For anyone
interested in trying out EVE, here are some good links
and information that I have slowly gathered over the past month or so:
| About EVE | |
| About EVE (WOW-player perspective) | http://hammer-eve.blogspot.com/ |
| About EVE PVP (WOW-player perspective) | http://hammer-eve.blogspot.com/2007/05/pvp.html |
| Is it too late to play EVE now? | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=554578 |
| I just started, WTH? | clicky |
| EVE has a frontier? WTF? | clicky |
| What is the point of this game and what do I do!!?? | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=576894 |
| EVE forums (main forums, lots of good info) | http://myeve.eve-online.com/ingameboard.asp |
| EVE home page (news and events) | http://www.eve-online.com/ |
| New featues in EVE since 2005 | clicky |
| EVE Time chart (EVE time compared to EST/PST/CST/MST) | clicky |
| GETTING STARTED | |
| Creating a character | clicky |
| Career paths when creating a character | http://eve.idefix.net/career/ |
| EVE Races (short player post) | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=402477 |
| Tips for when just starting | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=409252 |
| 10 safety tips for new players | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=82473 |
| A new player's guide to ships, systems, and equipment | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=99571 |
| Ultimate New Player Guide Collection | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=437508 |
| Agents, corps, and missions | clicky |
| How to FIT ships (what equipment to use) |
PvP: http://www.scrapheap-challenge.com/viewforum.php?f=3&sid=cd462cb4b1099d045897300ee95ccf39 PvP and PvE: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=571635 |
| TRAINING | |
| EVEMON (a must have offline character tool) | http://evemon.battleclinic.com/ |
| Learning skills (a must read for all pilots) | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=242786 |
| Overview (detailed discussion of training times) | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=81368 |
| Skills all characters should train | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=557662 |
| SHIPS | |
| EVE Ships (high-level database) | http://www.eve-online.com/itemdatabase/ships/ |
| EVE Ships, forums | http://myeve.eve-online.com/ingameboard.asp?a=channel&channelID=3517 |
| How to tank in EVE (armor / shield tanking) | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=319967 |
| Guide to Caldari ships | http://evefiles.mysterious-mysteries.com/caldari_ships.html |
| FUN STUFF | |
| EVE Radio (listen while you play, ingame lotteries, events daily, etc.) | http://eve.gamingradio.net/ |
| EVE TV (weekly video show) | http://eve-online.tv/ |
| Alliance PVP story | http://www.sturmgrenadier.com/index.php?module=pagesetter&tid=12 |
| How to become a pirate (yarrrrrrrrr!) | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=295125 |
| ADVANCED TOPICS | |
| General rules to live by in EVE | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=562516 |
| All you ever wanted to know about missiles and how to use them | http://www.eve-online.com/guide/en/g26.asp |
| WTH are Jump clones and why do I want them? | FAQ: Clicky FAQ 2:http://evevault.ign.com/View.php?view=Guides.Detail&id=1 |
| Mining chart for ore (graphic) | http://www.eve-files.com/media/corp/wlds/roid_grid.jpg |
| The Complete Miner's Guide | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=434899 |
| Counter to being jammed | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=559575 |
| Electromic warfare post | http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=427100 |
Part 1: 15-Minute Solution
Acknowledging the fact that some of you reading this are eager to immediately begin your life in Eve, I have added this part in as a quick summary of the critical info you need. In around 15 minutes you can be in the game and playing without fearing the critical mistakes one can make by starting this game without a good base of knowledge. For anyone who might want personal flavor or variation in character looks I suggest Reading Part 2 so you have the broader base of knowledge and capability of crafting your own character which can be equally as well started. For those who want an immediate solution, I offer the following quick info and character template, which is a certain course to the skills you need for a good foundation in the shortest period of time.
Information Summary: There are no levels or Exp. Attributes change how long it takes you to learn skills, but nothing else. The skills you have are what allow you to do things and the degree they are trained makes you better but it takes greater time to advance each step. Training is online and offline and you want to plan your skills so that you have things to train while at work or sleeping. You can only train 1 skill at 1 time per account. That means only 1 character is training. The tutorial should be completed as the best instruction in the game and means to acquiring some initial funds.
The Caldari - Archura (for example) starts with the following stats and we want to make the following changes to provide him with the best rounded out and even dispersion of points. Sacrifice only leaning slightly away from Charisma, which is used in the few skills in the game.
