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Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:14:00 -
[1]
A Complete Newbs Guide to Starting off in Eve-Online.
V2.0 I - I released this guide some time ago and it got a good response so I've decided to repost it for the benefit of new players. I have altered the guide to reflect corrections as well as better explanations of some topics. Enjoy!
Introduction:
Eve-Online is, in my opinion a much more complex MMO then many others, so it does tend to have a fairly higher learning curve. This guide will give new players the gist of what to do in the first few days and weeks of starting a character in Eve.
Please notice the words "starting off" in the title, this guide will not hold your hand all the way into late game, its just meant to teach you how to get your character off the ground in areas such as -- Making your character, Making Isk, Setting up your first ships, and other basic concepts.
Also keep in mind that I'm sure that there are people that will disagree with some of the ideas and suggestions in this guide. As Eve tends to be more complex in many areas then in most MMOs there are many times in which the answer to a question will be "It Depends". One example of this is to a question I here very often from new players. "What is the best (insert ship type)?" The answer. . "It depends"
Depends on what? The situation, and your skills mainly. Say you wanted to know if you should choose a Thorax or a Vexor for your next Cruiser and you ask "Which one is better?" In this case it depends on your skills. There are different weapons skills you can have such as Missles, Gunnery, and Drones. If you have high drone skills the Vexor would be the ship for you, while if you have high gunnery skills the Thorax would serve you better. But thats enough about that for now, onto the real guide. |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:15:00 -
[2]
Part 1 -- Making a Character, well.
There is a difference between making a character and making one WELL. This isn't WoW where you just throw together a character and most of the choices are made after its created. In Eve some of the most important choices you make are made right here, at the beginning.
This may mean restarting your character in order to get a better start. Trust me, its better to do this sooner rather then later, making your character well in the beginning will pay off in the long run. Now we will break making a new character into steps.
1. Decide what the character is going to do. Are you going to be combat oriented, making your fortunes with guns blazing? Or do you want to aim your turrets at some juicy asteroids, mining masses of valuable ore and either selling the ore or perhaps manufacturing goods to sell at a profit? Then again you could go the way of the trader and look for those lucrative "Buy low sell high" chances in the markets of Eve.
All of these choices are viable ways to make a living in Eve, some pay off in late game more then early game but none the less all can make you money. So it is important to know what way you are going BEFORE making your character.
2. Choosing your Race. In Eve there are 4 races. The Amarr Empire, The Minmatar Republic, The Gallente Federation, and The Caldari State. I will not go into their histories as that is not the point of this guide.
If you have chosen the path of the Industrialist and wish to mine, there is little difference in what race you choose as the biggest mining ships, called "Mining Barges" and "Exhumers," are a non racial ship so you get the same bonuses no matter what race you are.
Now if you have decided to be a combat pilot the choice in Race makes a MUCH bigger difference as each have very unique fighting styles. I will briefly outline each race one at a time.
-The Amarr use energy weapons that don't use ammo as other races do. The Amarr fit their weapons with crystals that change the characteristics of their weapon and these crystals slowly degrade till eventually they break. This can be nice as you do not need tons of ammo sitting in your cargo taking up space. A disadvantage to the Amarr however is that all their weapons do EM/Thermal damage and while that may be good for taking out an enemies shields (shields are inherently weak to EM) it's not so good for taking out their armor (Armor is inherently strong against EM). (DO NOT take this to mean the Amarr are not a good choice, the Amarr excel at large Battleship slugging matches and other areas, every race has a way it can be used in just about any area of game play.)
-The Gallente don't rely just on their guns for power as they have mastered the use of drones that can fight for them. This gives them the same advantage as the Amarr in the way that your drones do not require ammo. But the Gallente are not limited to only drones, they can field powerful Hybrid weapons that fire charges that primarily do Thermal/Kinetic damage. This tends to be a better overall combo of damage types then the Amarr. (My personal opinion is that The Gallente are the best all around race for being able to dabble in just about any area of Eve. But thats my opinion.) |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:16:00 -
[3]
-The Minmatar use projectile weapons that don't require energy from your ships capacitor to fire allowing them to use their energy to keep their ship alive longer. Also this brings us to one of the biggest advantages of the Minmatar. Their ammo selection is huge. With the Amarr you only fire EM/Thermal, Gallente fire Thermal/Kinetic. But the Minmatar have different ammo types to do just about any kind of damage you need. Example of usefulness would be if you are engaging an enemy that you know has low resistance to Explosive damage you just unload your ammo and throw in your explosive ammo and go to town on his exposed resistance.
