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Eve profession. Guide for beginners in EVE Online - quick start and useful tips. Payments accepted

Are you tired of entering a game where you are surrounded by knights in heavy armor and magicians in robes? Do you already know almost everything about those projects where you need to storm castles, craft armor, build houses and grow plants? Are you already sick of the familiar interface and uninterested in sharpening your usual skills? Then welcome to the world of endless space, tough pilots and exciting battles in the vast space of an unfamiliar galaxy!

You can now start playing EVE for free

The first step to start in any game is to download the client and install it on your computer; in EVE this procedure is simplified as much as possible - you just need to go to the official website and click on the “play for free” button. Yes, it has happened, now you can play EVE absolutely free, moreover, you can remain in this status indefinitely. An alta player (“free”) does not have access to all types of ships and weapons, but at the initial stage this is not necessary - everything that is necessary to master the game can be obtained without a paid account. Owners of a beta account (paid) have many advantages, for example: absolutely all ships are available, including those of other races, there is the possibility of learning skills faster and the ability to learn several at the same time. But now it is not necessary to pay in cash for beta status: having earned a certain number of ISKs (the game currency of EVE), you can buy a special coupon in the game to activate a paid account for a month.

Referral link – an opportunity to receive bonuses in EVE

Before you start playing, be sure to ask for a referral link from another, more experienced player. This will allow you to get a good bonus later, when you “mature” to a beta account. None of the friends who already play EVE will refuse, because the benefit is two-sided - the one who gave the link will also receive “goodies” later. If you don’t know anyone in EVE, go to the official forum and look there - there are enough people willing to help noobs, not without benefit for themselves. On the official EVE website, before you register, you will be asked to fill out the “referral link” line. If you do not do this, then you will no longer be able to use this bonus on this account.

Character Creation

The next step is choosing the race, gender, biography and appearance of the future space hero. Each race has its own characteristics in appearance, but at the first stage it is important to master the game as quickly as possible, so it is recommended to choose the Gallente race as the most balanced and easy to learn (according to the developers and experienced players). Newcomers are engaged exclusively in mining and scientific research, and these skills are generally non-racial. Gender, appearance - to your taste, a character's nickname in EVE consists of two words with a space, the player has the opportunity to come up with a unique first and last name. The appearance can then be changed, but the gender, name and race remain unchanged until the end of the character’s existence. You can make 3 of them on one account, and the Beta status will subsequently apply to each one.

EVE Interface

An important point: you can play using not only the English interface, which is the default in EVE. When entering the game, when entering the character name and password, click on “language settings” in the upper right corner, select Russian if English is too difficult; Then, if desired, you can change the language. It’s more convenient, of course, to start playing so that everything is in Russian, but it is highly recommended to switch to English as quickly as possible. There are many important reasons for this, the main one is that the EVE contingent is international, communication is in English, and it will be very difficult for you to explain a question or problem to an English-speaking interlocutor without knowing the names in English. Now the translation into Russian is quite correct, previously there were many mistakes and absurdities, so players who use the “ru” client are still treated with ridicule (this is the second reason). The commands used in the global chat at public events are in-game slang - almost all the words there are from the English language, and without knowing these words, it will be impossible to play in a large corporation and participate in serious events.

First entry into the game: we begin to “downgrade” skills

In EVE you can’t rush headlong into outer space, shoot and collect everything - there is a set of initial actions and quests that cannot be missed. The first thing we do without leaving our seats is to set up skills training. The skills menu is called up by pressing the Alt+A button combination, click “all skills”, select engineering, then “operation of on-board systems” and look for “drones”. This skill needs to be studied. Skills in EVE are learned in a special way - each skill is learned for a certain time. We hold down the “drones” with the left mouse button and drag it to the lower, currently empty part of the skill window. We drag this particular skill several times until a message appears in the system chat that the level of pumping has reached the maximum (the “drones” skill for a beginner can be increased four times). The maximum number of drones (shells) on the ship and their power depend on this skill. A time will appear to the right of the skill, counting down until it is fully learned; you can even exit the game - the process continues (a nice feature of EVE).

First action in space: learning to fly with the help of Aura

How to move in space, what to do now? In EVE you literally lead by the hand: the game is so complex that you can’t figure it out without the help of teaching NPCs. Our guardian angel, helping us take our first steps, is Aura, which will guide us through the world of EVE by text and voice: the text is displayed in Russian (if you chose Russian), voice messages are duplicated in English. First, Aura will teach you how to simply rotate the view camera, advising you to hold down the left mouse button and rotate. Zoom in or out of the view by rotating the mouse wheel. Aura does not rush, it waits patiently until you complete each action, and only then continues training.

We turned around, looked around, conjured the view zooming in and out, it’s time to fly. You can start the flight by double-clicking on any place with the left mouse button. There are wrecks and fragments of ships around; when you hover over them with the mouse, information with the name and presence of life will appear (in the initial locations there is no life on almost all objects). To stop, you need to press “minus” on the round control panel of the boat (this panel will always be strictly centered at the bottom of the screen).

