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Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.09.04 19:53:00 - [1]
 

Edited by: Akita T on 04/09/2007 22:19:32
_

* You are not safe in 1.0 security space. CONCORD is there to punish, not to protect. Get used to the idea.

* In most cases, the only way to be 100% safe from agression inside the game is to be docked in a station. Being cloaked in a secret safespot could work too.

* Never fly something (or with something in the cargo) you can't afford to lose. Yes, not even in highsec.

* Never grant corporation rights to stuff you can't afford to lose either. No exceptions.

* People offering free stuff ? Probably traps. Use caution.

* Free stuff usually isn't. Not even minerals you mine yourself.

* If it sounds too good to be true, it probably is. Paranoia pays off here. Double-check everything.

* Scamming and unethical behaviour some would consider griefing is not only allowed, it is encouraged and rewarded by the game mechanics.

* Harrasment or real-life threats however aren't, and you can get a shiny ban for them. Learn the difference.

* If you lose stuff, it's ALMOST ALWAYS YOUR FAULT. Really, only yours.

* More expensive stuff is not always better stuff.

* Slightly better stuff usually costs many times more as slightly worse stuff. Choose wisely.

* T2 is usually cheaper and better as best named, but harder to fit. Sometimes it's not better. Other times it's not cheaper. And occasionally, neither cheaper nor better.

* Showinfo and Variants->Compare are your best friends. Use it on all stuff you can.

* There is always heavy lag in Jita and other trade hubs. But then again, you almost always find what you might need there, and can get better prices for the stuff you want to sell fast. So, it might be worth the risk of getting stuck there. Just know you COULD get stuck there.

* Just HAVING ISK doesn't matter all that much, it's MAKING ISK that's important. If you BOUGHT your ISK (either "illegally" from some site, or from a valid GTC trade), expect to soon be parted with all of them.

* Total skillpoints count doesn't matter much either, it's level of relevant skills to the current situation that does. Yes, that does mean a 2 mil SP combat-oriented newbie could badly beat up a 60 mil SP industry-oriented veteran.

* ALWAYS check your clone before you undock.

* ALWAYS check your ship insurance before you undock. If it's a T2 ship however... not THAT important.

* There are no "solopwnmobiles" in EVE. Everything you can fly blows up if it's shot hard enough.

* All other things being equal (experience, skills), superior numbers more often win a fight rather than superior ship value. However, things are hardly ever equal.

* There is no such thing as "a fair fight" or "an unfair fight". There's only "a fight". Circumstances are irrelevant.

* Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

* Just because you CAN fly something doesn't mean you SHOULD.

* With enough skills and experience, ship size really doesn't matter all that much.

* If you logoff in space without a PvP timer, you're only safe after 2 minutes... and then only until you log back in. If you logoff with a PvP timer, it's at least 15 minutes. Bottom line, once a fight started, don't logoff. You'll only die anyway.

* If you PvP long enough, you WILL lose your ship. It's only a matter of where and when.

* Just because some character is just a few minutes old doesn't mean he's a newbie. Many people have alts. The reverse is also possible, people come back after very long breaks, and characters are sold. You could see year-old newbies around too.

* Skills that take less than 1 day to train are short skills. Over one week is long.

* You're in this game for the LONG HAUL. Don't expect to do something meaningful in the grand scheme of things in the first day of your first trial account ever.

Menkaure
Amarr
LEM0N
Posted - 2007.09.04 20:41:00 - [2]
 

sticky!


Easy Target
Minmatar
Brutor Tribe.
Posted - 2007.09.04 20:47:00 - [3]
 

Good post.

Originally by: Akita T
* ALWAYS check your clone before you undock for PvP.


Always check your clone PERIOD. It is cheap to keep updated when you start off, there are no excuses.

Hands up vets for how many times you have had to relearn a skill to level 5 for forgetting this golden rule?? :)

/me puts hand up

Asestorian
Domination.
Posted - 2007.09.04 20:51:00 - [4]
 

/me hand stays firmly down.

But then again, I never undock so it's ok. Embarassed

Ki Tarra
Ki Tech Industries
Posted - 2007.09.04 21:08:00 - [5]
 

Originally by: Akita T
* ALWAYS check your clone before you undock for PvP.
I agree with Easy Target. Drop the "for PvP." You should never undock without an up to date clone. Like you said, you are not safe even in 1.0 sec space.

