Agents are special NPCs, different for each race and faction, who assign players to perform various missions, and pay for them (also, different bonuses or equipment are given in case a mission is carried out within some timeframe – bonuses can be seen in mission descriptions). Agents differ in their level – the higher the level, the more difficult the missions offerred by them are, and the higher the reward is. To work for higher-level agents an appropriate standing is required – which is an indicator of confidence of your agent / his factionwith you. The standing can be raised by just accepting and running accessible missions. For a higher reward for the mission it is needed to pump skills from the group of Social skills (connections, military connections), also you’ll need a high charisma. In addition to money (Eve Online ISK), for execution of missions you will also receive loyalty points (LP) – points for which you can get different bonuses from the agent, from implants to drawings.
It’s better to run agent mission on ships “Raven” and “Dominic” – but these ships are not quite accessible for rookie players. Earnings in low-sec are higher – but working there is correspondingly more dangerous.
Agents are easy to find – they are located at stations – just open the Agents tab in the station menu you (except for agents, giving the COSMOS-missions with a very high reward; they are located in the depths of space on their own ships). The mission you’ll get depends on the type and the job of an Agent, there are several varieties of agent missions. You may get a job from military, secure, administration NPCs. Most often the job involves destruction of some enemies. Such missions are very profitable, but the ones from high-level agents may be very complex, and not every player will cope with them on his own.
There is an NPC, giving the job to transport goods between different stations. It is not a very profitable mission – but not dangerous, best for smaller groups of players and transport ships. There are also the so-called RD-agents, the reward for their research mission is drawings which may often be more valuable than money (ISK).
Archives for eve news category
In Eve, there are three types of turrets: Projectile (firing projectiles), Hybrid and Energy (energy turrets). These three groups of turrets are also divided into two subgroups – for melee and ranged combat. There are also racial preferences for the type of turrets: Minmatars uses Projectile turrets, Caldari and Gallente choose the Hybrid type, and Amarrians prefer Energy turrets. A player can learn the skills for any type, but it is reasonably to train for the racial turrets, and use them on racial ships, as they usually have bonuses to the use of turrets.
Projectile
These weapons are characterized by their little damage. They are most effective against armor, because Projectile ammunition commonly deals kinetic or explosive damage to the target. The big advantage of these turrets is that they require no energy to work, they can shoot, even in the state of defense. Long-range (Artilleries) guns do more damage, but recharge for a long time as well. For short-range combat they are virtually useless, you need to use Auto-Cannons, who shoot more often and less often need to recharge.
Hybrid
Hybrid weapons are perfectly balanced by damage and requirements to the ship. They suit both against the shield, and the armor. Long-range Railguns can fire from a very great distance and cause serious damage. Though, in a close-range battle Blasters, at the optimum distance for them, will inflict even greater damage.
Energy
Energy lasers inflict good damage, but are highly dependent on energy. But they do not need ammunition and reloading. Long-range Laser Turrets – Beam Lasers are good at quite a distance and inflict great damage, but they are ineffective in the case of a melee. For short-range Pulse Lasers woudl suit better – though they may not be used as close as projectile or hybrid weapons, thus they are rather suitable for medium distances.
Removal of local chat…why do so many think that is anti-carebear?
Posted on 2011 under eve news | No Comment12 May
Really those pro-AFK cloaking people are getting a kind boring by sticking strictly to: an afk cloaker is always AFK. Dont be an idiot, everyone knows what is meant. You cannot possibly put pvp ships in standby against an afk cloaker, considering how horribly gimped pve setups in eve are you do not stand a chance in a pve setup + full NPC dps vs a pvp ship, so you are pretty much ****ed. Now remove local and you are always in that state.
