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In the second part of the guide to exploring in EVE Online we'll talk about ships and skills. The material was prepared together with the guys from our corporation - The Eastern Cartel, as well as using English-language sources. Let's start with the ships.

1. Ships for exploration in EVE Online

1.1 T1 frigates

The most accessible ships for exploration are T1 frigates: Imicus , Magnate , Heron , Probe. They have small bonuses to scanning and hacking containers. The advantages include low skill requirements and low cost. The disadvantages include the fact that you cannot install Covert Ops Cloaking Device II on them. This is a key module for exploring in lowsec, zeros and W-Space. It provides invisibility during warp, and also does not impose restrictions during normal flight. Without it, you will be easy prey for campers at lowsec gates and those who want to catch you in VH.

However, with well-pumped skills and straight hands, these frigates pose a threat to other ships of a similar class. Let's say, the nondescript Imicus has a fairly spacious hangar for drones (for eight) and is capable of managing four. Just now, my co-corps dismantled the Manticore stealth bomber on such a boat, and before that, drove off the Heron. True, he is a fan of PvP on frigates, so this is a special case.

Therefore, the recommendation is simple: fly them in highsec to gain initial experience. Of course, no one forbids you to fly along lowsec and climb into wormholes, but be prepared for the fact that those who like easy prey will catch you there.

1.2 T2 frigates (Covert Ops)

More advanced versions of explorer frigates -, Anathema , Cheetah , Helios. In addition to stronger scan bonuses, they can carry Covert Ops Cloaking Device II. This qualitatively changes the process of moving through dangerous sectors of space. You can warp with a carpetcutter while remaining invisible. This makes the ship almost elusive. Also, the shred does not affect the normal movement speed, unlike other similar modules. This is a big plus if you are welding to a date or relic, and the containers are located at a distance of 60-70 km or more. In addition, T2 frigates have bonuses to combat capabilities. Another plus is that T2 frigates are relatively inexpensive. The body with body kit will cost you 25-30kk. This money is earned in one successful flight.

The disadvantages include the fact that it takes a long time to develop skills on them. Requirements: Racial frigates and Electronic Upgrades in V, which takes about three weeks in total. In addition, they are completely unsuitable for passing combat anomalies and dates and archaeological sites protected by sleepers. All it takes is a couple of sleeper frigates to turn your ship into junk.

1.3 Faction ships

Faction ships for exploration include ships from the Sisters of EVE faction: frigate Astero, cruiser and battleship Nestor. They have bonuses for scanning and hacking. The advantages include low minimum skill requirements and the ability to carry a carpet clog. Often, beginners choose these ships because they can quickly board them, rather than having to wait three weeks for the skills needed for T2 frigates to develop.

EVE has a slightly unusual character development system. There are no usual “specialty classes” here. Instead, a very developed system skills, from which you are free to choose any that interest you. The character begins the game with the skills chosen during creation, and subsequently any skills can be acquired and implanted directly into the character's brain, much in the same way as knowledge is transferred in the movie "The Matrix".

Guide to skills in EVE-Online

Guide to skills in EVE-Online

Each skill has five levels of development and the preliminary skills required to learn it. There are many training kits on the market to start your training with: rare and common, expensive and not so expensive. Once a skill is mastered, it cannot be forgotten, and there is no need to do so. There are no restrictions on the number of skills learned or the number of skill points.

Skill training

A character gains a new skill by activating a training set. After activation, some time must pass before the training ends and the first level of the skill is learned. To develop subsequent levels of a skill, the training set is no longer needed; you just need to re-train the skill by selecting the appropriate item in the context menu.

Training occurs in real time and continues regardless of whether the player is in the game or not, and its duration can vary from tens of minutes to several hours and days, depending on the type of skill and its complexity. It should be noted that on one account(account) only one of the characters can train at a time. The time remaining until the end of the current training period can be seen in the character sheet (the button on the left panel) in the “Skills” tab.

Training kits can be purchased on the market, both from players and NPCs, the price and availability depend on the size of supply and demand.