Originally by: Akita T
* ALWAYS check your ship insurance before you undock for PvP. If it's a T2 ship however... neah, don't bother.
Even T2 ships are worth insuring. I know that you will not be able to replace your ship with the insurance money. However, you will double what ever you paid for insurance if you lose your ship within 3 months. Like you said if you PvP, you will lose your ship, it is just a matter of when. If you PvP with any regularity that when is most likely going to be less than 3 months even in a T2 ship.

To add a new one:

* BIGGER does not equal BETTER Pick the right ship for the right job.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.09.04 21:29:00 - [6]
 

Edited by: Akita T on 04/09/2007 21:32:51

Well, if you combine "you are never safe" with "undock for PvP" you get "everytime you undock, you undock for PvP" Twisted EvilTwisted Evil

As for insuring T2 ships... it really does depend on the ship (payout and market value).

Say platinum insurance payout is 20 mil, but the market price is 120 mil.
If you don't take an insurance, you still get back 8 mil for the "default" insurance.
Or, you can pay 6 mil every 12 weeks and get 20 mil back, for an effective 14 mil return (so only 6 mil extra) if you blow up in the first 12 weeks.
Compare 6 mil with the 106 mil you just irrevocably lost (not factoring in any rigs or gear) and... well, as I said, not worth ALWAYS having the ship insured, it's not such a big deal.
But, if you manage to survive for 12 weeks, taking a second insurance on the ship will make you have paid 12 mil total for 20 mil return, so merely 6 mil overall if you blow up between 12 and 24 weeks, so you actually just LOST 2 mil compared to "never having gotten insurance" (for which you get 8 mil back for nothing).


For T1 unrigged ships however, it's usually a good idea to always have them insured (especially if you seek out PvP in them).
usually, T1 ships have a market value below platinum payout (unless it's been a recent patch adding new ships, so that the prices go up a lot due to mineral shortages).
But, when the insurance time almost runs out, instead of renewing the insurance, unload all modules and blow it up yourself, then buy a new one and insure THAT one instead.

Ki Tarra
Ki Tech Industries
Posted - 2007.09.04 21:39:00 - [7]
 

Edited by: Ki Tarra on 04/09/2007 21:43:19
Originally by: Akita T
As for insuring T2 ships... it really does depend on the ship (payout and market value).
It has nothing to do with how much the ship is worth and everything to do with how likely you are to lose the ship.

If you spend 6 million to buy platnum insurance on a ship. You will net an additional 6 million if you lose that ship within 12 weeks compared to what you would have if you lost that same ship without insurance. If you do not lose that ship then you are out the 6 million and have the option of reinsuring if you think that the next 12 weeks you will have worse luck. This statement is equally true with T2 ships as it is with T1 ships.

The amount that you lost with the destruction of the ship has nothing to do with the amount that you gain from insurance.

Insurance is basicly just betting against yourself. If the odds of you losing your ship are less than 50/50 for the next 12 weeks then it is not worth insuring your ship, regardless of it being T1 or T2. If it is more likely that you are going to lose that ship then you stand to gain back as profit what ever your insurance premium was to ensure that ship.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.09.04 22:01:00 - [8]
 

Edited by: Akita T on 04/09/2007 22:01:51

Yeah, I said that too Wink But the point was that it's not as important to "always check" it.

For an unrigged T1 ship with T1 or "worst named" fitings, not having insurance is a disaster financially as a percentage of cost... as you will forefit usually around 25-30% of the value lost.
Three or four mistakes like that, and you just lost another ship, financially speaking.

For T2 ships, even if unrigged, it's a negligible percentual loss, around 5% to 15% at most (depending on ship). Still important in amount, sure... but percentually, not so much.
And when it's rigged, it gets even worse percentually. Add some T2 gear, and you could easily be looking at merely 2%-3% returns compared to value lost, tops.
So, basically, only if you lose 30-50 ships like that, the money "saved" through insurance would have bought you a new ship.

Bottom line, not a "golden rule" to check it ugh

GrayKestrel
Caldari
Infinity Industrial and Investment
Posted - 2007.09.04 22:03:00 - [9]
 

If someone is offering it for free, it is a TRAP.

If it is in a container and it says it is free, it is a TRAP.

Be sure to look the gift horse in the mouth otherwise it is going to bite your head off.


Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.09.04 22:13:00 - [10]
 

Updated to reflect comments so far.

Clinically
Gallente
ANZAC ALLIANCE
Posted - 2007.09.04 23:32:00 - [11]
 

/sticky!