INT 9, CHA 3, PER 9, MEM 9, WILL 9
Select STAR GAZER as the background and we end up with a +3 Mem and + 1 Perception which gives us a nice even total. The following school choices should be made to optimize the use of this free training. State War Academy -> Operations -> Command -> Captain Training
Part 2: Understanding the Game
Welcome. Let's go over the crucial information you will need to know on Day 1 of your Eve life. Please read this before you begin playing if possible.
To start with Eve it is important to understand how our characters develop. One of the primary things that make Eve different from most other MMORPG's on the market is its character development. There are no levels or experience in the conventional sense. Your character is trained both online and offline in a variety of skills which allow us to do more. The skills are acquired as books initially and then learned through a devotion of real time to whatever degree of mastery you desire. These skills and how far you choose to train each is the only hard and true differential in the game mechanics between you and all the other characters of the universe.
The skills themselves represent areas of knowledge, which can be broad or specific. Training in them takes place in a time system that runs at the same speed as our time. Conveyed in Minutes and seconds, hours and even days at times, training passes both online and offline regardless of what else we are doing and needs only intervention when a skill training is complete, or we wish to switch or stop. We are limited however to only one character training only one skill at any given time per account.
Each skill itself comes with 4 things of importance associated with it. First is its rank. The rank of a skill is simply a multiplier on how much time that particular skill takes as opposed to one of a different rank to simulate the inherent difficulty of certain subjects. I.e.: Electronics vs. nuclear physics. Rank 1 is standard while 2 would be 2x as much time and 3 would be 3x and so on up to 12 (rare). The second part is the level. Each skill has 5 completed degrees of training associated with it. From 1 being a most rudimentary of understandings to 5 being complete mastery. The moment you first train a book it becomes permanently scribed in your skill list and starts with 0 skill points. You can pause training and move between skills without any loss of progress, in fact any book you meet the requirements for you should train immediately if only for a moment so it is no longer a physically misplace able item. The 5 levels for the skill have exponentially greater SP (Skill Point or time training) needs. The time to train a skill to level 1 may be 30 min but to train to level 2 it might be 2 hours and to train to level 5 from 4 it may take 8 days. This exponential curve means that for time spent mastering something you get depreciating results. Veterans in this game often have few mastered skills but many well trained skills. The mastered skills they have provide an advantage but not a godly supremacy like in other games.
So how do we know how long it takes? This is a result of 2 things. One being the primary and secondary attributes of the skill, which are the last 2 parts of the 4 pieces to a skill I mentioned before, and the other thing, is the value our character has in those attributes. The 5 attributes all characters have are Intelligence (INT), Memory (MEM), Charisma (CHA), Willpower (WIL), and Perception (PER). Each skill has one of those as a primary and another as a secondary attribute. They are logically aspects that correlate with the type of skill. I.e.: WIL/PER are ship piloting or combat skills while INT/MEM are more subsystems and industry and CHA usually is in corp. management or trade/social skills. The primary attribute is the most affecting of the attributes in a skill's time but the secondary is also quite well involved. The attributes themselves change nothing in the manner of effectiveness of the skills or character, only the time it takes to train the skills which do. So a character with a perception of 1, vs. one with that of 20 both, could get Gunnery level 5 and be just as good. However the later character with 20 would have done so earlier and moved onto many other skills. As a side note some skills have pre-requisites, other skills/levels which the character must have before he can initially begin training of a skill.
So are all characters created equal then? Not necessarily though you could assume it from what we covered. Each race and sub race has it's own particular values in regards to attributes, so some excel in default in certain areas. During character creation you can alter that with the pts you are given to allocate and in combination with the background choice you make just after attributes, which allocates some more based on character history. You should go back and forth and combine those 2 to make a end result. Your pt allocation you may want to change when you notice a certain background itself gives you say +4 MEM and you wanted INT and MEM to be close when you split your pts.
This leads to the choice between balancing and specializing your character. A specialized character will be very effective at a limited number of things in a given time while a more balanced character will progress steadily through any skills you choose. The best advice I can give at this point is to balance your primary character as well as possible leaning away from only CHA if anything. 7 CHA, 8 INT, MEM, WIL & PER is Ideal. Skills are being released to ensure all attributes are treated with weight and the direction you will go in Eve is difficult to predict. All skills through subsystems and ships will affect every career in the game. So for your first main character, be balanced. If a particular route later appeals to you, you can move, as you desire, without hindrance and if needed create an alt with attributes designed to tackle a specific goal.