Acquiring all the skills

The likelihood that a character in EVE will learn all the skills up to the last fifth level is very, very low. Well, or, at least, this task is very, very difficult to accomplish. Developing skills, especially high-level ones, takes a long time, and new skills and ideas are constantly being introduced into the game. Approximate calculations have shown that for the full development of all currently available skills, it takes approximately... three years! But during this time, even more new skills will appear in the game!

From the outside, the character development process may seem a little tedious, but the character training system implemented in EVE is unique, and is an integral part of the game's image.

Impact of Skills

Skills have several functions in EVE. They determine the types of ships, weapons and equipment that the character can use. They also determine how effectively the available equipment is used. And finally, they give access to special, highly specialized sections of the game - researching more advanced weapons, managing corporations, managing factories, creating POS (Player Owned Structures), and so on.

Skills and Death

With the destruction of the ship, the pilot’s life does not end - he is ejected in a capsule filled with a special life-supporting and anti-g jelly, which is usually called simply “pod” or “egg” (this is described in more detail in the story “The Jovian Wet”) Grave"). But if the capsule is destroyed before it is safe on the station or in another star system, then the character will die and his clone will be activated. So if you get shot, it does not mean that you died , the pilot (although he is not visible, he is there, for sure) can be saved in the “pod”, which can then be placed back into the ship.

If, as a result of a lost battle, things have come to a standstill, then you need to get to a safe place as quickly as possible and transfer to a spare ship. If there is no ship in stock, then the insurance company will provide you with a standard frigate free of charge, the same as at the beginning of the game.

So, in order to kill a character, you need to destroy him “under”, and the consequences of this will be much greater than from simply losing the ship.

After the escape pod is destroyed (or "knocked up"), the character's mind is transferred into the clone. The quality of the clone determines how many skill points will be retained after the transfer. At the beginning of the game, the simplest clone is provided and as you develop, it is highly recommended to improve it from time to time, otherwise some of the skills will be lost upon death. If the memory is transferred to a clone that is designed for fewer skill points than it has, then the character will lose some percentage of the "excess" points (but most likely not all). This means that some skills will have to be relearned, wasting valuable time. Therefore, it is better to try not to die... But since... this is inevitable, then keep an eye on your clone and update it in a timely manner.

Ways of development

Character development can be divided into two main components - combat and non-combat. Most likely, there will be no difficulties in defining combat activities: these are battles and actions associated with them, in addition to shooting, including the restoration of the ship’s protective covers, electronic counteraction to enemy ships, and various actions to support the integrity and functionality of friendly ships. Non-combat activities include: character development, trading, mining, research, production, corporate management. For those who prefer greater social interaction, who are looking for communication and new friends, in-game communication channels and thematic mailings will provide all the opportunities for this.

Attributes and Skills Guide

Attributes

When a character is created, its attributes are assigned certain values.

Attributes in EVE are:

Memory

Intelligence

Perception

Willpower

Charisma

When choosing a school and a character's major, the attributes change to reflect these facts. For example, a scientist will have increased Memory and Intelligence, a fighter will have increased Strength Will, and the merchant will have increased Charisma.

Attribute Importance

Attributes are the most important factor when learning skills. All skills have corresponding primary and secondary attributes, and the higher the character’s these characteristics, the faster he will learn the skill. The largest contribution to the learning rate is the size of the primary attribute value, and if it is small, then the learning time will be much longer than it could be. Moreover, this difference in time can be VERY significant, especially when training high levels of skill and mastering skills of a high level of complexity.

To find out what the primary and secondary attributes of a given skill are, select "Show info" from its context menu, or, if the skill has not yet been learned, select the "Attributes" tab in the skill information window. To find out your current values ​​for these attributes, select the “Attributes” tab in the Character sheet.

Attribute Action

By distributing the character's attribute values, you influence which skills he will learn most quickly. That is, if you create a character focused on combat missions, then you can give him increased Perception and Willpower, and this will lead to accelerated learning of military skills, in particular skills from the “Gunnery” line. But such a character will also have disadvantages: if you suddenly decide to switch to another path, say, scientific, then the speed of development will not be at all what it could be.

