I was gonna make a new post, but then I saw this one.
Rav, this one's especially for you, since you just grabbed the trial.
I jumped with the guys on Tribalwar and went for the 14-day trial. Now I'm pretty well hooked.
Do not, however, take that to mean that you should just jump right in and start becoming a capsule pilot. What follows is a review of EVE, written as my battlecruiser drifts among the wreckage of a recent mission and collects leftover cargo.
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What is EVE?
In a few short summations, EVE is: harsh, complex, player-run, full of vast information libraries, not very fast, as deep as you make it, and changing.
Harsh: EVE is
very harsh. Die or make a wrong move on the market and you stand to lose anywhere from a few tens of thousands to a couple hundred million in cash. Lose several ships in a row and you'll be hurting for money, and money is what enables you to have fun in EVE.
Complex: Oh yes, very. Me, I'm just a combat pilot. I shoot things for money, I assist my alliance as an electronic warfare cruiser-pilot, I haul ore back to base for alliance mining ops, and I command a small army of drones when I get into my Vexor cruiser. Right now, those roles are about as far as I'm willing to go. There's a vast, player-driven market that I've not yet begun to dent, knowledge-wise, and there's plenty more besides. You can be what I am, or you can be a miner, a cargo hauler, a well-heeled trader, a shipbuilder, a research scientist, an arm of the police, or even an out-and-out shipping pirate, preying on other players.
Player-run: As I mentioned, there's a player-run economy. Oh sure, in controlled Empire space, there are NPC's that are part of the market too, but Empire space is only about a third of the systems you can go to. Head into non-Empire space and the entire economy out there is player-run and -controlled. This usually means that prices are higher out there... but there's a lot of risk there, too. There's no law to protect you out there save for player corporations. Some you can obtain passes from to ensure your safety, some shoot outsiders on sight, and then there's roaming pirates. Plus there's full-blown wars out there, too. Just the other night I was hauling the fruits of a lucrative mining operation back to the Empire to sell, and had to make a 30-system detour to avoid an incoming invasion fleet.
Vast information: You can spend literally hours reading up on the market and the items therein, not to mention figuring out what leads where and how to get there safely.
Not very fast: EVE is not a fast-paced game. You can spend a great deal of time just travelling, and some missions are so hard that they require several hours to a day or more to complete. There are ways around slow travel, but they take a lot of time to set up, along with plenty of research and map-looking.
As deep as you make it: This is really the big one for EVE. There isn't an end-game, there are no experience points, there are no levels. While there's plenty of NPC content in the form of missions, that isn't the primary focus of the game. To make the game exciting, you have to get involved in the community, by joining a corp or alliance and helping that group expand//control their territory and wallets. This is what I've done with Tribalwar. We joined up with an alliance, and since we're new to the game and news travels very quickly, groups from a hostile alliance have decided to make our lives a living hell by blockading our favored routes to and from Empire space, as well as coming and hunting us actively. We've helped clean up alliance space as much as possible with our weaker ships, and soon we'll have enough firepower to begin actively helping our alliance put some real hurt on those that have been hunting us. I hear rumours that sometime in the next month, a deep-strike alliance raid is planned to take out one of the hostile alliance's player-created space installations, which should set them back several billion credits and several weeks of time spent replacing it. Mind you, this isn't going to happen fast, we'll probably spend two or more days actually getting there unless we send someone to scout out and plan a fast route for us. Even so, the trip to that location will take several hours.
Changing: CCP, the EVE Devs, are making numerous changes to the game soon, by re-tasking a lot of ships and making changes to police behaviors. It should be exciting, and I like this dev team from what I've seen so far.
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That's a nice little summation.
Here's some more details for those interested.
EVE doesn't have any XP or levels. How then does one advance in the game? Skills. You start out with a selection of skills determined at player creation (hint: always choose 'custom' for your player career and pick and choose accordingly). Further skills are obtained by purchasing skillbooks and reading them.
However, acquiring a new skill is not an instant process. All skills have a training time, anywhere from ten minutes to a month of training time as the skill rank goes up, and that's real-time, btw, not game-time.
However, skills continue training even when you're not playing, so you can train a short-term skill while you're playing and then set a long-time skill to train just before you log off.
It is estimated that learning every skill in the game to max level would take approximately
three years of real-time. Thus, even players that have been in the game since the beginning don't know everything.
But, doesn't this mean long-time players have an advantage over newer ones? Sure they do. However, new players are advised to specialize their skill learning, to pick a role and catch up in that role quickly, instead of learning everything.
Me, for instance. I've specialized in combat drones and electronic warfare since I started. I'm not a battleship-driving bruiser, and I don't put out a lot of damage, but my drones make attacking me a bad idea and my EW modules can turn a battleship from a beast hurling 1400mm shells over 200km into a mewling kitten that couldn't throw a spitball ten metres.
Highly useful skills in the right time and place.
What else can you do? Well, if you want to make lots of money and friends, you can be a miner. Those who specialize in mining and refining of ores can rake in
gargantuan amounts of cash, but the work is fairly dull when done solo.
Or you can trade. You can directly haul goods from place to place (this has its own dangers, as the good deals are in systems where player pirates roam), or you can be an executive type trader, using various skills to place buy and sell orders across an entire region and raking in the profits without ever leaving a station.
Be a researcher/builder and learn how to make ships and items, which you can sell for profit. It's a hard job, but a good researcher is worth his weight in zydrine for his alliance, as he can supply them with ships and ship modules for only the cost of minerals the corp miners bring in and the cost of buying or finding blueprints from which to work.
Be an agent runner, someone that's specifically designed to do combat and package courier missions. The best items in the game (blueprints and implants) are given from agent missions, and can be literally worth billions to the right buyer.
Be a combat-type (pirate or protector) and destroy one's enemies, protect one's corp-mates from the bad guys, and earn rare items from powerful players or NPC baddies.
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Myself, I'd suggest that anyone trying the trial go for combat missions for agents during the trial. You don't make money terribly fast, but you do get to shoot things, which is better than kicking back and watching your cargo hold fill up mining. Trading takes more skill-time training than two weeks easily allows, and some money to get started to boot.
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If you're going to give the game a try,
finish the entire tutorial. Yes, all six hours of it. Trust me. You'll need it.
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In EVE, you need money to do things that are really fun and exciting. Making money is, at first, a grind. Miners have a good means of getting cash, but it's not the most exciting way. Hauling traders have to deal with a lot of travel time and pirates. Combat types get to shoot things for their agents, but don't make money terribly fast unless they get an exceptionally lucky item drop they can sell.
However, once you get some cash in your wallet and join up with a corp, things start getting more exciting. Once you and your corp start working with or against other players, the game gets more unpredictable, as you have to deal with other people horning in on your space or outright trying to kill you.
Overall, I really like EVE. Combat is tense, but not a click-fest. If I'm feeling particularly slow, I can go haul things for money, or mine in a secure system while I read a book. If I'm feeling up to a tense session, I head back to alliance space and help them hunt down invading player pirates and protect our non-combat folks from the bad guys.
This game isn't for everyone, but when it gets you, it gets you good.
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