The first quest is rescuing those in distress

Your focus is on a wreck on which the NPC escaped, he needs help and evacuation! We double-click on this object with the left mouse button (Aura will also advise this action after learning to fly and stop), when approaching it, hold the left button OVER the object again - a system window with a human figure appears. With the left mouse button, click on this figure, under it we select "pick everything", and we save the one in need of help (we take it to the ship). So the first quest began: to save two “simple” creatures and one scientist. Then there will be quests for launching into outer space, for shooting at asteroid debris, and Aura will explain everything in detail. She will take the novice player to the station where they can land the ship.

Communication in EVE. We make our first friends, receive an invitation to the corporation

In EVE, you can communicate in a global chat, in the so-called "private", over a corporate connection. Be prepared that if you appear in the global, you will be sent an offer to join a corporation - old EVE players immediately try to take a newcomer to them: in this game at serious events, every “body”, even on a small boat, can be useful. There will be requests to be added to the list of friends, here be careful - you can accept as friends by choosing the degree of trust up to complete ignore (refusal with the inability to accept the offer of friendship in the future). The friendship scale ranges from bright yellow (permanent rejection) to blue (best friend).
But you will have to wait a little while joining the corporation - you can only join it while on the station, while you are still in outer space: just add this player as a friend and contact him when the Aura brings you to a solid surface. In general, it is worth setting foot in a specific corporation if you have trusted player friends in it: in EVE, any conflict is officially encouraged, from a suddenly started war to the murder of newcomers, and even within the corporation, any ally can lure you into outer space and kill you there, profiting from the debris and resources after your death.

The first steps with the help of Aura have been taken, friends have appeared, the skill is “swinging”. Next is the extraction of valuable resources, exciting PvP, meeting with pirates if you dare to get out of the “zeros” (the so-called safe locations where no one can attack). Forward into uncharted territory, and who knows, maybe in a few months you will lead your own corporation and change the history of EVE, unleashing a global war and changing the balance of power?

In EVE Online, the player has a huge selection of a wide variety of activities available. This abundance of options even seems overwhelming for people accustomed to traditional multiplayer games. The information described in this article is only a small part of what may be available to you in the game.

Try playing EVE Online and you will see a significant difference from other MMORPGs. Yes, this game is not for a wide range, but every gamer on this planet must try it!

What exactly should a newbie do in EVE Online? First of all, it is worth trying different types of activities, not being afraid to take risks.

Are there any required classes in EVE Online?

Players are not required to follow any strictly defined actions - there are no mandatory actions in the game EVE Online. Those players who are interested in space exploration can spend years in New Eden, constantly doing their favorite thing and ignoring other aspects of the game, such as faction wars, for example.

What are the forms of confrontation between players?

Any action in the world of New Eden can be considered some form of PVP, since it is the basis of the EVE Online game. When mining minerals in the asteroid belt you will compete with other miners for resources, you must protect yourself from the theft of your mining.

In the market, you will have to fight for control over the economy, the supply and demand of goods. On the space battlefield, you can fight for glory, for power over star systems, or for money. For EVE Online this is normal, all this can be your choice.

  • 18183 views
  • Published: March 17, 2014
  • Updated: September 16, 2014

Things to do?

There are many ways to achieve fame in the EVE universe using different playstyles, but the choice is ultimately yours. EVE is an extremely open game, where levels matter less than know-how, and quests matter less than goals. Setting these goals may be difficult at first, but they will help you with your career choice.

These professions are not like the traditional "Classes" of other MMOs, and there is nothing stopping you from jumping from one activity to another in the course of one evening. There is only one "Class" in EVE - the pilot (officially called "capsuleer"). And our goal is to help you find a way to make a living...

There are two ways in which we can look at occupations: specializations and professions. They overlap to a large extent, but generally you can treat professions as subcategories of a particular specialization. For example, piracy, mercenary and bounty hunting are different professions, but they are all subcategories of the PvP specialization; if you add agent running, the specialization expands to combat.

Specializations

Player vs Player (PvP)
Player vs Environment (PvE)
Not combat

Mining
Research
Production (Production aka Manufacturing)
Trade

Professions

Specialization: Combat or non-combat
Level: Each profession is described by level. The beginner level means that any beginner can try this (with the caveat that an experienced player can do the same thing more efficiently, hopefully this isn't a big surprise to you). Intermediate means you should spend a few weeks, even a month or more, learning some of the necessary skills and gaining experience in the EVE universe before you should (or can) try it. The advanced level hints at several months before you can start practicing this profession. Please note, again, that some professions can take years to master.
Related to: Basic concepts in the game
Key Skills: Required for basic activities in this profession
Related Professions: This profession is often mixed with those, or characters in this profession often interact with those.
Description of the profession: The actual description of the profession.

Unlike some other MMORPGs, which limit you to developing certain skills from character creation, in EVE your character can potentially learn any skill in the game at max level. However, a jack of all trades is not really a master of any profession; in order to effectively compete with other players in EVE, you must specialize in one or more professions (or groups of related skills). Professions are basically a concentration of skills and skill points. Roughly speaking, this system is roughly analogous to the concept of a character class in other MMORPGs, but there are no hard-set restrictions, you can do everything with any character - but keep in mind that learning any skill takes time, and deep learning takes even more time.

Your choice during character creation does not limit further specialization in any way (pilots of different races differ only in portrait and some initial skills that do not affect the game). The old character creation guides are outdated, there is no point in creating a character from templates, there are no templates that are pre-specified for certain professions.