Attribute Improvement

You are not tightly tied to the values ​​of the attributes that were set when creating the character. Their values ​​can be increased, for example, using skills from the “Learning” line, which includes six basic learning skills - one for each attribute, and six improved learning skills. Plus the “Learning” skill, which for each level of its development reduces the time required to learn skills by 2%.

By developing basic training skills to the maximum, you will increase each attribute by 5 units. And this is a very wise investment of time, as it will save a lot of time on learning other skills.

Some players develop training skills to the third or fourth level, because... Development to level 5 takes a long time, but without level 5 there will be no access to advanced training skills that allow you to increase your attributes by another 5 units. It really takes a lot of time to develop advanced training skills to level 5, and it’s worth considering whether such an investment will pay off in the future. In any case, it makes sense to develop those attributes that are most necessary for the selected skills.

For example, if you decide to become a fighter, then maximizing skills that increase Perception (like Spatial Awareness) and Willpower (like Iron Will) will have the greatest return .

How to develop

Learning and developing skills and developing attributes takes time. Why not try to optimize this process? For most skills in the Learning line, Memory is the primary attribute, and Intelligence is the secondary attribute. It turns out that it is wiser to first develop the skills “Instant Recall” (responsible for increasing Memory) and “Analytical Mind” (responsible for increasing Intelligence). In addition, the attributes they develop are responsible for the speed at which they learn many other skills.

Here is an example of character development that will allow you to increase your training skills and attributes as quickly as possible. The calculations on which this sequence is based are not shown here.

Instant Recall (Memory) level 1

Analytical Mind (Intelligence) level 1

Learning level 1

Instant Recall (Memory) level 2

Analytical Mind (Intelligence) level 2

Learning level 2

Instant Recall (Memory) level 3

Analytical Mind (Intelligence) level 3

Learning level 3

Instant Recall (Memory) level 4

Analytical Mind (Intelligence) level 4

Learning level 4

Ideas for further character development can be found on the EVE forums. Rest assured, this question was raised more than once at each of them.

Implants

Implants allow you to increase attribute values ​​and thereby save time on training. They can be bought on the market, received as a reward from an agent, or received as loot. Implants can increase the value of one of the attributes by 1 ("Limited"), 2 ("Limited - Beta"), 3 ("Basic") or 4 ("Standard") points. There are also implants with a complex effect, but these are not discussed in this guide.

Types of basic implants:

Cybernetic Subprocessor (increase Intelligence)

Memory Augmentation (increase Memory)

Occular Filter (increase Perception)

Neural Boost (increase Willpower)

Social Adaptation Chip (increase Charisma)

To use implants, you must have a certain level of the Cybernetics skill (1st level for the Basic type, 3rd for Limited and Limited - Beta, 4th for the Standard type). The “Cybernetics” skill itself requires the “Science” skill of the 3rd level of development to learn.

For each attribute, you can insert only one implant responsible for it. Implants are destroyed when removed, so remember that once an implant is inserted, it can never be used again.

Be careful when taking risks - implants are lost upon death and cannot be covered by insurance.

General Tips

Try to maximize the attributes required in the areas you will be studying extensively. For example, all the skills from the “Navigation” line have Intelligence as their primary attribute, so it’s worth developing it as much as possible in order to save on training time, especially on developing skills up to level 5.

Of course, training skills from the “Training” line takes time. And in the initial period of time, this delay can leave you behind compared to those who immediately began developing other skills. But in the long run, the time spent will pay off many times over, and you will outpace those who started by developing applied skills.

Skills have difficulty levels - they are shown by a number in parentheses after the skill name (this can also be found in the skill information window). A skill of the second difficulty level will require twice as much time as a similar skill of the first difficulty level; fifth level – five times more time and so on. And if you have low levels of primary and secondary attributes, then developing such a skill will take considerable time. In such cases, it makes sense to buy implants or develop skills from the “Training” line to increase the necessary attributes.

