electronics*, Engineering*, Mechanic*, Navigation*, Science
Secondary Attribute for: Industry, Learning, Social


Primary Attribute for: Drones, Gunnery, Missile Launcher Operation, Spaceship Command*

Secondary Attribute for: Navigation*


Primary Attribute for: Leadership, Social

Secondary Attribute for: Corporation Management, Trade


Primary Attribute for: Trade

Secondary Attribute for: Gunnery, Leadership, Missile Launcher Operation, Spaceship Command*


Primary Attribute for: Corporation Management, Drones, Industry, Learning*

Secondary Attribute for: Electronics*, Engineering*, Mechanic*, Science*

* - Common criteria for all pilots. All pilots will work within these fields regardless of intended profession or play style.

Wednesday, December 3, 2008

Resources Listing

Here is a list of exceptional resources for both new and experienced pod-pilots alike

EveMon - Eve Monitor Program (Windows Program) keeps an offline monitoring of your characters Skill progress. An excellent resource with a built in skill planner and many other great features.

EFT - Eve Fitting Tool Program (Windows Program) allows you to loadout various ships prior to spending hard earned ISK on useless items.

The Eve Blog Pack - The Eve Blog Pack (Web Blogs) is (again) an excellent source to learn from experienced pilots and should be recommended reading for all pilots.

BattleClinic - BattleClinic (website) is another very useful site. One of the features I like is their online-loadout tool that can be critiqued by other pilots. Also includes plenty of guides for the less than knowledgeable.

EveWiki - Eve Wiki (Wiki Website) has every thing you need to know about mostly anything in the game. It has been mentioned that the site is generally biased toward Band of Brothers alliance, but honestly it's very informative.

GoonWiki - Goonfleet Wiki (Wiki website) is obviously biased to Goonfleet, but again the open segments have excellent information. Regardless of your opinion of them they give some smart advice.

Eve Tribune - Eve Tribune (Website) has a lot of current going on in New Eden and has good articles on what's new in-game. This has also been accused of bias, but information is information.

Updated Resources:

Eve Agents - Eve Agents (Website) finds agents for you using various useful filters like level, corperation and minimum influence.

NewCharSkills - New Character skill chart (Excel/Adobe) shows all standing possible starting skill sets for any new character type.

Notice: "Pirate" vs "'Rats"

Just to note, I do not use pirates and 'rats interchangeably. I've noticed that many people do, but the following is my interpretation of this Eve jargon.

'Rat - An NPC enemy

Pirate - A Player that choses a career of infamy.

10 things a new pod-pilot should know.

To continue my current ramblings (that and Jin's doing boring L1 quests for rep right now so she can finally get the bubble wrap off her cruiser) about what a fresh pod-runner should know about space and New Eden. Here's a bit more of my newb knowledge for you.

Ten Things to be aware of when flying in New Eden.

1) "Anything that can go wrong will go wrong" -Murphy's Law. Bad things will happen when you least expect it. Always have contingincies and always be prepaired.

2) You are safe in a NOS (NPC owned station), but no where else. Hi security space (noted as 1.0 - 0.5 security status) is safer then Low security (0.4 - 0.1) or No security (0.0), but you are not safe. Players and NPC's can and will target you and can kill you.

3) CONCORD will punish the unlawful, but they are not protectors (see rule 1 and 2). CONCORD is not a method to protect yourself in space and they will not save you before a pirate can kill you.

4) Never use autopilot (see rule 1 and 2). Auto pilot is not only slower than manual (Auto pilot does not warp to 0), but can be fatal if a pirate sees you. Also auto pilot is pretty noticable to a trained eye. Most pirates have very trained eyes.

5) Trust no one. Question assistance from people who wish to help you. Question people helping you for no reason. Know the motives of others before you agree to anything.

6) Never fly what you are not willing to lose or able to replace (see rule 1, 2 and 3). I've mention this before. Don't dump all your ISK into something that will possibly end up as space dust tomorrow. And get insurance! Max coverage recommended!

7) Bigger is not better (see rule 1). Larger ships can do massive damage, but train so slow that smaller ships can usually avoid being hit altogether. So, do not overestimate yourself stronger in larger ships. Don't overlook or ignore small ships.

8) Raising skills past Level 3 and 4 can take days, so only raise them to a useful level. Getting the last 2% bonus in some skill is generally not worth the days of training time required unless there are other benefits (unlocking advanced skills, ability to use Tech II gear/ships). Do your research and don't waste time on a skill unless the gains are worth the time invested.

9) Always be learning a skill. Even if it's not a skill you need now investing 8 to 16 hours that you are not playing in a long skill can assist you in overall abilities. Furthermore, you can swap to shorter skills while you're playing then go back to where you left off in the long skill when you log.

10) The game is entirely based off of Risk vs Reward and Fun is a ligitimate reward. Even with rule 2, pod-pilots continue to explore New Eden, because they are doing what they like. So find your niche, mitigate your risks, and reap your rewards.

Tuesday, December 2, 2008

To Begin with...

I generally have two major outlooks when it comes to an MMO that of the player and of the Player Character (PC). As such (and because I intend to keep them unique), all player related information is italicized and PC will not.

So, welcome to New Eden as I see it, a new player. Eden is HUGE, and can be very hard to grasp in the first few days. So I will start with what I've learned in Eve so far.

1) This game will be overwhelming for the first few days. Be patient and you will learn the rules of space. This game has a 14 and 21 day trial for a reason. Make use of it in understanding the game.

2) There is no levels in the conventional sense. Getting better is based on learning skills and improving them over time (real time. not xp or game time). As such alway be learning a skill and learn long skills (over 8 hours) when you're sleeping/working/at school to get the most out of it. Also, if you switch skills before you finish it will save how far you got and will continue where you left off when you start learning it again.

3) Get a Space-Daddy. Get a friend, a trustworthy Ally, or a helpful starting corporation. Getting someone to help you through the beginning, is infinitely better than trying to figure it out on your own with Rookie Chat as your only life line. In the USNavy (real US Navy), they refer to this coach as a Sea-daddy.

4) Do the Tutorial. Do it. It's there for a reason. If your question could have been explained by the tutorial you will likely be ridiculed. Also, you get a better ship and some decent money doing the tutorial.

5) Don't let yourself get bored. This game is based on what YOU want to do and will not direct you. If you get bored then do something more entertaining.

6) Learn what you want to. The Learning skills increase your speed at learning other things, but is boring. My suggestion is to learn what you want to until you know you like the game. Once you've decided that you want to continue, move to these skills (except charisma) to 3 or 4 (this will take one or two days) then get back to fun stuff. When you're in a cruiser and you have some money (or if your space-daddy is willing to front you some) get the advanced skills and learn them to 3 (4.5M ISK each and two days of learning). Eventually, you'll move them up but these numbers will be excellent for now.

7) You will lose your ship. Maybe not today or tomorrow, but eventually you will lose your ship.

8) Don't fly what you're not willing to lose. If you can't afford to replace your ship. Don't fly it till you can. See #7. Preferably you shouldn't fly what you can't replace five times.

9) "A smart man learns from his mistakes. A wise man learns from the mistakes of others" - Mark Twain. Learn from others mistakes and successes now, before you are presented with the same situation later.

10) Have fun. If you aren't having fun, you're playing the game wrong.