Lets see the results for removing local:
Carebears are forced to hit dir scan button roughly once every 15 seconds (minimum time period to make sure you catch probes/incoming ship on scan, and in case of incoming ship you might still be too late in case of a fast one). No defense at all against black ops drops, and hell any SB gangs. If you cannot see why being forced to press a button every 15 seconds is horrible game design I got some bad news for you…
Really funny then is that guy who compared it to him pressing dir scan during pvp fights (with which he means most likely ganks). That takes like 2 minutes max, really logical to compare that to pressing dir scanner for 2 hours in a row. Sure you press dir scanner during that fight to check for enemy reinforcements, but that is nothing compared to how often a carebear would have to press it, without any specific reason to press it.
Now we got the bots. They will indeed also become vulnerable to black ops drops/SB roams. That is exactly the same as a human player, both die to them without much they can do about it, (welcome to pve in eve, where you are ****ed when a pvp ship shows up), so not a nerf to bots.
What we also have is the non-cov ops cloaked ships. Human players who do not want RSI/do want a life will die to them since they dont press d-scan every 10 seconds, bots do press it every 10 seconds (lol btw @ whoever wanted to use that to identify bots, you are forced to continiously press d-scan, but if you actually do it you get banned, maybe we should just line up for you so you can kill us?), so they are boosted compared to humans.
Then we got the pirates/gankers/whatever. Since some people apparently missed the eve guide, let me put it simple: They are pretty much not hurt at all by removal of local (especially in 0.0). Knowing how to find that carebear? Open dotlan, check NPC kills. Dotlan is down? Open sov window, check sov upgrades. But what about belt ratters? Press d-scan (yes once per system, nothing compared to what carebears have to do), if wrecks -> some pve’ing going on. (Systems without a belt near either incoming or outgoing gate are negligble). Missions/signatures? You need probes for them anyway. One press with deep space probe will show you ship signatures in entire system. In other words they pretty much arent hurt at all.
But that is good, right? Eve is all dark and pvp, so it is good to find many defenseless targets so you dont have too much risk, you dotn want to pvp where they can shoot back. Now the more realistic result, people are already whining about not enough targets both in 0.0 and low sec all the time, what do you think those remaining people will do when you make it easy to gank them? Yes move to high sec (i wonder if not the majority of these ideas come from high sec wardeccers).
And who benefits from that? Bots. The best counter to bots is legit players. Empty wastelands is the natural habitat from bots. Just look at old providence, how many bots did run there? I am pretty sure the answer is zero, it was just way too busy for bots. So removal of local boosts bots in several ways, it isnt a nerf to them.
Hey. I have only been playing for a couple of weeks. I am in a Procurer and in about a day i will be in a Retriever. I first got the skills i needed to get a Hauler Ship Iteron 1 and then i got the skills to get a Procurer. Before this i was mining in a Navitas filling a container up and coming back when it was full to take all of it back in my Iteron. I want to make much ISK doing mining but i’m not sure what i should do next. The skills i have are:
Anchoring 1
Drones 1
Mining drone operation 1
electronics 3
electronics upgrades 2
survey 1
engineering 3
shield operation 2
gunnery 2
small hybrid turret 3
industry 5
mining 4
mining upgrades 1
hull upgrades 1
mechanic 2
navigation 3
Astrogeology 3 (training to 4)
cybernetics 1
Science 4
gallente frig 3
gallente industrial 1
mining barge 1 (training to 3 after astrogeology)
spaceship command 3
I am not sure what skills to get after i have got the skills to fly a retriever. Could anyone help me out? I am not sure whether i should get my Mining Barge and Astrogeology to level 5 straight away so i can use a Covetor ASAP. What should i do?
While some of what Miss Rabbit says is good, like getting to a hulk, I would neither be very worried about your tank or doing any gas harvesting skills.
As a miner first and foremost, you’re going to be training your drone skills up, and that’s all that he needs to defend against the few rats he’s going to be facing for quite some time. Some light drones will do you fine. He’s not defending himself from players, nor can he. Training a few shield related skills won’t hurt at all, but shield tanking even 0.5 ats isn’t very hard while his light drones kill them.