-The Caldari use a myriad of different missiles, rockets, and torpedos to rain death down on their enemies. Like the Minmatar the Caldari have a decent selection of missile types to do different types of damage allowing you to find and exploit resistance holes in your enemies defenses. I may point out that the Caldari are considered to be very good at PVE combat.
2. Your Bloodline comes next, think of a bloodline as a subrace. The main things a Bloodline does is it alters your starting attributes and determines some of your starting skills which can have a large impact on how you start. Some are high in Perception/Willpower, some Intelligence/Memory and so on. Some of them will be geared toward weapons or perhaps Mechanic, while others might be more aimed toward less combat oriented skills. This is a very important choice as it will have huge effects on how fast you can learn certain skills as well as if you start off with combat skills or industrial skills.
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Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:17:00 -
[4]
Edited by: Master Entreri on 15/11/2008 16:17:12 Each skill in Eve has a Primary and Secondary attribute governing how fast you learn it. The higher those two attributes the faster you learn the skill. A lot of people go with one of these two groupings of attributes.
Perception/Willpower: Using this combo will allow you to learn Spaceship Command, Gunnery, and Missiles more quickly. So in other words you would be able to get into the next ship of your dreams a little faster and you would be able to train the weapons skills for it quickly too. But as you will have lower other attributes you would not be able to learn your support skills as quickly. I may point out that just cause this sounds like its going to make you uber faster doesn't make it so. You're support skills are JUST AS IMPORTANT as your weapons and ship skills. In fact they would be more important then the ship skills in some ways.
Intelligence/Memory: This combo would allow you to learn Electronics, Engineering, Science,Mechanic, Industry, and Learning faster. So while it will take you longer to get into that nice new Battleship, you will have plenty of support skills to back it up once you do get it. Your capacitor will last longer (Engineering), your armor will hold better (Mechanic) and Science leads you down many roads, one of which is implants which are another thing that can use to yet again increase your attributes. One very important thing to note is that your learning skills are in this grouping. Learning skills increase your attributes even further (+1 per skill level) and getting them up early on is one thing that most people in Eve will not disagree on.
It is also worthy of mention to say that NOT ALL skill groups follow these two combos. Such as Drones which uses Memory/Perception. Trade uses Charisma/Willpower and Social which uses Charisma/Intelligence.
For the record books, be wary of using a high Charisma character. The uses for Charisma are more limited then the others and normally center around Trade and running Missions for NPC agents. If you are making a Mission runner or a Merchant, looking for those Buy low sell high chances mentioned earlier then this may be the route for you, but in all honesty I don't think that would be your best choice for a first character.
It should be mentioned that there are those that believe a balanced setup is the best for new players, making it so most skills train at roughly the same pace. The choice in this area is up to you.
This all may sound confusing but when you really get into the game it's fairly simple. If you are still confused about this then just read the rest of the guide and then make your character, you can try to contact a more experienced player to help you. But anyway, on with the guide.
After you choose your Bloodline you are given free attributes to allocate where you wish. Where you put these will depend on what you decided above. If you are biasing your character toward an attribute combo then use them in cooperation with your combo, if you decided on balance then use them to balance the character further.
Now, basically you are left with 3 things. Ancestry, School, and Specialization. These again decide starting skills that will determine whether you start with combat skills or industrial skills. |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
|
Posted - 2008.11.15 16:18:00 -
[5]
Part 2 -- I Have A Character!! . . . .What now?
Well there are a few things you must do at this point. The first of which would be to start a skill.
Probably right off the bat you would want to start to train for a Frigate class ship so you can get out of the Newb Ship you start with. Once you have a few levels of Frigate you can decide where to go. I personally went for Destroyer after that, as it has more guns and is a little more durable then the Frigates and 99% of the time you could have the skill learned within hours or by the end of the day. Or you can go for a combo of learning skills and support skills.
What I did was I went back and forth. I would get a level or 2 of my basic learning skills as the first few only take minutes to learn and then get my Frigate skills up to where I could get Destroyer. Afterwards alternating between support skills such as Mechanic and Hull Upgrades and then back to a few more levels of Learning. Once you have all your Learning skills to level 4 you can get the advanced Learning skills which yet again increase your attributes by +1 per level. Now once you have your learning skills up a little and your support skills up to where you can outfit your ship decently well I would then proceed to train up for Cruiser. (Some go all the way to Cruiser before seriously training support skills) Once you get Cruiser you will want to get at least level 4 of it fairly soon as it will be your main ship type for a little while.
That is as far as I'm going to go into skills here cause by this point I will hope you have linked up with a corp that can help advise you on where you ultimately want to go. You could pilot big Battleships for large front line battles, or you could choose to fly an interceptor and run circles around the bigger slower ships. There are many choices to make and this is only meant to be a basic guide so for further skill advice talk to an experienced player.
After setting a skill I would suggest doing the tutorial missions. They do a decent job of getting you settled with the controls of the game, make you a few isk, and get you a nice shiny frigate to get you out of that newb ship. |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
|
Posted - 2008.11.15 16:18:00 -
[6]
So, you want to make some more Isk (Interstellar Kredits) huh? In the beginning there are three main ways of doing this.
Missioning: Each NPC corp in Eve has agents that you can run missions for. You overall probably make more money doing this right off then you would Ratting. As when you go to an agent and get a mission you get paid for doing the mission, you get a bonus reward for doing in in a timely manner, you get the bounties for the ships you destroy, and you get the loot from the ships that you can sell. But also, doing missions will open up "storyline missions" in which an agent will contact you and give you something to do and in return you get a few bucks but as a bonus you often times get implants, which were touched on earlier as another means to increase attributes.
Ratting: In each system there is a certain number of asteroid belts. In the asteroid belts you can find NPC pirate spawns which each have a set amount of Isk you get for killing them (the bounty) and you can loot the ship and take whatever is left. The main thing this has over missioning is you are not stuck on a time table and you can stop whenever you want. Also if you find a nice system that doesn't have a lot of ratters and it has some good spawns it is possible to make more money then missions. Also in lower sec areas you have a chance of finding faction spawns which often times carry very expensive loot that you can sell for mucho isk.
Mining: Again, each system has a number of asteroid belts. These asteroids contain different ores that contain differing amounts of minerals used for manufacturing.
Ok so choose what you wanna do.
Ah, so you wanna rat? Excellent choice! Here is how you start.
Pull up your map and go into the map options and find filters and then filter the systems by Security Status. Find a system that is .7 or lower as rats will not spawn in 1.0 or .9 systems. The lower the security rating the higher the rats bounties will be worth and also the better the loot.
When looking for a system to rat in, DO NOT go into systems with a security rating of .4 or below (when you try to gate at a system .4 or below you will see a pop up warning you that you are about to enter a dangerous system). In fact I would not wander into low sec space till you have at least some decent support skills and some experience playing under your belt (unless of course you are lucky enough to join a corp/alliance experienced in low sec that can hold your hand).
For those not confident in their ability to avoid getting blown up, may I suggest using a frigate for a while. If you lose your frigate you're only out a little isk, lose a cruiser and that's 5mil+ down the tubes. For older players 5mil is pocket change but to a newb, that's a good chunk of change.
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Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:19:00 -
[7]
Edited by: Master Entreri on 15/11/2008 16:27:32 Will continue when I get home, please dont reply to this thread till its complete. Thanks! |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:20:00 -
[8]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:21:00 -
[9]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:21:00 -
[10]
reserve |
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Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:22:00 -
[11]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:23:00 -
[12]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:24:00 -
[13]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:25:00 -
[14]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:26:00 -
[15]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.15 16:27:00 -
[16]
reserve |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.16 06:26:00 -
[17]
Reserved for future expansion. |

Louis deGuerre
Gallente Universe At War
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Posted - 2008.11.16 13:16:00 -
[18]
Nice piece of work. You might care to mention adding shortcuts for you drones, engage, return and orbit (hit esc for menu) and setting the drone settings to agressive and follow (right click drone window triangle). Probably the most useful thing I ever learned. -------------------------------------------------- If you know the enemy and know yourself, you need not fear the result of a hundred battles - Sun Tzu |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.16 17:49:00 -
[19]
Thanks for the ideas. I will certainly look into adding some of that to the guide. I appriciate your input! |

Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2008.11.17 05:50:00 -
[20]
Great work.