Please note that many players have several additional characters (alts) created for one or more of these professions. Some players like to own many specialized alts on multiple accounts, others go the jack-of-all-trades path.

Agentrunner

Specialization: Combat
Level: Beginner
Relevant to: Agents, missions, PvE
Key skills: Combat skills and the “Social” branch
Related professions: -
Profession Description: There are many faction NPC corporations (non-player owned) in EVE, and they all have their own interests in space. When their own forces are busy elsewhere, or when a job needs to be done that clearly requires an outsider, they recruit members of the capsuleer community through their agents and pay well for the result.

Agent missions form the majority of PvE combat in EVE and are a good way to shoot spaceships at will. Agents also offer courier missions (a transport ship may be required), and some conduct research, with the ultimate goal of producing valuable blueprints for production.

Agentrunning

How to get started: Open the star map with the “my agents” filter. Select a nearby green system with a corporation agent that you like, dock at the station and start a conversation with the agent. The agents' attitude towards you improves with each completed mission.

Income: Mission reward, fast completion bonus, reward for killing NPCs and income from selling/refining loot.
Further development: Important "Storyline" missions (every 16th, marked with a marker "Important Storyline mission") affect faction relations, completing missions will improve the relations of the factions you work for, but also worsen the relations of those against whom you perform missions . To work with agents of different levels, remember this simple list: level 1 missions can be done on a frigate, 2 - on a cruiser, 3 - on a battlecruiser and 4 - on a battleship (the list rather gives a general idea of ​​\u200b\u200bpossible enemies, there are ways to complete level 4 missions even on a frigate, but such tactics can be carried out by a person who is well acquainted with both the mission and the capabilities of his ship). In addition to deep learning the combat skills for your ship, you will also need skills from the "Social" tree (they will increase the reward for completing missions and improve the attitude of agents and corporations towards you, and with the improvement of relations you will gain access to agents of a higher level).

Solo or in a group: Any mission can be completed alone, but remember, the more ships, the faster the passage.

Pros of the profession: Fast fights, good stable income, good offers in LP shops (factional items with meta level 8-9, with improved characteristics).

Cons: Requires a lot of skill to be effective, standing changes can affect your game.

Anti-Pirate/Bounty Hunter

Specialization: Combat
Level: Possible to start from beginner level, however intermediate or advanced skills are highly welcome
Related to: Pirates, PvP
Key skills: All combat skills, PvP specialization
Related professions: Bounty Hunter, Pirate
Profession Description: A bounty hunter is someone who hunts down and kills players with a large bounty on their heads. The reward is obtained after destroying the egg (pod) of the player with the declared kill reward (in most cases, you will have to destroy his ship first).

Unfortunately, when the bounty on someone's head exceeds the price of their new clone, often asking one of their friends to kill them, collect the bounty and split the money, this makes the bounty system almost meaningless in EVE. In addition, the costs associated with hunting down dangerous criminals will most likely never be covered by the random bounty on their heads. Full-time bounty hunters are rare in EVE because the profession is extremely dangerous compared to higher-paying missions, but not very lucrative. However, the way the bounty system works is that if a character doesn't take the money for himself, others will be more motivated to work harder to catch or destroy him than someone without a bounty on his head.

A career as a bounty hunter may be low-paying, but the adrenaline gained from the job outweighs the downsides. No other “job” requires so much cunning in tracking down prey. In addition, ridding the world of scoundrels and receiving a reward for it is a very enviable task, you will be hated by criminals and adored by law-abiding players.

As mentioned above, bounty hunting as a sole activity is extremely rare.

Some anti-pirates consider themselves to be following the ideology of the anti-piracy code rather than pursuing a reward. This is the difference between these two professions. The text below briefly talks about this ideology and describes the anti-piracy code.

The anti-piracy profession carries enormous risks. Doing the right thing is always so damn hard! Why do so few of us find the courage to fight the unpunished injustices of our Universe? If I fail in my task, the tragedy will not only be my own death, but that my prey will continue their miserable, despicable existence.

Anti-Piracy Code

The pirate is a common enemy;
The pirate is the one who shoots first;
Once fired, the pirate is considered a threat to all those who agree with the anti-piracy code.

Anti-pirates who agree with this code can open fire first only if:

The contents of the container were stolen;
War has been declared, and the state of war is “combat resolved”;
Someone shot the rookie pilot first and is marked as a global criminal;
Someone has a history of criminal activity and has a security status below -5.0.

Under no other circumstances should you or any of your newbie friends go against these rules.

Archaeologist

Specialization: Non-combat
Level: Medium difficulty
Related to: Intelligence, COSMOS
Key Skills: Archeology
Related Professions: Hacker, Scout
Description of the profession: Archeology is a new occupation that was introduced, but not fully developed. At the moment, only two systems out of thousands of constellations in EVE can support this activity. This, of course, is the constellation COSMOS. Archeology will be used more in the next "Revelations" expansion. The Archaeologist's Roadmap provides unique access to high-tech manufacturing components (a very lucrative market position). The skill requirements required for archeology are quite high, archeology requires high scientific and industrial specialization and more than advanced combat skills, since sites of interest to archaeologists are often in disputed or dangerous areas.

