No matter how many skill points you have, you'll always be limited by the ship you are piloting.
It's impossible to fully utilise all of the skill points your character has in a combat situation, older characters simply specialise in more branches as every player will over time, newer characters should stay focused in a few branches, trying to be the jack of all trades is a bad move at an early stage, this is what severely ruins your chances of being as combat effective as an older character will be in the early months of your game.
But you exist in a huge universe, populated by all kinds of players, not every character you meet will will be a vet.
These threads keep popping up about new players not being able to catch up. It's always new people writing these new posts. What does that tell you? And it should be noted that the only people who argue are a couple of fanboi vets. You folks remind me of Baghdad Bob, the Iraqi Information Minister who denied Iraq was being attacked until the very last moment. You're in denial. The truth is unavoidable. New players cannot catch up to vets in this game.
- Phos
tell that to my 7 month hurricane pilot.
I can do anything it in a 5 year vet can.
MATH TIME!
player ! has 30 million sp
layer B has 5 million sp
Player ! has40 skills trained to level 5 taking up all 30 million sp. This gives him over 200 skill levels!
you can only get your interceptor skills so high you can only get your battleship skills so high you can only get your frigate related skills so high you can only get your command ship skills so high you can only get your cruiser ship skills so high
Do you see a trend? there is no catch up. Once a vet gets his skills maxed in one ship, he has no recourse but to work on a different path. He has greater options, but you can "catch up" in any one of the particular path's he's taken.
Nice and simple,True And to the point.
Bit of a Red Herring this one, because while eventually you can get any of your skill tree's maxxed, an older player will always have more skill tree's maxxed than you.
Flexibility is the key to success and you will never be able to be as flexible as someone who has played for longer than you.
Your armoury of successful tactics and countermoves against certain circumstances will always be smaller than the armoury of tactics and countermeasures available to the older players.
It's the difference between playing a pawn or a knight. A knight or a queen. All pieces can take each other, but some have more ways of doing it than others.
since skill raise overtime do long term players have a huge advantage? im just getting into eve and wondering if its worth it since ill never be able to catch up?
I also heard there was alot of admins abusing thier powers in this game and creating items to sell on ebay and such, has this ruined the economy or is this not true?
This is true on the time-based skill system. But whats the point of having capital ship skills at 5 while you are dirt poor and can only affort T1 battleship fitting + basic insurrance?
If you are looking at 1 vs 1, this is critical. But EVE has evolved for 5 years, and gang activity is the winner. It doesnt matter you have low skills and fly in a frig or destroyer, in a well organised group, a battleship will run away in split sec
Dont worry too much, just do the tutorial, join an org, talk to ppl, tag along with org activities.....you can have fun everytime you log on.
Long term players will always have more SP than a beginner. However, as stated earlier, gang warfare is king these days. This game is not like WoW, where "levels" make a difference. Skill is needed.
I started PvP'ing in 0.0 after about 1 week of training time. I haven't left ever since. You don't need millions of SP to be viable in either PvE or PvP. Just get the basic stuff, like Afterburners, hardeners, etc, and you'lle be fine.
The difference between a player who has been playing for 3 years and a player who has only been playing for a month is that the 3yo veteran has more of a choice of ships and weapons that they can pilot.
A new player in some cases can be better in one type of ship then a 3yo player, it all depends on what skills you learn.
The average subscription length is about 7 months.
Naturally, a large number of persons that start playing the game do not carry over into interested buyers. One month is included in an account activation usually, and a six month subscription includes a hefty discount. There's an extra $1/mo savings for buying a year at a time, but most folks take periodic vacations.
Usually, seven months is the biggest breaking point. At this point, there is little or no solo player content in empire that even the least motivated individual hasn't tried. Persons who cross this point typically have gotten involved in one or more player corporations that are successful and well integrated. This is a highly darwinic process. Crossing this boundary, players tend to stay involved for longer periods, sometimes multiple years. A very slowly dwindling number have been in since the beginning, and a few will be in till the servers close.
Most of the persons you run into in the game will have younger avatars. However, due to the way the game is designed, most of the persons you encounter in scenarios where pvp is apt to occur will be older than six months. The more actively they seek out those scenarios, the more resources they tend to be able to draw upon in achieving victory.
SP does not translate to victory. Very closely matched battles are vanishingly rare. Successful groups do not seek out "fair fights" very often because it is both time consuming, economically unrewarding, and frankly not as much fun as you may imagine. The art of the gank is key to a rewarding night out, and political subterfuge is what keeps people paying attention.