One of the ways Eve rewards an investment in time is by offering skills designed to produce greater results in the long run from your time training. These skills are found in the Learning category. There is 1 default learning skill which for each level trained reduces all training time by 2% for a total of 10% reduction. Then there are 5 skills for the 5 attributes. Each skill raises it's according attribute 1 pt allowing you to gain a significant training advantage. Recently added are advanced learning skills which are another 5 attribute related skills for another possible 5 pts to your attributes. Together these skills can make an immense difference in your long-term goals. But to be most effective they must be trained early. I cannot stress enough the importance of these skills. They are however a challenge to bear through, taking up much time in the beginning. For this reason I've developed a system I recommend to all new players I would like to explain.
We're going to go through the creation process now starting with a character I'm going to call Rask. Rask is going to be Caldari because SG has the ability to produce many of their ships from starting frigates to exceptional PVP and Mining Cruisers and on up to Amazing Combat Battleships. Many of their ships are missile boats, which can be devastatingly powerful and keep distance and speed for defense at lower skill then more close range or difficult to learn types of advanced gunnery.
After naming my character initially we'll proceed on to stats, note that the name hasn't been checked yet and if it's already taken you will find out at the end of the creation process where it will ask for a new option. Portrait details are fun but quite obvious in their design, excluding the two markers in the center on the circular table, which allow you to tilt and rotate the head and or torso.
The Caldari - Archura starts with the following stats and we want to make the following changes to provide him with the best rounded out and even dispersion of points. Sacrifice only leaning slightly away from Charisma, which is used in the few skills in the game.
INT 9, CHA 3, PER 9, MEM 9, WILL 9
Select STAR GAZER as the background and we end up with a +3 Mem and + 1 Perception which gives us a nice even total. The following school choices should be made to optimize the use of this free training. State War Academy -> Operations -> Command -> Captain Training
This provides him with Caldari Frigate 4 which is the pre-requisite for Caldari Cruiser with a little more spaceship command training once we start and it will allow him access to all the caldari frigates. We can also rely on this skill now for overnight training if nothing else has enough time on it, since going from Frigate IV - to Frigate V takes many many days.
We already have some of the skills that we will need out of our list to follow, let's continue on with Rask's progression.
Mining is one of the most profitable ways for new and veteran players to spend their time. Combat both with NPCs and with Players can be very enjoyable also. There is also a whole complex route through industry, both for production and scientific research. Trade of goods and work with NPC corporation agents on missions can both be fun and interesting careers as well. The game never leaves you without something you could do or 20 skills you want to have so you can do more, better or cooler things. Because learning skills are a challenge to bear through but also vital I make the suggestion that all new people pick a short objective and enable themselves to do something very simple decently so they have activities to participate in while they return to the learning skills and master them. It is a much more enjoyable way to tackle that obstacle and far more rewarding in the end.
Rask wants to be able to do 2 things. Mine moderately and help with PVP if possible. So I outline the following short-term goals for him. The corp. produces ospreys, which are good mining cruisers. Caldari frigate to 4, Cruiser to 2, Industrial to 1 and space ship command to 3. He can then fly the osprey cruiser to mine, Blackbird for combat and a badger Mk I industrial for hauling to also help in various ways. Mining 4 will allow him access to miner II lasers, which are much more effective. Electronics 2, Engineering to 3, Electronic warfare to 1, Propulsion Jamming 1, Sensor Linking to I, Energy Grid Upgrades to 2 and Energy Emission Systems to 1 for our basic PVP abilities. Navigation to 4 and Afterburner to 4 unlocks High Speed Maneuvering, which at 1 allows the use of Micro Warp Drives (MWD), which boosts speed significantly for many uses including PVP. Science 2 as a general skill and we’re ready to finish our learning skill to mastery. But before we even get those basics it's a good idea to prime our learning skills. And to do those most quickly we must understand the following.
Learning itself and the other attribute related learning skills have a primary and secondary attribute they are based off of. This is MEM primary and INT secondary. So if we train Instant Recall (+MEM) and Analytical Mind (+INT) first in that order we will learn both them and the other learning skills quicker then if we boosted our PER or WIL. So to start we're going to learn all of our learning skills to 3, which won’t take long in that order. Instant Recall, Analytical Mind and Learning. This is the first training we should do and it should begin immediately when we start the game by selecting the character sheet, and the skills tab then finding the skill “learning” under the learning folder and starting training. Once we acquire the other learning skill books we can focus on the proper order.