If you go to the “Skills” tab in the character information window (top button on the left panel), then at the top of the window you will see the total number of skill points you have. To start developing a skill, open the line to which it belongs, find the desired skill, right-click on it and select “Start Training Train to level...”, the time will be displayed , necessary for development to the next level. To learn a skill that you do not have, you need to purchase the appropriate training set (at the station where you started the game, there must be a large selection). To do this, open the market window by left-clicking on the “Market” button located in the left panel, then set the “market range” to “This station only”, otherwise you can buy a skill for which you will have to fly somewhere. Select the "List" tab (Browse), then select the "Items" category, then the "Skills" category, after which the skill bars will open. Open the one that contains the skill you are looking for and buy it.

Some high-level skills can be obtained from agents.

Sometimes players buy up the entire stock of training kits available at the station and then resell them at inflated prices. If you feel a skill is overpriced, try setting your search radius to Constellation or Region and you may find better deals in nearby systems. But in this case, you still have to fly to buy it.

Try to ensure that you constantly practice your skills, without downtime or loss of time. If there are two hours left until the end of the training, and you know for sure that you will not be able to appear earlier than in 14 hours, then switch the training to some other skill, the training of which will not end before you can enter the game. You don't lose skill points or training time by stopping training. Whenever you continue your training, it will begin from the same point where you left off. When you can enter the game again, just switch to the original skill.

Skill lines and attributes

The list shows the skill lines and their associated attributes:

Ruler Attributes

Corporation Management Memory, Charisma

Drones Memory, Perception

Electronics Intelligence, Memory

Engineering Intelligence, Memory

Gunnery Perception, Willpower

Industry Memory, Intelligence

Leadership Willpower, Charisma

Learning Memory, Intelligence

Mechanics Intelligence, Memory

Missiles Perception, Willpower

Navigation Intelligence, Perception

Science Intelligence, Memory

Social Charisma, Intelligence

Spaceship Command Perception, Willpower (for most skills) Willpower, Perception (skills for elite ships)

Trade Willpower, Charisma (for basic skills)

Charisma, Memory (for more advanced skills)

Attributes and skills

Memory is the primary attribute for the Drones, Industry, Corporate Management, and Learning lines. These skills are absolutely essential for those involved in mining, manufacturing and science. The Corporate Management skill is important for characters involved in corporate affairs.

Intelligence is the primary attribute for the Electronics, Engineering, Mechanical, Navigation, and Science skills. They are necessary for those who want to achieve maximum efficiency from ships and ship devices, and for those who are engaged in science.

Willpower is the primary attribute for the Elite Ship Control (from Spaceship Command) and Leadership skills, as well as some Trade skills. The secondary attribute Willpower goes to most combat skills (Missiles and Gunnery). Thus, this is a very important parameter for commanders and “hardcore” fighters.

Perception is the primary attribute for most of the Ship Control skills, as well as Missilery and Gunnery, and is a secondary attribute for Drones and Navigation. Perception is the most important attribute for gamers focused on fighting. However, even if you don't think about fighting, you shouldn't forget about this skill due to the important "Ship Control" line, in which most skills have a high level of difficulty, and therefore, with a low Perception value, will require a large investment of time. So, if you are going to use more than just a ship for beginners, it would be a good idea to spend time developing skills from the “Training” line, which are responsible for increasing Perception.

Charisma is the primary attribute for most Social and Trade skills. “Social” skills are important for those who work a lot with agents, they allow you to quickly improve your attitude towards yourself, which, among other benefits, gives reduced interest rates for ore processing. Players completing missions for agents will benefit greatly from the Connections, Negotiations, and Fast Talk skills. “Trading” skills are needed by those who work with the market more often than ordinary players, those who sell and buy a lot, setting the dynamics of the market. For combat players, Charisma is not important, except for those who are going to develop team skills from the “Leadership” line.

→ Eve online guide for beginners

Hello, dear ones! At the beginning of a journey in Eve online, it always accumulates large number questions that experienced players don’t like to answer newbies a hundred times. Today I will introduce you to the Eve online guide for beginners. I hope the Eve online guide will help you get answers to your questions.

What skills to download Eve online?