You will often be finding that you wish you were able to do something simply to contribute to a group. Say the ability to to field a very tactically useful recon, or simply to fly a probe scanning ship to farm macroers. These abilities are the result of long term planning, say leaving a weeks long skills training whenever you retire for bed, and training shorter skills while you are actually playing. (This is more effective than setting an alarm clock.)
Brains are helpful. Instead of having an ability or talent, a smart entrepreneur takes on a specialist. Not only does delegating diminish your weaknesses part of the time, you now have someone else to lean on, and a group of people egging you on to fly formation more regularly. This creates a virtuous cycle. Having lots of money, spare ships and lots of allies can be just as necessary to feeling like you are available and useful to a group. It can be easy to get stuck in this mindset though, even after one is well resourced. There are quite a few non-specialist skills though, so unfortunately, many people are encouraged to be resigned to waiting simply due to the game mechanics. It's a weakness of game, and probably throttles back its success.
EVE is pretty Darwinian. It might take many players months to realize they are not winning just sitting in empire. This is because you are allowed to set your own terms of winning. Luckily, you can always fail later on.
Brains are helpful. Instead of having an ability or talent, a smart entrepreneur takes on a specialist. Not only does delegating diminish your weaknesses part of the time, you now have someone else to lean on, and a group of people egging you on to fly formation more regularly. This creates a virtuous cycle. Having lots of money, spare ships and lots of allies can be just as necessary to feeling like you are available and useful to a group. It can be easy to get stuck in this mindset though, even after one is well resourced. There are quite a few non-specialist skills though, so unfortunately, many people are encouraged to be resigned to waiting simply due to the game mechanics. It's a weakness of game, and probably throttles back its success.
heh, you remind me of corp thieves and spies. The got the money in split seconds, no grinding.
And you dont need a million sp char to do that too.
The average subscription length is about 7 months. Naturally, a large number of persons that start playing the game do not carry over into interested buyers. One month is included in an account activation usually, and a six month subscription includes a hefty discount. There's an extra $1/mo savings for buying a year at a time, but most folks take periodic vacations. Usually, seven months is the biggest breaking point. At this point, there is little or no solo player content in empire that even the least motivated individual hasn't tried. Persons who cross this point typically have gotten involved in one or more player corporations that are successful and well integrated. This is a highly darwinic process. Crossing this boundary, players tend to stay involved for longer periods, sometimes multiple years. A very slowly dwindling number have been in since the beginning, and a few will be in till the servers close. Most of the persons you run into in the game will have younger avatars. However, due to the way the game is designed, most of the persons you encounter in scenarios where pvp is apt to occur will be older than six months. The more actively they seek out those scenarios, the more resources they tend to be able to draw upon in achieving victory. SP does not translate to victory. Very closely matched battles are vanishingly rare. Successful groups do not seek out "fair fights" very often because it is both time consuming, economically unrewarding, and frankly not as much fun as you may imagine. The art of the gank is key to a rewarding night out, and political subterfuge is what keeps people paying attention. You will often be finding that you wish you were able to do something simply to contribute to a group. Say the ability to to field a very tactically useful recon, or simply to fly a probe scanning ship to farm macroers. These abilities are the result of long term planning, say leaving a weeks long skills training whenever you retire for bed, and training shorter skills while you are actually playing. (This is more effective than setting an alarm clock.) Brains are helpful. Instead of having an ability or talent, a smart entrepreneur takes on a specialist. Not only does delegating diminish your weaknesses part of the time, you now have someone else to lean on, and a group of people egging you on to fly formation more regularly. This creates a virtuous cycle. Having lots of money, spare ships and lots of allies can be just as necessary to feeling like you are available and useful to a group. It can be easy to get stuck in this mindset though, even after one is well resourced. There are quite a few non-specialist skills though, so unfortunately, many people are encouraged to be resigned to waiting simply due to the game mechanics. It's a weakness of game, and probably throttles back its success.
EVE is pretty Darwinian. It might take many players months to realize they are not winning just sitting in empire. This is because you are allowed to set your own terms of winning. Luckily, you can always fail later on.
a fine description, well done. you have to choose to make yourt own entertainment after a few months as the spoon fed content is pretty dull after that period. but then i have never found a PvE game that ever held my attention for more than a few months. Been playing EVE for 2 and half years now.
Comments
No matter how many skill points you have, you'll always be limited by the ship you are piloting.
It's impossible to fully utilise all of the skill points your character has in a combat situation, older characters simply specialise in more branches as every player will over time, newer characters should stay focused in a few branches, trying to be the jack of all trades is a bad move at an early stage, this is what severely ruins your chances of being as combat effective as an older character will be in the early months of your game.
But you exist in a huge universe, populated by all kinds of players, not every character you meet will will be a vet.