After this we will focus on the before mentioned goals and then return and get all our learning skills to 5 and the advanced skills to 4. This will allow us to gain long term goals in better then 50% of the time. People often complain about those who started months before them doing so much more. Well doing your learning skills early and well allows you to negate much of that loss.
Our character is now created and floating in space with his learning skill training to level 2 while we are orbited by a small ship. Take this time to make use of a few UI changes that many people don’t quickly discover. By hitting escape and checking the box to the left called “Merge Items and Ships” we make stations easier to navigate. By checking under graphics tab that “Wide screen” is off we can enable a full screen view, though I prefer the black borders it is indeed less effective combat awareness.
From here follow through the instructions offered by the tutorial completing all the missions until you are told to seek out a new agent. At this point you should have acquired near 90k isk, the game monetary unit, and one of us in the corp. will probably have donated an assistance amount if desired to help. Gather up what remaining learning skills you have not retrieved. If you followed Rask you have Learning and Iron Will, so we need Analytical Mind, Instant Recall, Spatial Awareness and empathy. The advanced you’ll need to earn enough for later, they are costly. Begin training on each as you purchase them then immediately switch back to the appropriate learning skill you should be working on, this ensures they are in your character sheet and not still books which could be lost.
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Take a deep breath and prepare yourself for the unique enjoyment this game offers with it’s risk reward system catering to thought before action unlike many MMORPG’s. Prepare yourself before you adventure into places that might be unsafe by maintaining the following.
In systems with a security rating of 1.0 to .5 you will not have to worry about Player vs. Player engagements, and the greatest risk you have is accidentally attacking another player or object owned by them or ship working for the NPC Police called CONCORD. Outside of .5 you are at risk, it is advised not to travel into those systems without speaking with someone in the corp. and more experience. If you engage a NPC pirate, found sometimes at gates but often in asteroid belts in systems below .9 security, you stand chance to lose your ship and possibly some of its equipment depending on the "rat"'s difficulty, which you can check by bringing up the info on it and gauging it's bounty. 2-5k is very easy while 20k would be a challenge to a new player. There exist in some parts of space battleship rats with bounties exceeding 1,000,000 isk
If your ship is destroyed you will be ejected into a pod, this pod has 0 cargo and can carry you to the nearest station for a free replacement starter ship (This can be done anytime through out your career anywhere there is a station you don't have a ship already docked in and you enter in a pod). If you engage a player, unlike the NPC pirates, they have the option of re-targeting your POD and attempting to destroy it and thus killing your person. If at risk for this in unsecured space click quickly on any celestial body in the distance and warp to it before they can target your pod and destroy it. You can then log off or make for escape, more on this later in guides targeting PVP specifically. If your pod is destroyed your character dies and a clone is activated. You automatically have 1 clone at start, which protects up to 30k skill points in training. Anything past that will be lost on death. Clones are insurance and you can purchase ahead, say a 1mil SP clone, which will last you some time before it needs to be replaced. Upon death you have no clone as your one readied is now you and replacement for the next death should be done immediately.
To protect the value of your ship, ships can be insured excluding your starter ship because it is free anytime you enter a station in a POD with no ship available in the station. Insurance lasts 90 days and should only be purchased in platinum level, never less as you can’t upgrade but only re-purchase. There is a rule that is considered an intelligence law, "Never fly a ship you can't afford to fully insure, EVER!" it would be wise to follow that as the simplest mistake or accident can occur even in the safest systems. The corporation insures all it's ships under corporation insurance which allows any corp member to fly them. Since we operate as a cooperative effort you won't need to be concerned with personal asset growth once you're a full operating SG employee. Yet keeping ships at risk insured and your clone updated can lessen the chances of great loss.
The most important thing to remember in EVE is that this game rewards only intelligence and caution. Anything else will inevitably lead to loss. The world of Eve is a challenging world where riches are available, and pirates wait. Where battles rage from a skirmish to wars over a dozen solar systems fought in fleets worked for long and hard to build. This is not your ordinary game, nothing will be given you that you don’t reach out and take. It is up to you, your vessel through the stars, and lady luck’s favor.
The agent system is robust, but hard to understand at first. Just keep this in mind: When you run missions, you earn "standing" with the corporation of the agent who gave you the mission. As you run missions, the agent will give you LPs (loyalty points). You can use these LPs to buy cool stuff from that agent's corporation (kinda like BPs in DAOC). Additionally, as you earn standing with an agent's corporation, you gain access to other agents in that same corporation who can give you "better" missions that have higher rewards (ISK, LPs). These missions also tend to be harder.