The skills in this profession are used exclusively in COSMOS constellations to open certain containers and obtain information specific to each mission. This is not a frequently sought after activity and may not be the best idea if you want to make a lot of money.

POS owner (player owned structure, structure owned by the player)

Specialization: Non-combat
Level: Intermediate

Key Skills: Anchoring
Related professions: Manager, investor
Job description: Player owned station (POS) owner who manages dock fees and grants permissions to use the POS. POS are needed in both highsec and lowsec, in highsec with constantly busy stations, POS offer additional research capacity, and in lowsec, where there are very few stations, POS play a very important role in alliance wars.

Mineral Thief/Ninja Salvager

Specialization: Something in between
Level: Beginner
Related to: Miners, Pirates, Agentrunners
Key skills: -
Related professions: -
Job description: The mineral thief is a criminal who uses the asteroid mining system for his own benefit. In EVE, most miners store the excavated minerals in containers for later collection by the carrier ship (after the introduction of the Orca, it is possible to immediately ship the excavated minerals to the Orca’s corporate hangar, so it will not be possible to steal minerals from the team with the Orca leader). Such a system makes it possible to rob a miner; the thief can simply transfer the contents of the container to his hold; keep in mind that after the theft, the owner of the container and members of his corporation (unless of course he is in the NPC corporation) can attack the thief within 15 minutes.

The theft of minerals is a controversial issue, many people believe that without thieves there would be no risk of digging in the systems under the protection of Concord, and miners digging in these systems believe that this is dishonest, since they have no way of protecting themselves from thieves without damaging their property. main activity. The best way to deal with it is to find an empty system, or a carrier that takes the minerals right away.

Investor

Specialization: Non-combat

Relevant to: EVE Economics
Key skills: Trade groups
Related professions: Trader, POS owner, Manager
Job description: Money makes money. Invest, become a sponsor, hire. Although not everyone realizes it, there is a financial market in EVE, and there are players who play "financial PvP". If the stock market is your game, consider this profession. Keep in mind that a serious game will require billions of ISK, and investors who cannot invest at least 100 million in the project will be out of business. For more information, read the Market Discussions sub-forum on the official EVE website.

Researcher

Specialization: Non-combat
Level: Intermediate
Related to: Research, COSMOS
Key Skills: Hacking
Related professions: Archaeologist, Scout
Job Description: The skills of this job are used exclusively in COSMOS constellations to open certain containers and obtain information specific to each mission.

Cartographer

Specialization: Something in between
Level: Intermediate or advanced skills recommended
Related to: Bookmarks
Key skills: ?
Related professions: Scout

Job description: A cartographer specializes in creating safespots and other bookmarks. Cartography is a career that requires a lot of time, but does not require a lot of skills (although knowing exactly where to put a bookmark and why it is necessary is extremely necessary).

Old patches greatly changed the career of a cartographer, but even now you can create safespots and other bookmarks and sell them (or give them out for free within your corp or alliance), they are still useful.

Specialization: Non-combat
Level: For Beginners
Relevant to: Courier contracts, mining, trading
Key Skills: Spacecraft Control, Navigation
Related professions: Miner, trader
Job description: English-language transportation guide

Transporting goods or other things of interest (modules, minerals, etc.) from one part of the galaxy to another, in search of profit.

In general, a courier is a carrier. Your character may specialize in piloting industrial ships, but at some point in your career you will want to upgrade your skills to pilot carrier ships.

Note that some couriers who specialize in transporting small expensive items will often use frigates and interceptors rather than Indians.

Specialization: Combat
Level: Intermediate to Advanced
Relevant to: PvP, gangs, fleet
Key skills: Group leadership
Related professions: All combat
Job description: Player owned station (POS) owner who manages dock fees and grants permissions to use the POS. POS are needed in both highsec and lowsec, in highsec with constantly busy stations, POS offer additional research capacity, and in lowsec, where there are very few stations, POS play a very important role in alliance wars.

With the Revelations expansion, skills based on player charisma were introduced, affecting combat and loot in the group.

By choosing this career, you should become a useful guide for a combat or mining group. A player on a team studded with bonus links is limited in the ability to shoot or dig himself, but can significantly increase the productivity of the gang, and from this increase receive a share of the profits. Remember, improving the technical or protective characteristics of a ship should not come at the expense of its basic functions. Miner leaders must have the skill of managing gang time (this skill must be trained in your head, not in the character's skilllist). Competent leaders with the equipment and skills for the job are rare and are of great value to a group of miners due to the measurable improvement in production. Please note that leader skills are of no value for solo play; a high initial investment in equipment is required, which will only pay off if you start mining.

In a combat group, the leader distributes bonuses for various combat characteristics to his comrades. Please note that the successful distribution of bonuses depends on the skills of your character, but the successful leadership of a fleet depends much more on your personal qualities and skills.

Specialization: Combat Level: Intermediate
Relevant to: Corporations, alliances, PvP
Key Skills: All Combat
Related professions: all combat
Description of the profession: Mercenaries serve for murder, mainly in the role of employers of other corporations or alliances that have significant weight in alliance politics.

Everyone knows mercenaries, there are few of them, they are the elite and they are feared. The mercenary receives money for his brutal services. The quiet disappearance of a political opponent or the annihilation of a station with a thousand inhabitants, all this is subject to mercenaries.