I can do anything it in a 5 year vet can.
MATH TIME!
player ! has 30 million sp
layer B has 5 million sp
Player ! has40 skills trained to level 5 taking up all 30 million sp. This gives him over 200 skill levels!
Player B has trained 100 skills to level 4
This gives him 400 skill level
Player B surpasses Player ! in effectivness.
Bit of a Red Herring this one, because while eventually you can get any of your skill tree's maxxed, an older player will always have more skill tree's maxxed than you.
Flexibility is the key to success and you will never be able to be as flexible as someone who has played for longer than you.
Your armoury of successful tactics and countermoves against certain circumstances will always be smaller than the armoury of tactics and countermeasures available to the older players.
It's the difference between playing a pawn or a knight. A knight or a queen. All pieces can take each other, but some have more ways of doing it than others.
in no world is flexabilty the key to success.you pick a path and you stick to it.
This is true on the time-based skill system. But whats the point of having capital ship skills at 5 while you are dirt poor and can only affort T1 battleship fitting + basic insurrance?
If you are looking at 1 vs 1, this is critical. But EVE has evolved for 5 years, and gang activity is the winner. It doesnt matter you have low skills and fly in a frig or destroyer, in a well organised group, a battleship will run away in split sec
Dont worry too much, just do the tutorial, join an org, talk to ppl, tag along with org activities.....you can have fun everytime you log on.
Have fun
Long term players will always have more SP than a beginner. However, as stated earlier, gang warfare is king these days. This game is not like WoW, where "levels" make a difference. Skill is needed.
I started PvP'ing in 0.0 after about 1 week of training time. I haven't left ever since. You don't need millions of SP to be viable in either PvE or PvP. Just get the basic stuff, like Afterburners, hardeners, etc, and you'lle be fine.
The difference between a player who has been playing for 3 years and a player who has only been playing for a month is that the 3yo veteran has more of a choice of ships and weapons that they can pilot.
A new player in some cases can be better in one type of ship then a 3yo player, it all depends on what skills you learn.
The average subscription length is about 7 months.
Naturally, a large number of persons that start playing the game do not carry over into interested buyers. One month is included in an account activation usually, and a six month subscription includes a hefty discount. There's an extra $1/mo savings for buying a year at a time, but most folks take periodic vacations.
Usually, seven months is the biggest breaking point. At this point, there is little or no solo player content in empire that even the least motivated individual hasn't tried. Persons who cross this point typically have gotten involved in one or more player corporations that are successful and well integrated. This is a highly darwinic process. Crossing this boundary, players tend to stay involved for longer periods, sometimes multiple years. A very slowly dwindling number have been in since the beginning, and a few will be in till the servers close.
Most of the persons you run into in the game will have younger avatars. However, due to the way the game is designed, most of the persons you encounter in scenarios where pvp is apt to occur will be older than six months. The more actively they seek out those scenarios, the more resources they tend to be able to draw upon in achieving victory.
SP does not translate to victory. Very closely matched battles are vanishingly rare. Successful groups do not seek out "fair fights" very often because it is both time consuming, economically unrewarding, and frankly not as much fun as you may imagine. The art of the gank is key to a rewarding night out, and political subterfuge is what keeps people paying attention.
You will often be finding that you wish you were able to do something simply to contribute to a group. Say the ability to to field a very tactically useful recon, or simply to fly a probe scanning ship to farm macroers. These abilities are the result of long term planning, say leaving a weeks long skills training whenever you retire for bed, and training shorter skills while you are actually playing. (This is more effective than setting an alarm clock.)
Brains are helpful. Instead of having an ability or talent, a smart entrepreneur takes on a specialist. Not only does delegating diminish your weaknesses part of the time, you now have someone else to lean on, and a group of people egging you on to fly formation more regularly. This creates a virtuous cycle. Having lots of money, spare ships and lots of allies can be just as necessary to feeling like you are available and useful to a group. It can be easy to get stuck in this mindset though, even after one is well resourced. There are quite a few non-specialist skills though, so unfortunately, many people are encouraged to be resigned to waiting simply due to the game mechanics. It's a weakness of game, and probably throttles back its success.
EVE is pretty Darwinian. It might take many players months to realize they are not winning just sitting in empire. This is because you are allowed to set your own terms of winning. Luckily, you can always fail later on.
heh, you remind me of corp thieves and spies. The got the money in split seconds, no grinding.
And you dont need a million sp char to do that too.
a fine description, well done. you have to choose to make yourt own entertainment after a few months as the spoon fed content is pretty dull after that period. but then i have never found a PvE game that ever held my attention for more than a few months. Been playing EVE for 2 and half years now.