Since the only gas sites he could be harvesting any gas from at this point in his career are from sites he would have to scan down, those can suck up some serious training times. Better to just focus on the mining profession. If he wants to branch out into a jack of all trades, as many of us do, that’s fine at a later date. But to do so in the beginning when he’s just learning how to mine would seriously dilute any income he’ll actually make.
Definitely training Refining to V is a huge deal, as well as getting your high sec ore processing skills to 3, 4 is better to have access to T2 mining crystals. Hull Upgrades 2 will get you Expanded Cargo IIs, so more room to mine with, or go with Mining Upgrades 4 for Mining Laser Upgrades IIs in the lows if you have a dedicated hauler or still plan to jetcan mine in a quiet system, which is doable.
Then Astrogeology V and a Hulk!
You guys really got boned didn’t you? I seldom rat and never do missions but I was in a .5 for a half an hr because Orphanage and thier monkeys are in between war decs. I did an onboard and got a site. 2 cruisers and a frigate perma jammed my Legion for 15 minutes while I orbited them, repairing thier **** all damage. After 15 minutes I got bored and left.
Sucks to be a carebear. CCP really hates you guys. Did you beat up thier dog or something?
Sucks you’re a noob at missions …. if you knew anythng about PVE gameplay, you would have come to the mission prepared and ready for jamming (following EVE mission guide), fitting yoru ship with modules needed to complete it successfully. Did you beat around the bush to post rubish?
Yeah, and the other day me and my friends were in a fleet of 20 marauders doing a level 2 mission when omg a falcon arrived and perma-jammed everyone and killed us and then concord arrived and podded us and we petitioned it and then ccp banned us and now I’m posting from an alt account they’ll never catch me cos I got a really good bot and now I mine.
You can help us improve the EVElopedia by adding content to these pages (stubs) –ISD Elumiel 10:02, 22 October 2009 (UTC) ——————————————————————————–
New page naming conventions for EVElopedia are set to be announced soon, close to normal wikipedia standards. Stay tuned. ISD Erilus Nex 19:51, 30 March 2009 (UTC) ——————————————————————————–
A New Template for all solar systems in now in place, this should make viewing details about each solar system much easier. Please report to us any errors so that these can be looked into. –ISD Huitzilopochtli Tlaloc 09:02, 22 January 2009 (UTC)
——————————————————————————–
You can find the list of the issues currently open with the EVElopedia on the known issues page –ISD Elumiel 14:11, 3 January 2009 (UTC)
——————————————————————————–
Currently redirects to Item Database do not work, please don’t create any more until this is either solved or marked as intended –ISD Erilus Nex 16:28, 18 December 2008 (UTC) ——————————————————————————–
The NPC corporations are currently in an incomplete state, it will be updated to include agent info after the corporation info (much like the agent tab ingame). The update could cause loss of data and changes will need to be salvaged from the page history. Sorry for the inconvenience. You can talk about what should be done for NPC corporations in the Template_talk:NPC_corporation page. –ISD Huitzilopochtli Tlaloc 10:02, 17 December 2008 (UTC)
——————————————————————————–
The solar systems are in great need of a nice style, if you have ideas about how to improve it, mail us about it. –ISD Huitzilopochtli Tlaloc 10:02, 17 December 2008 (UTC)
——————————————————————————–
The Evelopedia will be down on Tuesday February 23rd for 5 hours from 06:00 until 11:00 GMT. This will be a major update for the EVElopedia. Please note that the EVElopedia will be in a “read only mode” during this time. You will not be able to login during that time! –ISD Eshtir 19:38, 21 February 2010 (UTC)
——————————————————————————–
The Evelopedia will be down on Wednesday July 12th for 1 hour from 09:00 until 10:00 GMT –ISD Eshtir 11:15, 8 August 2009 (GMT)
——————————————————————————–
The Evelopedia will be down today for 1 hour from 12:00 until 13:00 GMT –ISD Shiva 08:57, 11 June 2009 (GMT)
——————————————————————————–
Watchlist style has been repaired –ISD Elumiel 12:37, 13 January 2009 (UTC)
——————————————————————————–
A News: Namespace has been created for the news portal –ISD Elumiel 12:37, 13 January 2009 (UTC)
——————————————————————————–
Nonexistent page links now show up in red, as per Mediawiki defaults –ISD Huitzilopochtli Tlaloc 10:05, 17 December 2008 (UTC)
——————————————————————————–