Successful mercenary corporations are a motley bunch, there are tacklers: suicidal speed freaks whose only goal is to delay enemy ships until the allies arrive, there are assassins and damage dealers: players skilled in combat who destroy ships in their path, often with the help of tacklers, there are also pilots of electronic warfare ships: busy turning the enemy ship into an incapacitated pile of metal without destroying the latter. Electronic warfare is often used when more subtle tactics are needed, such as in cases of kidnapping, extortion or theft.

The role of mercenary corporations is enormous; they often deliver the final blow, killing entire alliances. Or, at least, they introduce unrest into the alliance’s defense system.

Militiaman

Specialization: Combat
Level: Intermediate
Related to: PvP, Factional Warfare
Key Skills: All combat skills, PvP specialization, some agent runner elements
Related professions: no
Job Description: With the Empyrean Age expansion, a system of factional wars was introduced to promote PvP to the masses. Now you can join the militia and participate in PvP even in highsec, feeling even more roleplaying than in alliance clashes in the zeros. Ammar and Caldari militias fight the Gallente and Minmatar, complete special missions, receive rewards for doing so, and participate in many PvP battles for control of frontier systems.

Specialization: Combat
Level: Beginner to Advanced
Related to: PvP
Key Skills: Combat Skills,
Related Professions: Anti-Pirate, Bounty Hunter, Mercenary, Agent Runner, Miner
Profession Description: Every community has its criminals. This cross-section of society in EVE is represented by pirates. A pirate is a pilot who hunts (and/or ambushes) other pilots in low security (Security Status 0.4 and below), and attacks them for fun and/or profit. Some pirates also operate in the nullahs, although the definition of raiding in the nullahs as "piracy" is controversial. Some pirates search for other players in asteroid belts, others use probes to find agentrunners or set up ambushes on stargates. Systems with two gates (bottle necks) through which a large flow of pilots pass are a favorite place for such ambushes.

Like historical piracy, piracy in EVE is different from other types of PvP; it has no political motivation, piracy is not sanctioned by system owners, and there are no commissions or business arrangements.

In other words, piracy is PvP without much choice.

Some pirates hunt for income by demanding ransoms and/or killing and looting their victims, others do it for the love of PvP, and some simply enjoy being the "low-sec bad guy."

Most pirates have a low security status, in many cases below -5.0, which marks them as criminals (blinking red in the overview), while some try to maintain a high status to create a false sense of security among other players.

Piracy

How to Get Started: Find a legitimate specialty to provide the material base for your initial forays as a space swashbuckler. Learn how to fit a ship and the basics of PvP. The lure of robbery and profit is one of the most attractive features of piracy.

Income: Destroyed ships leave behind wrecks full of modules and cargo, which, after being sold or processed, will turn into tidy sums in your account.

Further development: Concentrate on combat skills, thoroughly learn your ship.

Solo or in a Group: Life on the other side of the law can be lonely, however, there are many pirate groups that work as a team (a team introduces many combat tactics that are not available to a solo player).

Pros of the profession: High potential income. You create your own game. Fan. Rarely repetitive or boring situations.

Cons: Requires a large initial capital, constant battles can lead to significant losses, at some point a low security status can severely limit your travel options.

Production worker

Specialization: Non-combat
Level: Intermediate to Advanced
Related to: Manufacturing and Science
Key skills: Groups “Industry, Science”
Related professions: Investor, Scientist

The universe is a changing place, and more and more new pilots are entering the capsuleer community. The demand for industrial goods, ranging from a single scout drone, to the largest Titans and outposts, is constantly increasing. Manufacturing is everywhere.

Everyday production of small objects, ammunition, modules and small ships, mainly takes place at stations, under short-term rental agreements. Capital and permanent structures, on the other hand, are typically built in space, taking advantage of the opportunities provided by POS systems. Manufacturers operate through these methods, and are often also responsible for the main supply chain of raw materials and distribution of finished products.

Many combat pilots with no interest in mass production are learning the basics of the process to achieve some degree of self-sufficiency in small-scale munitions from recycled materials, or to build a single battleship as a "hobby project."

Production

How to start: Get the blueprints (preferably researched), find a free plant, determine the list of ingredients needed to complete the task. Prepare the necessary materials at the station and use the plant to complete the task.

Income: You will receive income from the sale of manufactured equipment and vessels, minus the cost of materials and drawings.

Further development: Various industrial skills will help reduce production time, reduce wastage of materials and allow you to run multiple jobs at the same time. Social skills can help with standings, reducing further costs. Transportation and/or marketing skills will make it easier to get raw materials to one location, and will also help you get better prices on finished products.

Solo or in a group: In fact, production is a one-man job, but additional ships helping with supplies are always useful, and many small and medium-sized corporations provide daily activities to ensure the factories are running smoothly, and the market with the necessary goods.

Pros of the profession: Your presence at the plant is not required, allowing you to get busy with other things. Manufacturing is a good way to get more money for unnecessary loot.