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2007.09.05 00:52:00 - [12]
 

surprise pvp is good pvp YARRRR!! but sometimes the ugh wins
don't forget check your clone, especially when podded.
don't sit around with a bounty in a pod
don't go afk at a pos in a gang during a war
eve isn't fair
skills that take less then a week are short skills, 2 weeks a medium skill, over 3 weeks is a long skill
check the forums if you need help with something, and/or the help channel.
make sure to check the stickies, and first few pages. i think i saw 3 drake setup threads in ships and modules today... that was on the first page.

Helen Hunts
Gallente
Red Dragon Mining inc
Red Dragon Industries
Posted - 2007.09.05 02:59:00 - [13]
 

And as to Forums, don't reply to a thread that was last posted to several months ago. This is called Necromancy or Necroing, and it leaves a bad smell in the air that you really don't want people to associate with you.

Jei'son Bladesmith
The Storm Knights
The Cool Kids Club
Posted - 2007.09.05 06:16:00 - [14]
 

NEVER try to run an Angel Extravaganza bonus room when the guy flying your healer has been drinking...


Falkrich Swifthand
Caldari
eNinjas Incorporated
Posted - 2007.09.05 14:01:00 - [15]
 

Worlds Collide (Level 1) is a very difficult mission for new players / alone. Expect to blow up.

Once you can fly a destroyer / know how to tank (resistance amplifiers etc), it's not too bad.

Shanur
Minmatar
Republic Military School
Posted - 2007.09.05 14:19:00 - [16]
 

Originally by: Falkrich Swifthand
Worlds Collide (Level 1) is a very difficult mission for new players / alone. Expect to blow up.

Once you can fly a destroyer / know how to tank (resistance amplifiers etc), it's not too bad.


Actually that should read: When the mission states that you don't need to blow up every ship you encounter, trying to do so is generally a bad idea.

WC is ridiculously easy provided you leave the first pocket rats alone and just AB trough it to the second gate.

Sakura Nihil
Selective Pressure
Rote Kapelle
Posted - 2007.09.05 14:26:00 - [17]
 

Originally by: Easy Target
Hands up vets for how many times you have had to relearn a skill to level 5 for forgetting this golden rule?? :)

/me puts hand up

/me puts mine up too.

Got too eager for a fight once as a newb and lost a week off of Caldari Frigate 5. Slap on the wrist really, but it sucked. Embarassed

Khanak Hryad
Amarr
GoonWaffe
Goonswarm Federation
Posted - 2007.09.05 16:49:00 - [18]
 

hmm....9mil sp, clone for holding 26 mil....am i ok? Very Happy

pausert
Caldari
AFK
Posted - 2007.09.05 17:05:00 - [19]
 

First rule in this game, be PARANOID, as a newb they are all out to get you.Shocked

Erotic Irony
0bsession
Posted - 2007.09.05 22:12:00 - [20]
 

*Knowledge is power--use scouts when traveling, devour ever bit of information and use the test server with your friends as often as possible to plan pvp or industrial projects so there are no surprises on TQ.

*Documentation in eve the worst among any game ever--you need to take notes.

*Take informed risks.

*Don't treat forum insights as gospel.

Gin Moon
Posted - 2007.09.06 03:52:00 - [21]
 

This is awesome, first off.
Might want to add:
You will be completely overwhelmed your first few days in the game, but it does get easier

Just because they are your friend today, doesn't mean they'll be your friend tomorrow

Learn everything - and take notes

I especially like the whole just because you have a billion sp doesn't mean you are great, huge pet peeve of mine :) *high five*

But seriously, keep your clone with a very comfortable buffer... Flying a T2 ship and then getting podded only to not be able to go back into that T2 ship... kind of sucks. *cough*


Sakura Nihil
Selective Pressure
Rote Kapelle
Posted - 2007.09.06 13:07:00 - [22]
 

Originally by: Gin Moon
But seriously, keep your clone with a very comfortable buffer... Flying a T2 ship and then getting podded only to not be able to go back into that T2 ship... kind of sucks. *cough*

Smooth Cool.

ISD AeolusWind


Minmatar
ISD STAR
Posted - 2007.09.06 18:54:00 - [23]
 

There is some fantastic advice here, Thanks for typing this up Akita. I'll poke someone about a possible sticky, I'm not making any promises though.

Afrika 18
Posted - 2007.09.06 19:30:00 - [24]
 

If you see a player named "Afrika 18", attack her immediately. She's bad news.

Dillon Arklight
Aliastra
Posted - 2007.09.06 20:37:00 - [25]
 

Originally by: Easy Target
Good post.

Originally by: Akita T
* ALWAYS check your clone before you undock for PvP.


Always check your clone PERIOD. It is cheap to keep updated when you start off, there are no excuses.

