Přidáno: 31. prosince 2014
I'm playing EVE for 1 1/2 year... but certainly not for the game mechanics... I'm playing because of the corp I'm in.
EVE has several huge problems :
- It's very complex. You'll need 2-3 month to have a correct understanding of what can be done in the game (and there will still be huge points you won't know about). Production, Mining, Research for T1 (material/time efficiency), Research for T2, Planetary Interraction, Exploration, Wormholes, Escalation, Incursions, Factionnal Warfare, Corp/alliance war, PvE and PvP combat, ... Don't expect to jump in the 2 weeks "trial" and have any correct idea of what EVE is
- Skill learning is REAL TIME based. On some points, it's good, you don't need to grind your skills. On the other hand, it'll take months to get decent skills, years to get good skills and you will probably never pilot one of those top-level ships (Titans). The skill system make sure that early players will keep the upper hand.
- To make it worse, at a time, you could get Tech 2 Blueprints that could be used endlessly (BPO). Now, CCP switched to limited use Blueprints (BPC) that you've to research... this is great... except that they didn't remove the BPO giving once more a big advantage to older players...
- To make a better use of blueprints (use less time and materials to produce them), you've to research them. It takes much time (to max up a Frigate (the smaller ship) blueprint, you'll need more than a month (2x19 days). Again, older players have their blueprints maxxed (maybe using less time that you'll need) which means that you'll never be as competitive on the market (except if you concentrate on smaller items)
- Besides Mining and Planetary Interraction, there is a 3rd kind of ressource needed : Moon materials. Nearly all the moons that produce these are controlled by some mega-alliances which make them out of reach except by buying them (at an artificially high price) on the market. While the first materials can't be monopolized, the third one is quite limited...
- Speaking of Powerblocks... the game is controlled by some big powerblocks (big alliances)... which are quite closed... you've nearly no chance to join these which means that your impact in game will be quite limited...
- To begin the game, you've some assets (starter mission grant you a few ships and skillbooks, which is better than when the game began)... but to begin to really play, you'll need much ISK. Advanced skillbooks are expensive, same for advanced ships and equipment... which means that you'll have to grind for ISK in the beginning... Either by mining or by doing PvE missions...
- When you're killed, you join a new clone... Except that any implant in your former clone are lost. You'll probably need at least 2 clones, one for learning skills (with expensive +4/+5 implants) and one for fighting (with no or inexpensive implants)... To be able to create that second clone, you'll need to grind your reputation (standing) with one NPC corporation... which takes time.
As you can see, there is an huge unbalance between older and newer players.... one that can never be negated (when you learn new skills, so do them, add to this advantages like the T2 BPO, Blueprint research,... As long as these are not addressed, I could *not* recommend this game to new players.
If you still want to play, here is a few recomendations :
- complete fully the beginner's missions
- you will be able to find several places in your part of the galaxy with the same beginner's missions... this'll give you some more ships/standing/ISK which will help you much in the beginning
- take some time mining with your Venture (you'll get it with the beginner's missions) in 1.0 or 0.9 systems (no rogue NPC) with some extra mining drones (mining->5, drones->5, these will always be useful)
- at the beginning, think about "generic" skills (Spaceship command, Hull upgrades, Mechanics, Repair Systems, CPU Management, Electronics Upgrades, Powergrid Management, Weapon Upgrades, Navigation, Warp Drive Operation, Afterburners, Cybernetics (3 or 4 in the beginning), Shield Operation, Shield Management, Diplomacy, Social, Target management, signature analysis, long range targetting,trade,...) These will be useful whichever way you choose to follow (Mining, PvE, PvP, Exploration, Distribution, Trading,...) as these will increase your survavibility in space, help you fitting modules on your ship and unlock a lot of other skills
- stick to one kind of ship : Minmattar, Gallente, Amarr or Caldari and one kind of weapon (Projectile, Hybrid, Laser or Missiles). You'll have time to learn the other one later
- only fly what you can afford to lose... Each time you get out of the station with a ship, you may lose it... To an NPC, to a pirate gank (even in High Sec), ...
- Unless you're into PvP, use implants +3 or +4 to boost your skill learning (some mission will give you implants as rewards)
- Choose your faction... Don't do missions for Caldari/Amarr if you have chosen Gallente/Minmatar. Try to grind a 8.0 standing to your favorite NPC corporation (make sure it has medical facilities) so you can create a jumpclone...
- DON'T USE YOUR BONUS REMAP (well, wai for about 1 year before remapping, more bellow)
After 6-7 month (minimum) and WHEN YOU'RE SURE ABOUT WHAT YOU WANT TO DO, begin to plan your first remap. Most skills are likely to be Intelligence/Memory or Perception/Willpower. Your remap will allow to max out Intelligence or Perception, to get a decent value for memory or Willpower and reduce the other to lowerr values... So, choose which remap you'll do (ships/weapons => Perception/Willpower, production/research/electronic warfare/drones/... => Intelligence/Memory).
When you've chosen your remap, only train the skill that use the other characteristics. For example, if you decided to remap Per/Will, train Int/Mem... keep in mind that you'll keep your remap for months (matbe a full year)... this will be 5-6 month training before the remap... after the remap, only train skills related to the remap.
DON'T JUMP TO BIGGEST SHIPS. Frigate/Destroyer/Cruiser/BattleCruiser, Small/Medium weapons, only T1 ships (you may use some T2 modules, forget about faction/deadspace/... modules). These will require less time for the skills and are less expensive.
And, try to find a good corporation. Avoid the "gankers pirates", they'll lead you nowhere and there are plenty of good PvE/PvP corporations. Don't fall to these "lotteries" scams or to the racketteers... Fly safe.