Cons: The need for long and expensive transportation, also keep in mind that in the production of T1 modules

Production T2

A significantly more advanced and more involved branch of the profession, the production of T2 modules and ships requires access to rare blueprints with very limited editions, as well as specific sub-components produced as the end result of a complex interaction between Lunar mining, POS reactor production, ice mining and etc. This is somewhat impractical for all but the wealthiest players, and such operations typically require corporate or even alliance involvement.

However, if we assume that the manufacturer has access to rare T2 drawings, and has the necessary skills to produce T2 modules or ships, the process of producing T2 is almost no different from producing T1.

Scout / Scout

Specialization: Combat
Level: Intermediate
Related to: PvP, Exploration
Key Skills: Combat
Related professions: -
Job description: With the Revelations expansion, a scout career became necessary. With the help of scan samples from the launcher and the samples themselves, you can find many new objects in space. Scout skills can help in both PvP and PvE.

Guide to scanning from eve-wiki translation
Learning to look for Cosmic signature In the realities of Apocrypha

A scout is also a name given to a rearguard scout who leads the way for a group. Such scouts drive ships equipped with cloka and are the first to pass through the stargate, reporting to the group what awaits them on the other side.

Dealer

Specialization: Non-combat
Level: Beginner, but intermediate recommended
Relevant to: Trade, economics EVE
Key skills: Trade groups
Related professions: Investor, Courier
Job description: Knowing the market in different regions of Europe is a difficult task, but also an excellent source of income for those who understand it. Thousands of worlds, each with its own supply and demand, and in each of them both supply and demand are formed by capsuleers who live there, naturally for money.

Trading in EVE works with three markets: the market for NPC goods, in which there is a small but predictable profit, the market for equipment for players, where there is huge competition, but also corresponding profits, and the contract market (“Escrow” in the past), where you can find almost everything . To put it very simply, trading is buying something cheap at one station, taking it to where this “something” can be sold at a higher price, but later it turns into a complex game of long-term planning, three-month purchase orders and organizing logistics.

Trade

How to start: Check the market, find a product selling at a price below the regional average, buy it and take it to the station where they sell at a price above the regional average.

Income: The difference in price will be your income.

Further development: Focus on skills from the “Trade” group for more flexible work with the market. Learn to drive industrial ships and freighters, this will increase the amount of goods transported at a time. Time is money, so download your navigation (increases the speed of ships). Always maintain a minimum account balance as operating capital.

Solo or in a group: Trading is a solo activity, although subcontracting freight may be a good idea. Trading with zeros requires combat escort and scouts (otherwise you need to fly on a shred ship, or have allies in the regions where your path lies).

Pros of the profession: Huge final income, a relatively safe way to increase income.

Disadvantages: Transportation is time-consuming, requires secure delivery routes, and requires money to make money.

Here are some good sources of information for traders to assess supply and demand for different products in different regions:
EvE central
EvE market data
EvE tools

Understand the differences between those who transport NPC goods from sellers to buyers and those who trade in the open player market.
Trade NPC goods

NPC goods are mostly useless to players (the only benefit is that you can make money from them). For a complete list, open the market and look at the “trade goods” category. Trading them can be an activity for a solo player. You just need to find a station where one of the goods is sold cheaply, find another station where the same product is bought at a higher price, transport it, sell it. This means: find a trade route and drive along it several dozen times on autopilot (be careful, there is a category of suicidal players who will not be stopped by the presence of a Concorde in highsec; they can destroy your ship to get the contents of your hold). So if you are transporting expensive goods, use a scout to get through stargate ambushes).

The larger the hold of the ship you fly on, the greater your income. Keep in mind that even the NPC market has a rudimentary system of supply and demand. When an NPC buys a product at a station, its price rises, and when sold, it falls. These changes are reset after DT, which has given rise to a special group of players who have compiled tables of the most profitable trade routes and are trying to fly along them immediately after DT.

Sometimes NPC goods are offered by agents as a reward for completing a mission, or as part of courier missions.

Some NPC goods (for example, "nexus chips", industrial and radioactive goods) are used for production or are needed to maintain a POS. Others (tokens and badges) are needed to complete some missions, or for LP shops.

In theory, you don’t need skills to trade NPC goods, however, in practice you need to fly at least on an Indian (the larger the hold, the better), and if this is not possible (it is impossible to study Indians on a trial account), choose a frigate or cruiser with a large hold.
Trade with players

You can trade with players in two ways: the first method, when you are at one station, right-click on the player’s portrait and you can trade directly, the second method, using buy and sell orders, trade on the market (being at the station is not necessary).

While the demand for many NPC goods is generated only by NPC corporations, the demand for many other goods (minerals, ships, ship equipment, rigs, ammunition, drones, original blueprints, skills, etc.) is created by the players themselves. These goods, however, are not evenly distributed throughout the EVE universe, some of them can be bought from NPCs, some can be obtained from missions, some are made by players, some are obtained from scratch. Buying, transporting and selling can be a lucrative activity, but requires even more knowledge of the game.

When trading in lowsec or zero, in addition to the above-mentioned dangers in highsec, new ones appear and the risks increase radically. Indians and similar ships are tasty prey for pirates, and if you're thinking about trading in the zeros, but don't know how to avoid bubbles (mobile ambushes that prevent you from warping), you're just a flying corpse.