One thing I'd add is a short piece, at the start of the character creation section, about the balance of attributes. From memory you get 39 or 41 attributes before skills. A fully balanced character will have all 5 attributes set at 7,8 or 9. An unbalanced character would have one set at say 3 (probably charisma) and a couple of 11s or 12s. Just something to set the scene and show that the attributes are mathematical beasts.
Balanced or unbalanced - it doesn't matter, but you should know why you unbalanced it, if in doubt - go for balance. |
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Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.17 06:10:00 -
[21]
Thank you for that input Baka, I will look into adding that aswell! :-)
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Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.18 14:30:00 -
[22]
Guide has been edited to better explain balanced vs unbalanced attributes. :-)
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TFBeyond
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2008.11.18 15:20:00 -
[23]
Good stuff so far, but I'd recommend expanding on the differences between passive and active shield tanking. At the moment, I can see a good few people following the advice and ending up with a mixed passive/active tank, which is bad news.
But apart from that, good job! |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.21 19:58:00 -
[24]
Thanks for the suggestion! I'll be taking a look into adding these suggestions to the guide as soon as I get a chance. |

Mara Rinn
Minmatar
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Posted - 2008.11.22 12:38:00 -
[25]
http://oldforums.eveonline.com/?a=topic&threadID=774785
It's worth pointing out that you don't need to fly a ship to play the game :) EVE can be a trading/manufacturing game too.
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In General
Veto.
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Posted - 2008.11.22 13:03:00 -
[26]
Any guide serious about advising n00bs but doesn't strongly recommend going through the tutorial arc is fail!
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Louis deGuerre
Gallente Universe At War
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Posted - 2008.11.22 13:09:00 -
[27]
Originally by: Mara Rinn http://oldforums.eveonline.com/?a=topic&threadID=774785
It's worth pointing out that you don't need to fly a ship to play the game :) EVE can be a trading/manufacturing game too.
Making links is hard. Here ya go :
Akita T wrote a guide to making ISK -------------------------------------------------- If you know the enemy and know yourself, you need not fear the result of a hundred battles - Sun Tzu |

Master Entreri
Wildcat Federation ALLIANCE UNKNOWN
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Posted - 2008.11.22 15:35:00 -
[28]
To "In General"
Originally by: Master Entreri After setting a skill I would suggest doing the tutorial missions. They do a decent job of getting you settled with the controls of the game, make you a few isk, and get you a nice shiny frigate to get you out of that newb ship.
To everyone else, thank you for even more input.
In light of all the excellent suggestions I am looking into expanding into making more specialized guides aimed toward new players to read after this one, as this guide is meant to just be a starting point.
Thank you guys again!
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In General
Veto.
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Posted - 2008.11.22 17:45:00 -
[29]
Originally by: Master Entreri To "In General"
Originally by: Master Entreri After setting a skill I would suggest doing the tutorial missions. They do a decent job of getting you settled with the controls of the game, make you a few isk, and get you a nice shiny frigate to get you out of that newb ship.
To everyone else, thank you for even more input.
In light of all the excellent suggestions I am looking into expanding into making more specialized guides aimed toward new players to read after this one, as this guide is meant to just be a starting point.
Thank you guys again!
I fail at reading then.
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Pax Scindus
Gallente Caldari Deep Space Ventures Arcane Alliance
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Posted - 2008.11.22 18:02:00 -
[30]
Originally by: In General
Originally by: Master Entreri To "In General"
Originally by: Master Entreri After setting a skill I would suggest doing the tutorial missions. They do a decent job of getting you settled with the controls of the game, make you a few isk, and get you a nice shiny frigate to get you out of that newb ship.
To everyone else, thank you for even more input.
In light of all the excellent suggestions I am looking into expanding into making more specialized guides aimed toward new players to read after this one, as this guide is meant to just be a starting point.
Thank you guys again!
I fail at reading then.
A man who admits his mistakes- Well done, sir. That, and Wheres Mah Sticky? ----------------------------------------- Pax de magnus vis vires e solum via. Without strength, there can be no peace.
www.romulusforums.com
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