Hands up vets for how many times you have had to relearn a skill to level 5 for forgetting this golden rule?? :)

/me puts hand up



/me puts 2 hands up. Learning Battleship 5 twice is no joke.

Great Post btw.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.09.07 03:10:00 - [26]
 

Edited by: Akita T on 07/09/2007 05:07:25

Originally by: AeolusWind
I'll poke someone about a possible sticky, I'm not making any promises though.

Great news, thanks (even if it's just a possibility).

Hey, look, it's a certainty now Wink
Wohoo, first sticky ever (for me)

bitters
Deep Core Mining Inc.
Posted - 2007.09.07 13:49:00 - [27]
 

Well written post, should be very helpful to newcomers.

Natalie Jax
Battlestars
GoonSwarm
Posted - 2007.09.07 14:57:00 - [28]
 

Support skills are what make the difference between flying in a spaceship rather than a capsule. If you are struggling with something, look first to your support skills and make sure they are up to snuff before looking to solve problems with a bigger ship. i.e. - don't buy a Battlecruiser because you're having trouble with level 2 missions.

Repeat after me: "I will lose this ship. I will lose this ship. I will lose this ship ..." Keep going until it sinks in. You will lose the ship you are piloting. If you resign yourself to that fact, and are prepared for the eventuality, then it will sting much less when it gets blown up in combat rather than repackaged and sold on the market.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.09.13 18:35:00 - [29]
 

Edited by: Akita T on 14/09/2007 04:42:42

Ok, so we had a few "golden rules" so far, those that can cause you serious amounts of "hurt" if you don't follow them.
I guess it's now time for a few "silver rules"... the kind that you'd better follow, but it's not such a bad thing if you don't.

___


* Moons can have a hostile (or worse, a "shoot neutrals") POS. If you HAVE to warp somewhere to "safety", warp to a random distance away from a planet or an asteroid belt, drop a bookmark while en-route, warp back to that bookmark.

* You can always dock to a 0.0 NPC station. That's usually NOT true for a 0.0 player-owned outpost. If you plan to dock in one of those, make sure you clear that up with the owners first.

* If you are not sure you'll be able to "be there" when your current skill finishes training, switch it to a longer one. Don't bank on the fact you'll be back from the movies in 2 hours or that your alarm clock will wake you up in time.

* If there's an announced patch "tomorrow", change the skill in training to something that will last at least two days, if not more. And don't change it back right after the patch, there's a good chance you'll be sitting there with no skills in training when the server "unexpectedly" crashes.

* There's no guarantee any ship, module or overall setup will remain the same after next patch. ALWAYS re-check ship setups thoroughly after a patch, you might either be pleasantly (or unpleasantly) surprised.

* "Flavour of the Month" (FotM) setups are called that for a reason. Come next patch, there's a good chance they'll be nerfed somehow. In other words, they're not a "must have".

* If you're PvPing, always try to remember the "holy trinity" : MWD, web, scrambler. Don't expect to kill anybody without those three on your ship (or at least on some ship in your gang).

* Join a player corporation as soon as you can. Heck, create your own if you like. The advantages USUALLY far outweigh the benefits. Worst-case scenario, you can always leave the corp (for a NPC corp), or create another. It's really cheap too.

* Don't ever bother placing bounties on other players. You're doing something almost completely useless (I won't bother explaining why, it's complicated, just trust me it's usually useless). If you really want some good bang for your buck, better just hire a mercenary corp instead.

* Buy low, sell high. It's that simple. Using buy/sell orders is usually better as buying from existing sell or selling to existing buy orders. So, if you're not in a big hurry, always use them.

* Rule of thumb for training a skill to level fiVe is to only train if a) you NEED it, b) there's absolutely nothing else you'd also want trained or c) you're not going to be around to change skills until around the time it finishes. The only valid reason to "need" a L5 skill is to have it as a prerequisite for a module, a ship, or another skill you want. Just remember, for one skill already at L4 that you train to L5, you could train four separate skills of same rank from scratch (L0) to L4 and then some.

* Learning skills ARE important, BUT if you're a genuine new player, the stupidest possible thing you could do is listen to jaded older players telling you to "finish learnings first". Sure, they will help you in the long run, but boy are they boring as hell to train fully, and give you absolutely nothing you can put a finger on. Contrary to what most might say, L3 in all basic learnings is more than enough for the first couple of weeks.

GPerson
Gallente
Firebird Squadron
Terra-Incognita
Posted - 2007.09.14 03:07:00 - [30]
 

Wow, we got a new (useful!) sticky.


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