You don't need to learn many skills to manage multiple orders, but if you plan to get deeper into trading, you'll need them to manage hundreds of orders and manipulate orders from afar. The ability to control an Indian will be useful, but for low-level or zero-sum operations you may need more advanced skills, even managing your own fleet of carriers.

  • Both supply and demand in the zeros are very low. In zeros you can sell a small amount of goods, but with a high income;
  • Each region has its own NPC pirates, pirates of each NPC faction drop certain types of modules, and not all possible ones. So in each region there is a type of cheap (they drop from NPCs there) and expensive goods (they don’t drop);
  • Most goods are sold at trade hubs. Competition in hubs tends to drive prices down. The merchant himself decides what he needs: to sell in a trading hub quickly but cheaply, or to try to sell in a less populated place for more money;
  • The lower the security status of the place where you trade, the smaller and faster your ship should be (or the larger and more well-armed the escort group should be);
  • Buy orders are your friends if they are yours, and your enemies if they are not yours. Thoroughly study the price of each module before selling it, noobs can lose a lot of ISK by joyfully clicking on the “sell” button for each item they get, sometimes not realizing that they are selling the product for 0.001% of its actual value;
  • Click on “View Market Details” before EACH transaction.

Manager

Specialization: Non-combat
Level: Intermediate to Advanced
Related to: Corporation
Key skills: Groups "Corporation Management"
Related professions: Investor
Job description: This job requires skills to create and manage corporations.

CEO is undoubtedly one of the most powerful and demanding professions in EVE. As the chief executive, the player is responsible for growing a corporation into a thriving community, moving the corporation up the hierarchy until an alliance is formed around it. Such powerful alliances are usually represented by the heads of the most powerful corporations in the alliance. Even without an alliance, the CEO has incredible power over other members of the corporation. The CEO can grant roles, grant access to the corporate hangar, collect taxes, and provide general management of the corporation. A corporation is nothing without a dynamic and helpful CEO, so choose wisely who to follow or how to lead.

Specialization: Non-combat
Level: Intermediate
Related to: R Agents, Manufacturing and Science
Key skills: Science groups
Related professions: Manufacturing
Job description: The technologies used in the design, construction and operation of ships are, to put it mildly, puzzling. But even the most complex and advanced capital ship began its life as a sketch on someone's drawing board, and such sketches are not often perfect from the first version.

There are two types of scientists. Some try to invent, creating new drawings from old ones (these are researchers, having skills in working with Ragents, they buy copies of drawings of T1 modules for research and obtaining T2 drawings from them), others improve existing drawings, reducing the time required for production and the loss of minerals. They also make copies of the drawings, allowing others to produce a limited amount of the original product.

How to start: Buy an inexpensive original blueprint from the market (you can start with ammunition). Take the blueprint to a station with free laboratories, and using the “production and research” tabs, start the corresponding work there.

Income: You will receive income from the sale of well-designed copies or original drawings through contracts (detailed originals and copies cannot be sold on the regular market).

Further Development: Focus on scientific skills related to laboratory work. Please note that original blueprints are usually expensive, and you will need additional investment funds (complete missions, trade, mine ore, etc.).

Solo or Group: Researching one blueprint can only be done by one person at a time; corporations can benefit from working with a specialist scientist, but this position requires a lot of trust.

Pros of the profession: There is a high demand for blueprints for many modules; this style of play does not require every minute attention; no raw materials are required.

Cons: Requires large initial investments, busy laboratories at stations, profession is more suitable for the role of an auxiliary occupation than the main one

Specialization: Non-combat
Level: Beginner
Related to: Mining
Key Skills: Mining
Related professions: Manufacturer, carrier
Job description: Even your first frigate is made of metal and is the size of the Eiffel Tower, thousands of such ships are destroyed per day. All this metal has to get to market from somewhere, and it is the miners who provide the main supply of raw materials to the market. Mining is both a single frigate digging on the asteroid belt in system 1.0, and an organized group digging up the entire belt, with a clear distribution of the roles of miner, carrier and guard, and even an alliance expedition for rare minerals with well-established workarounds for minerals getting to the market.

All you need to start a mining career is to equip your ship with a special mining laser, find an asteroid, dig it up, and return to the station to process the excavated minerals. You will receive income from the sale of minerals. If you decide to continue in this profession, learn skills for special mining ships, barges and miners. Digging and processing skills, as well as having a leader with digging bonuses, also increase the final income. Please note that you can mine ore alone, but a group with distributed roles will do it much more efficiently. The advantages of the profession are a low barrier to entry, good access to minerals, high demand for minerals, it is great for players who just want to hang out in the game and talk. The disadvantages are the slow pace of the game, difficulties in extracting valuable minerals, the profession is not for the impatient.

Salvager

With the Revelations expansion, two subcategories were introduced in this profession. While they do not require mining skills, their use and methodology clearly define them as branches of the mining profession.

Salvager is engaged in processing the remains of destroyed ships, from which the so-called “Salvag” is obtained, which is needed for the production of expensive rigs for ships.