Players can no longer access the moderation drop down boxes on approved images and also revert image changes –ISD Huitzilopochtli Tlaloc 10:05, 17 December 2008 (UTC)
Once space-faring became profitable due to asteroid mining and vacuum manufacturing, it did not take long for humans to settle all the planets and moons of the Sol system. Naturally, this development increased the economic growth of Earth, making humans more capable then ever of reaching further into deep space. The distance between solar systems was a difficult barrier to surmount, but the discovery of Warp technology changed all that. Jump gates, using gravity coupled with negative energy to create stable wormholes between them, allowed instant travel between two points in space. The downside, of course, was that one of the Jump gates had to be physically carried to its destination point, but their advent nevertheless started off the gradual expansion of the human race to other solar systems. Warp Drive is InventedThe next big step was the advancement of Warp technology into Jump drives. The first version only allowed very short jumps within the same solar system, but later versions allowed ships to jump between systems without the aid of a Jump gate. This sped up expansion considerably, and in short time humans had established settlements in hundreds of systems, including dozens of fledged colonies. By then, however, the expansion process was becoming increasingly difficult due to stifling bureaucracy. Almost every solar system within jump range had already been bought or leased long before actual colonization began, and many of those wishing to settle in a new world had to wait years to fulfill their dreams.
EVE – The WormholeThings took an unexpected turn for the better, however, with the discovery of a natural wormhole near the system of Canopus . Although the existences of wormholes had long been the subject of speculation, this was the first natural occurrence of the phenomenon ever seen. Probes sent into the wormhole showed it was stable and it led to a solar system in an unknown galaxy. This system could be a far-flung region of our own Milky Way galaxy, another galaxy at the other side of the universe, another dimension, or parallel universe.
The wormhole was christened EVE because of the new worlds and new beginnings that it offered. A decision was made to build Jump gates at both ends of EVE. Only specially enforced ships were able to use the wormhole itself. Scientists predicted that the EVE wormhole would close. Men and equipment were ferried through the wormhole, to set up bases.
The system was soon christened New Eden. The gates at both sides of the wormhole were called “the gates of EVE”. They had to be exceedingly huge, because of the unstable nature of EVE and the unknown distance between them. They were the largest single structures ever made by mankind and took more than 200 years to build. It had been decreed that the new world would be free for anybody to settle on a first come-first served basis. As soon as it opened, hundreds of independent organizations began exploring and settling the new world.
Closing of EVEThe EVE wormhole closed while the EVE gates were still under construction. This didn’t seem to affect the gates at all and they functioned properly from the start. But then, after seven decades of working flawlessly, disaster struck. An unexplained phenomenon engulfed the EVE gates, creating a severe disturbance, rendering the gates inoperable and reducing the prosperous New Eden system to rubble. The EVE gate in New Eden still exists, but any ship that tries to go near it is destroyed by the gravity storms.
The effects of Eve’s closure were sudden and dramatic, with all the bases and settlements in New Eden being affected. Without the gates, the colonists found themselves cut off and isolated. As most of the colonies had only been settled a few years or decades previously, very few of them were self-sufficient. One by one the colonies died out. The few colonies who survived slowly lost their knowledge and advanced industries due to the lack of tools and the ability to maintain them.
For thousands of years, these scattered human enclaves lived and grew in isolation from each other. As time passed, their different environmental and ideological conditions wrought small changes to their physical appearance, making each distinct.
Ok ladies and gentlemens we have a big update from EVE themselves! I would give you the first paragraph but most of you, including me have short attention spans and don’t feel like reading it so i’ll skip right to the juicy part!