Agents for a corporation are ranked by level (1-5) and quality (-20 to 20). When you start off running missions with an agent, that agent will be lvl 1, quality -20. As you improve your standing with the agent's corporation, you can move up to better agents in that corp, such as a lvl 1, quality -14. A quality 20 agent is the highest quality for an agent at a level. So when you gain access to a lvl 1, quality 20 agent, you are ready to move on to lvl 2 missions. Here is a quick look at how quality works:
You can also tell when you are ready for lvl 2 missions by checking what agents in a corp are availabe to you. To check what agents in a corp are available to you based on your standing with that corp, do the following:
The best advice I can give is this: when you start working for a corp, stick with the agents from that corp from then on. That way all the LPs that you earn will continue to grow for that corp and you can buy good stuff, plus eventually you can use jump clones at that corporation's stations (you need a 8.0 standing with an NPC corp to use jump clones at its stations).
Overview
EVE has a somewhat similar approach to DAOC in the sense that it has "protected" and "frontier" systems. There are systems (1.0 to 0.5) that are policed by an organization called "Concord", so if you do get attacked Concord will come and try to dispatch the aggressor before you get dispatched by him. Because you can still be attacked in these protected systems (albeit the attacker will die to Concord), it's not as safe as, let's say, Mularn or Ardee.
There are also systems that have less of a Concord presence with limited protection (referred to as "low sec space": 0.4 to 0.1). And then there there is lawless space (0.0), which offers no type of protection from Concord but plenty of pirates and ongoing wars for control.
Here is a brief summary of what can happen in systems with different security ratings:
Systems with a 1.0 to 0.5 status:
Systems with a 0.4 to 0.1 status:
Systems with a 0.0 status: Lawless space, anything goes. Sentry Guns that surround stations are NPC corporately owned. Unless you have a -5 standing with the corporation that owns the station, the sentry guns will not fire on you no matter what your actions.
2. SECURITY STATUS REQUIREMENTS TO ENTER EMPIRE SPACE
Note: If you do not meet the requirements to enter a particular system, CONCORD will spawn on top of you and eradicate your ship.
Here is how EVE time is translated in your time: (the red times indicate daily downtime)

What is a jumpclone?
Basically, you can have up to 5 more body's in any station of you're choice and once every 24 transfer your consciousness (jump into) to anyone of them.
What do you need?
The science skill: Infomorph Psychology
How do I create a "Jump Clone" ?
You have to be in an installation (station/outpost/mothership/titan) with a medical facility to create a "Jump Clone", there is a second tab there in the window to install and destroy them.
To create a "Jump Clone" the owner of the installation must have at least +8 standings to you and your corporation.
Where do I go to get "Jump clones"?
You go to station with a medical station that is owned by a corp with which you have an 8.0+ standing. To install/create a jumpclone you open the second tab and choose "install."
It will cost you 100,000 isk and now you have a jumpclone in XZH.
How do I move/place my "Jump clones"?
You can now install another jumpclone in XZH(because you are now "in" the jumpclone you created before) Now you can travel/podjump to the next station where you want a jumpclone and repeat the process.
Remember, you can only clone jump once every 24 hours, so use it wisely. Continue this with every jumpclone you have until you have set them at the right place. This requires the jump clone skill to be at LVL 3 (approx. 1 day total)
Can I "Jump Clone" to a clone in the same station ?
NO!!!. You can do it, but the game only allows 1 "Jump Clone" per station, so one of them will be destroyed. Currently it looks as though the "target" clone is destroyed
How do "Jump Clones" and normal clones relate to each other ?
They don't, they are two seperate parts of the game, even if they deal with the same topic of clones. Your clone contract (destination and skill points covered) are transferred to any "Jump Clone" that you activate.
What happens to my current clone/body when I "CLONE JUMP" ?
Your current clone becomes a "Jump Clone" target even if you are in a station without the required standings or a medical facility. Any implants that that clone might have are preserved in the clone and you don't get any benefits from them because they are not in your active clone.
What happens if I get podded in my "Jump Clone" ?
You can never get podded in a "Jump Clone", they are targets that you can jump to. If you get podded your normal clone contract applies. So for example, if you are in empire and clone jump to a 0.0 installation and get podded, your empire clone still remains as a "Jump Clone" target.
Can I still train skills after activating a "Jump Clone" ?
Yes, you can start training again right away, but the clone will only get the benefits of any implants that the clone/body you are in has installed
Closing Notes:
Things have really changed in EvE since 2005, but that's good imo. Some big things that have changed include: