User:Pancake33

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DISCLAIMERS

WIP

This page is a collection of ideas for lesson plans and community events in the Eve-Uni Abyssals group. For general information regarding Abyssals, please start here. //Link

Unless otherwise specified, this page should not be seen as official or reliable.

Language use: Is there an agreed upon standard for Wiki/Teachinh material?

   - Module: Group of lessons on a given topic. Approx length: 3-6 lessons
   - Lesson: Explanation/Demonstration/Tutorial. Approx duration 1h - 2h
   - Progression: Material/SP that should be reached before moving on the the next step. Use your own judgement. It is better to find an activity that you enjoy rather than jumping ahead of the intended lessons. Your milage may vary. 

Module 1 - Abyssals 101

Newbro friendly? Yes, please complete AIR tutorial before, add the Eve-Uni overview (link) as well as Mumble and Discord set-ups. (Link) If you don't know how to do this please reach out in the Questions chat (link)

- Introduction - Before your first T0 - Running your first T0 - Homework

Lesson 1 - Introduction

Welcome to Abyssals 101. This lesson is an introduction to both Abyssals and Eve in general. There are many ways to learn about the game as a new player and this is one of them. If you do not know about those other ways, please head over to Eve-Uni's Core classes. We recommend the Careers class as your first stop followed by the other Core classes. None of those classes are required for this module.

The main page for Abyssals can be found here: Link (https://wiki.eveuniversity.org/Abyssal_Deadspace) and we recommend that you read through that page at your leasure. What follows is a heavily abridged version intended as a follow along and cheat-sheet for the live lessons.

The Abyss is a PvE activity in which you use an in-game item called "Filament" (link: https://wiki.eveuniversity.org/Abyssal_filaments) to create an instance for up to 3 frigates or 2 destroyers or 1 cruiser to battle against a number of foes in three "rooms". In each room loot is received from a container called "Triglavian Bioadaptive Cache" as well as "Triglavian Extraction Nodes" and "Triglavian Extraction Subnodes". This loot can be sold on the market as well as to NPC's.

Each instance is further divided by it's tier (difficulty) as well as weather effects within the instance.

In addition to enemies, weather effects and ship restrictions each instance has a time-limit of 20 minutes before it collapses and destroys both your ship and pod. Due to this relative high risk, the ISK one can make with this activity can be quite substantial. A rough guide to ISK/h is as follows:

Tier Name Appearance ISK/h
0 Tranquil AbyssalFilamentL0.png 20M
1 Calm AbyssalFilamentL1.png 40M
2 Agitated AbyssalFilamentL2.png 80M
3 Fierce AbyssalFilamentL3.png 120M
4 Raging AbyssalFilamentL4.png 160M
5 Chaotic AbyssalFilamentL5.png 200-300M
6 Cataclysmic AbyssalFilamentL6.png 350-500M

As you can see Abyssals can be immensely profitable, not only that but they take at most 20 minutes to complete, or you die. According to this the skill requirements from you as a player, not SP, for this activity are somewhat high compared to other activities. This is however a blessing in disguise, if you can solo a tier 1 abyssal in a frigate, you are ready to face most (not all, never all) of what the new player experience in Eve Online has to throw at you. As such we in the Abyssal community cosider Abyssals to be an excellent first step on your pilot journey.

Come and join us at Slays and catch the class live at first opportunity!

Lesson 1 - Before your first T0

So, you have heard the call of the Abyss and are willing to stare into it until it inevitably stares back and destroys both your ship and pod, but not before making copious amounts of ISK, learning pilot skills and having fun? Welcome to Slays, home of the Abyss.

Before we can really begin, there is some house-keeping to be done, first and foremost you should join our chat-channel: (name of channel, guide on how to add channel in-game). Once there, please say hi! We will let you know once the next class will be held, if someone on staff is free they might run the class on the spot so don't hesitate to ask. Once you have a time and date, explore the game, attend some other CORE-classes (link to classes) and do some reading on the wiki. Once it's time head on over to Slays (link) in a clean clone. (explain what clean clone is and how to do it). If you have any questions, please don't hesitate to ask in chat or in discord. (link)

Icon warning.png PLEASE NOTE: This class is not a replacement for other Eve-Uni classes, in fact, this class will be inferior to those classes due to the fact that it is wide rather than deep on any given topic. You are meant to take this class as an introduction and then further your knowledge on each of these topics using either Eve-Uni lessons or written material. This class will give you a day one way to experience the game and to point you in the right direction of skills that are usefull no matter the activity you want to pursue.

The first lesson will cover the following topics as well as take you through your first Abyssals and guide you on how to do more on your own.:
1. How to start Abyssal instances safely

   - Home station & Clean clones
   - Using the Eve-Uni overlay
   - How to create a deep-safe  
   - Using alliance bookmarks

2. Becoming comfortable maneuvering your ship like it's second nature (you won't have to focus on basic things like this when it gets hectic)

   - Maneuvering your ship using hot-keys
   - Target- & module-management using hot-keys
   - Q-clicking or How to manually steer your ship

3. Know your ship

   - How to fit a frigate (Why do the T0 fits use the modules they do, Chris?) --> Recommend CORE fitting class
   - Which damage do I deal? --> Recommend CORE Weapon System class
   - Which damage am I susceptible to? 
   - Which e-war am I susceptible to? --> CORE E-War class
   - Optimal/effective range of weapons/e-war

4. Which skills should I train

   - Skill plan recommendation 

5. How much money will I make?

   - 20 million ISk per hour on average. This will give you the freedom to try many of all the other activities that Eve has to offer. 

6. What do I do after this class?

   - Please attend Eve-Uni CORE-classes. They will expand on the knowledge gained here from introuction to understanding. 
   - Run alot of T0's! Make some ISK, get to know your fellow unistas, browse the wiki and forum, explore!