We´re developing a skill queue. I´m expecting that the bearer of good news is praised and flattered. The CSM was happy to hear we were developing a skill queue, but their songs of praise were rather short. I expect haikus. You may want to read on and make yourself familiar with how the queue works and the early UI mock-up.
About time!
Yes, it is about time isn´t? There were good reasons why we never did it before, though.
We are proud that we are realistic and nice (or cool) enough to know that people have a life outside EVE (shocking, I know) and while they are not playing EVE you can still advance your character.
While it´s cool that you can advance your character when you are offline, we did worry that if we introduced a skill queue some players might just set a queue for a year and become less active in EVE. That´s not what a massively multiplayer ONLINE game is about. EVE is a social game and we want you exposed to other players so you can start making legends out of you or corporation and strive for domination. A long abstinence from EVE would ruin this for us.
And yet, we know people do have lives outside of EVE and you don´t really want to set your alarm to change skills, or worse lose out on skill training because you couldn´t make it home in time. And it´s always the shorter skills that fall right between a day and anything less than that which are the hardest to fit into your schedule.
So we sought a way to make the planning of skill training easier by using a queue, but without the risk of people queuing forever and not really being active in the game.
The queue
The skill training system we came up with allows you to queue skills that will start training in the next 24 hours. You can enter in up to 50 skills in a queue, as long as they all start training within 24 hours. This leaves room to start a skill that will take 6 hours, followed with one that takes 12 to complete. With only 18 hours of training prepared, the queue still has room to start another skill.
If you train a skill the old fashioned way (by activating a skill as you do now without the queue window) it will still be listed in the queue as the top skill; the skill you are training now. If you don´t add a follow-up skill then you´d have to come back when that skill is finished. You can still start training skills from your normal character sheet without entering the queue.
You can move skills around in the queue to find the optimal order for you and apply the changes. After that the queue will update to your latest changes. Your character will continue to train whatever is in the queue until a new queue is applied.
UI
We have an early mock-up of the queue, you can see it below.
Queue Queue Image!
The section on the left is a screen where you can view your skills and apply filters. You can show all skills or the ones you haven´t finished training or apply other filters. You can easily select a skill and drag it to the right section which is the queue itself.
The bar above is a visual representation of the next 24 hours, so you can see how much room is left by looking at how much of the bar is filled in with colour.
Future
We are hard at work completing the skill queue and we have left room to develop the way you manage skills further. For example we could add a planning system and maybe even connect skill plans to certificates or modules. We´d appreciate any feedback you have on the skill queue and other ways to help you manage your skills. Or to paraphrase the CSM ‘ YES, OMG11!!!11CCP WeLovesyou7!!Thx!ByeKissesHUgs´.
eve online isk
eve isk
buy eve isk
buy eve online isk
cheap eve isk
cheap eve online isk
Ok all, some of you may not know that we at the EVE vault are trying to get it a bit more lively and one of those features are fan fictions! What we want to do is get to know our community and these questions will be able to get to know you and also it helps some of our writers know what to write about! if you have any suggestions, comments, ANYTHING please post it here or email it to Magic101@vaultnetwork.com .
Your game name?
Your corp?
Are you a member of a corporation?
Your rank in your corporation?
Does your corporation have any specific mission (such as an industrial corp, PvP,PvE,Anti-pirate,Low-sec mission,High-Sec Missions? Etc Etc)?
Are you in an alliance?
Your rank in your alliance?
Does your corp/alliance have any specific enemy corp/alliance?
What region of EvE does your corp tend to ‘stick’ to?
Is there any system of space that you tend to avoid at all costs due to ‘gate ganking’?
Does you or your corp have any specific character that is considered an enemy to you or the corp?
What is your characters specific In Game quest at this time (goal such as mission, skill or ship training or other long term goal)?
Also if your not comfortable posting these specifics in the post just send it to, Magic101@vaultnetwork.com , but if you are please post it into the forum post! Thankyou for your participation and your helping the vault!
eve online isk
eve isk
buy eve isk
buy eve online isk
cheap eve isk
cheap eve online isk