Gas producer

The gases are used to make military drugs. Gas production is actually the second subcategory. It is not like salvage and mining in that not everyone can easily do it. This is mainly due to the location of gas clouds only in systems with a zero security status, the main clouds are located in the following constellations: E-8CSQ, 09-4XV, 9HXQ-G, OK-FEM, Pegasus, Assilot, I-3ODK and 760-9C. There is a small chance of a gas cloud appearing in other nulls, or low-quality clouds appearing in a lowsec. Gas extraction requires the following skills: Gas Cloud Harvesting, Drug Manufacturing. Please note that modules for gas production, Neurotoxin Recovery and Nanite Control skills can only be obtained in the above-mentioned regions, most of them are under strict control by alliances.

In many corners of the world of New Eden, disputes sometimes arise: what In fact unique to EVE Online? By creating things? Happened in many MMOs. One world? Perhaps, but something similar can be found, say, in PlanetSide. In fact, almost all elements of EVE can be found elsewhere in one way or another, but here many of them have been transformed in the most bizarre ways. And all thanks to the scale. Everyone knows that EVE Online is very big, but I don't think anyone can fully understand it.

But still, there is one small detail that, having passed through the prism of EVE’s megalomania, has transformed so much that, perhaps, it really has become somewhat unique. This is a small paradox, methodically created by the developer company CCP over the course of a long dozen years. We are talking about the so-called “threshold of entry”.

Here we can recall, say, DotA, famous, among other things, for its high barrier to entry and extreme unfriendliness towards beginners. But it should still be recognized that even in this monster, after reading a couple of large manuals and gaining minimal experience in specific game situations, you can already be useful - especially if the enemy has the same teammate. Or, ideally, both teams consist of only such people.

But because of CCP's desire to simultaneously simplify the basics and maintain scale, EVE has created a type of entry threshold that is probably unique for video games. Now you have launched the game, now you have completed the training. In a week, or maybe even a couple of days, we completed the “epic story arc” - a set of many missions especially for beginners. And now the last task is completed... and that’s it.

This is really rare to see in games. The point is that in reality, by finishing this last task, you have only completed the “user's manual”. Although no, wait, introduction to the user manual. It would take dozens of tutorial quest lines to really teach you everything you need in all areas of the game. For example, I would first of all do interface training. No, contrary to popular belief, it's not complicated at all today, but damn, I wouldn't be lying too much if I said it's configurable All. You are unlikely to find such a number of small settings for the smallest details of the most distant menus anywhere else, but at least someone in space uses each of these details, and regularly.

Why You'll Suffer Playing EVE Online and Why It's a Good Thing


Why You'll Suffer Playing EVE Online and Why It's a Good Thing

And this anomaly - the need to learn after training - eliminates many, many players. Yes, you can learn to, say, develop planetary resources. But before you begin to overcome the threshold of entry into this realm, you will first have to overcome, perhaps, the main threshold, the torment and suffering of all New Eden - choice.

And you know, I think this is what connects EVE with the real world. A player hanging in space after passing the last “introductory” task often experiences the same feelings as, say, a high school student before choosing an institute. That is, yes, you can imagine in general terms that traders “buy low and sell high,” that prospectors are drilling unfortunate asteroids, and somewhere out there, in the terrible zeros - the “wild West” of New Eden - there are wars involving thousands of people ... but how to fit into all this? After all, it suddenly turns out that the game does not offer any help, but only gives freedom of choice.

And from this point of view, the skill system looks especially interesting. I think it shouldn't be mentioned that in order to learn All, you will need, without exaggeration, ten years at best. Skills are learned in the background, even when the player is outside the game, and do not, as a rule, require large financial investments or any action at all. Only time. The skill improves, five percent is added to some, say, maneuverability.

But what’s funny is that the same anomaly appears again in skills. In order to begin To do something, in most cases, the skills learned in a couple of hours will be enough. But you drank some tea, waited to get the basic skills, and were upset that it would take you another three weeks to learn all those extra twenty percent of your characteristics...

Why You'll Suffer Playing EVE Online and Why It's a Good Thing


Why You'll Suffer Playing EVE Online and Why It's a Good Thing

And then the understanding comes that these percentages are for you Now won't help. Seriously, sometimes even gaming professionals who simply decided to change their occupation stumble upon exactly this: a lack of qualifications. Even in something as trivial as digging for asteroids, if you don’t carefully study the issue first, you can find so many nuances that it would be enough for a separate game. Learning gaming skills often surprisingly correlates with your acquiring real skills: be it logistics, piloting, or the notorious “blowing up ships.”

EVE has one more small feature - many actions, even active ones, have to be done in parallel. And if during training long flights might seem somewhat annoying to you, then later you begin to understand that without these forced pauses New Eden could have collapsed. When else would you have time to read a bunch of guides on your chosen path in life, if not during the flight to your goal? When you learn everything you need, you will most likely end up settling somewhere.

Particularly symbolic in this regard is the recently abolished Learnings skill branch, which everyone unanimously recommended teaching first. They accelerated the learning of other skills. And, although this group was removed for the sake of more dynamic development, every EVE player at the beginning of their journey still learns to learn.

The need for choice, although felt especially acutely at the beginning, will follow you until the very end, be it the choice of a corporation, a trade route, or even “Should I become a pirate?” Sometimes it's even annoying, but this is exactly the thing that is the main thing in EVE: freedom of decision-making. Yes, maybe not absolute, but at a level that you will not find in other games.

After all, it is still much more pleasant to suffer from unrealized opportunities than from the lack of opportunity to realize them at all.

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