To summarize: Abyssals are a great starting point to your Eve career, it gives you the knowledge and ISK to either move on to something else that is more to your liking OR continue doing Abyssals and having a good time around Slays. See the following rough future plans for either choice:

1. T0 in frigate/T3 in cruiser --> Orbit chache, destroy everything

  - Good if you don't like Abyssals 
  - Good if you want a quick solo activity for some ISK
  - Good while you are still figuring out what you want to do in Eve, those first 20M using buyback will feel amazing

2. Make your way up to solo T1/T2 in a frigate and move on to T5/T6 in a cruiser

  - Good if you want a deep understanding of core skills and PvE concepts
  - Good if you like Abyssals (very IRL friendly) 
  - Good if you like boat-loads of ISK (Bling-Gila isn't gonna buy itself)

Lesson 1 - Your First T0 Solo

You have made it through your first Abyssals, congratulations! Now the last step of this lesson is up to you, go out there and complete your first T0 Abyssal, solo!

Lesson 2 - Parsing information for T1

Have you been bitten by the bug that is Abyssals? Do you dream about Tesselas and Devoted Hunters falling to your superior ship? Well, then get ready for some payback by those guys, because it is time for T1! P.S Thankfully the cash more than makes up for it!



Notes: If recommending other class, specify schedule and where to find schedules Try to teach skills that are applicable in many other activities if possible More advanced classes can include more specific Abyss knowledge Can be an alternative starting point for brand new players to later branch out to other stuff (Maybe too much solo activity? Own mumble chat? How do other Uni communities do?) Do T2 in frigates community runs? Stream a T6 for first class?

Class 2 - Parsing information before T1 and first solo T1

IRL Skill progression:
1. Enemy ship-knowledge

   - Which enemies do what kind of damage/e-war (create cheat-sheet for in-game notepad) (teach how to evaluate enemies based on stats) 
   - Kill order (which enemies should be killed first?) (Take students on T1 runs, have them tag enemies in order and explain why) 
   - Danger rating (Which enemies will screw me and why? Ex.: Get underneath guns, kite, etc.) (have students identify real dangers)  
   - How to research enemies for activities in general (how to do the same for missions) 

2. Own Ship knwoledge (Switch between punisher and missiles+drones, teach drone hotkeys)

   - Which damage should I deal, which guns and ammo should I use based on enemy and Filament/activity type. (compare to missions/pvp?) 
   - Boosters & Implants, when & why
   - Overheating modules, when & why (Take students through T1 with only one rep, have them use heat to manage damage) 
   - Control range based on enemy type (possible to do T0 without rep, only managing range/transversal?) 
   - Drones, Different weapon types and ammo types (assumes Punisher use up until now, branch out and learn about missiles and other weapon types.) 

3. Other

   - When to use towers & clouds (Take through T1, have student call out if cloud/tower is useful or should be avoided) 
   - Evaluate systems (stretch-goal, monitor system for pvp-ganks etc. Tim?) 

SP progression:

   - Working on core skills like the Eve-Uni Fitting and Tank Plans
   - Look to the future, cruiser how? 

ISK progression:

   - Start building up capital to support cruiser

Class 3 - Graduation

Run T1 Solo consistently - Graduation (If possible, do T1 in a frigate while working on SP/ISK for cruisers. More info needed if you need to focus on frigate skills to make T1 frigate solo viable while focusing on cruiser skills. Better to focus on T2 frigate?)

IRL skill progression:

   - Apply knowledge in other PvE activities or PVP

SP progression:

   - Work towards cruisers (Missiles, Drones, Cruiser) 

ISK progression:

   - Afford the povertila 600M / 40M/h = 15h --> SP will be main limiting factor. How to speed up SP-gain?  

Other activities - Where to go from here

Once you are able to solo T1 in a frigate while using above skills you should be able to apply these skills to do cruiser runs as well as many other activities such as (integrate other parts of Uni to take advantage/give natural progression):

   - Tackle in a fleet (Spiral in to enemy, keep correct range to not die while keeping tackle)
   - FC in a fleet (call out targets, stay calm under pressure) 
   - DPS in fleet (module and heat management, staying calm under pressure)
   - Running missions
   - Faction Warfare
   - NullSec
   - Learn how to scan and run anomalies 
   - Learn about standings and how to run missions 
   - Learn about mining
   - Learn about industry 
   - Complementary classes (CORE)

Community building ideas

Some further thoughts on community building:

Have competitions for:

   - fastest completion time
   - Highest tier reached in ship-type, solo/group
   - Flying suboptimal fits to show player skill
   - Use competition fits for runs or use your own in two separate categories
   - Highest cost/reward ration category


Use competition to create a community that's both learning together to get better results, make ISK along the way and have fun all at the same time.
Try to get our own money vault to fund competition fits and prizes
Also, save my disaster runs. Have players stream (if possible) intentional mistakes and how to fix them. Often in tutorials they only show what to do, not what to do if you make a mistake
3 vets running T6 on a specific budget and not knowing what the other guys are running in terms of ship, filament type etc. Maybe ban some ships, then do the runs.

To-Do/Issues

   - ISK and IRL skill gain exceed SP-gain. 
   - Finalize desirable IRL and SP skills
   - Competitions? 
   - Create a clearer path to T6 
   - Integrate into other Uni-Activities/Classes (Core-class?) 
   - Ensure market for Filaments + Ships & Modules
   - Structure wiki
   - Chat-lounge with cheat-sheets
   - Migrate info from third party websites to wiki
   - Find a way to troubleshoot individual newbros
   - Reduce heading depth/improve formatting