All. Although, of course, you won’t have time to learn everything at once, and it will take a lot of time. But first, decide what you want to do and what ships you want to pilot. Look in the Eve online encyclopedia to see what skills are needed and put them to study. There are guides for Eve online that describe in detail how to learn skills step by step to achieve different goals. Be patient, read Eve online guides and buy the necessary skill books to study them.

How to make money?

Under no circumstances should you ask other players for money. There is a large selection of activities for earning the game currency ISK.

Mining. At first glance, this is a very boring way to make money. But with the right approach it is very profitable. After reading the Eve online mining guides, you can learn everything you need for this activity in a short time. When mining in scratch, in a couple of days you can earn money to pay for game time or to sell the game currency Eve online for real money. By reading the eve online mining guide, you can get more detailed information on the process and preparation. All the necessary information can be found on the eve online game sites.

Trade. Explore the Eve online gaming market. You can buy a product at a cheap price and sell it at a higher price elsewhere. At first glance it may seem the easy way earnings, but without a subtle study of the market and its products, you can’t expect profit. It is best to have starting capital for trading. You can buy the game currency ISK in the online stores of the game Eve online, which provide services in the game. The Eve online encyclopedia will help you learn the basics of this area, but since the market is constantly changing, you will have to search for the right product yourself.

Passing missions. The various types of missions available at the beginning of the game are divided into five difficulty levels. Using Eve online mission guides, you can learn some tricks and tricks to make your passages easier.

Piracy. Unsafe activity. Fly through systems with security levels below 0.4 and kill people like you. Using Eve online guide in piracy, you can develop tactics and find the necessary ship features to kill the target.

Which ship should I buy?

It all depends on what goal you are pursuing. Using Eve online encyclopedias, you can learn about choosing the right ship, its fit and characteristics.

Character skill system in EVE Online is unique in its kind, the likes of which are not found in almost any MMORPG. It is characterized primarily huge variety of skills, and secondly, a special scheme for studying and upgrading them. Unlike most modern online games skills in EVE Online are upgraded regardless of their use - it takes what is required only time and nothing more. In addition, skills are upgraded even when you are not in the game, which makes it possible not to waste offline time in vain.

Recruits are always in demand on any front! Register in EVE Online and feel free to apply to the combat corporations of Russian-speaking alliances. You will always be supported, trained and will not be offended.

How to level up skills in the world of EVE Online

Your character's skill system requires your character to initially acquire a book with a specific skill. These books are usually bought by players in markets, however, like most game items, they are initially obtained by someone. Some skill books can be purchased for Loyalty Points(a special currency that is given as a reward for completing missions), while others can be obtained from a container in the anomalies using a data analyzer.

If your character has all the necessary skills to learn this skill, then you can use a book at any time that will teach your character this skill. Then you can fill out the queue for learning skills in any order convenient for you.

It should be noted that by default, the queue for learning skills cannot exceed one day from the moment the first skill in the queue starts learning.

You can study as many different skills as you like, but between the first and last skill the time required to study can't be more than a day.

Put last in the learning queue the skill that takes the longest to learn (for example, several days). This way you will protect yourself from accidentally being idle in learning skills.

Skill Options in EVE Online

Each skill in EVE Online has two parameters - its difficulty and level. A skill can have 5 levels in total - the first is obtained by using the book, the last is achieved by leveling up. Leveling up each subsequent level takes exactly 5 times longer than researching the previous one. The difficulty of a skill is a multiplier of the time required to learn it.

What do character skills affect in EVE Online?

In the world of EVE Online skills(they are also skills) character influence every aspect of the game, even social interactions between players. In addition to the well-known and understandable combat skills and ore mining skills, there are also skills in managing corporations and alliances, fleet management skills, and much more.

Ship skills affect what ships you can control and what bonuses you will receive from operating a ship. Almost every skill is easy increases by the same amount any indicators.

If you want to get acquainted with the game, then initially there is no point in achieving the maximum level in all skills - 3 or 4 levels will be enough. The difference between skill level 4 and 5 is not that big.

If you want to be a professional in your field, then without the maximum level 5 you will not achieve ideal results.



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