I wanted to share my perspective as a new player regarding the EVE Online experience. If you believe that new players play a crucial role in the economy and growth of EVE Online, then please continue reading as I aim to be concise in conveying my idea.

Firstly, I want to express my gratitude for the warm welcome I received in the game. The EVE community has demonstrated maturity, with players communicating in a professional manner or immersing themselves in roleplay, enriching the universe with thematic interactions. The user experience in terms of interface and learning resources is fantastic, considering the vast array of options and gameplay styles the system offers, all masterfully condensed by the designers.


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Encouraged by the support I received from the customer service, I wish to share my perspective and idea with the community to make it more relevant and potentially bring about implementation. However, I must admit that I was initially hesitant due to learning about how some suggestions aimed at new players were received by veteran players, and their resistance to change. I understand that everyone has a history, and history often involves conflicts. Nevertheless, let me now get straight to the point.

These two points, seemingly insignificant, are probably the main reasons for the high churn rate of new players and their premature departure before giving the game enough time to learn and progress, even after investing in PLEX or personalized promotions.

The direct consequence of this is financial, as players work hard to earn enough to purchase their ships, only to find that someone who might be seeking mere amusement to troll and disrupts their experience. Alternatively, players may become apprehensive about trying thrilling activities like hauling, turning their journey into a nightmare for unestablished new players, driving them away from the game.

No one enjoys losing, and modern games strive to create mechanics that mitigate losses, minimizing frustration. I understand the importance of loss in EVE Online, as it drives the economy. However, considering the balance between highs and lows, as a new player, I have a simple suggestion:

Enhance the INSURANCE service by introducing the option to cover your ship and components up to 95% or even 100% of its value. This change will alleviate the fear of loss and encourage players to explore PvP and low-security areas, increasing the dynamic gameplay of ganks and attacks for those who enjoy it while allowing others to coexist peacefully in high-security space. Numerous ideas from the community can be shared to refine this system and boost the economy. Only data will determine their effectiveness.

I sincerely believe that by implementing such improvements, EVE Online can become a more inviting and engaging universe for all players, fostering growth and making it a thriving community for years to come.

In EVE Online, any player may attack any other player if they choose to, no

matter where they happen to be. This is because EVE Online is essentially

a PvP (Player versus Player) game at its core.

If someone thinks step 4 is simply wrong then they are wanting to change the core gameplay loop of Eve Online. This game is not for them. Other games let players accumulate resources endlessly and progress bars go only up and to the right. Many Eve Online players find those games shallow and meaningless because the successes are so much more meaningful when genuine failure (which is not losing) is an option.

With the recent return of the game to the shelves of local game stores worldwide, a few things have changed in the format. Since the last buying guide I made, some other things have happened as well, such as the Print On Demand packs becoming rarer, and some new expansions have been released. Because of these reasons, I wanted to do an update on what packs are best to pick up as a new player and which packs might be worth getting extras of for veteran players looking to have multiple decks built at the same time. I do still stand behind most of my suggestions from the previous article, but enough has changed to warrant a fresh new article for you all.

Note that this article assumes you have some knowledge of the game and its terms. If you do not, then read this new player article first, or use the Urban Dictionary for the game. There is no shame in being a bit overwhelmed by the game in the beginning. It has been 11 years since its release, and a lot has been released for it since then. This article aims to clarify a few questions you might have concerning what to buy to get started. I will also share a few common routes that new players have taken to grow their collections recently.

The starting point for the game is still the Core Set, though make sure that you buy the Revised Core Set instead of the traditional one. Yes, it will be slightly more expensive than the old Core, but it allows you to play the game with 4 players right out of the box. This immediately counters one of my earlier recommendations to buy two copies of the regular Core Set. You no longer need to do that if you can just find a single copy of the Revised Core Set. Besides getting access to 4-player games out of the box, the Revised Core also gives you 3 copies of all player cards (excluding heroes and Gandalf), a fresh new Campaign mode for the three quests in the box, and the latest rule sheets and card errata. This gives you everything you need to get started with the game. Once you have grown accustomed to the Core Set, there are several paths open to expanding your collection. I will go over the easiest ways to grow your collection first.

There are over 100 scenarios available in this game, and you have only seen 3 at this point. Some offer a bit of replayability, but you will soon grow tired of fighting the same Hill Troll over and over again. Luckily there are a few expansions that offer you an immediate increase to the number of quests you own, so you have more variety in quests to play. Note that the expansions mentioned here have no (or very few) player cards to grow your card pool. See the next segment on what to buy if you want stronger decks right away.

Once you have had your fill of Mirkwood, there will be some other expansions that are a bit larger. While not released yet at the time of writing, we have had the announcement that certain cycles will receive a reprint in two parts, of which one part offers all 9 quests of that cycle with a campaign mode leading the players through the narrative. As of now, the Angmar Awakened cycle (cycle 5) is the first to receive this treatment. There are quite a few difficult quests in this cycle, but with new mechanics and card types, it is a great way to see how quests have evolved in complexity and narrative since the Core Set days. While these scenario boxes are definitely worth picking up, I would suggest also growing your player card pool at the same time to stand a better chance of beating the more difficult quests in the game.

As an example, the Angmar Awakened cycle focuses on a few archetypes. Ents, Side-quests, Victory Display cards, and many more can be included in your decks right away. But the biggest focus is the Dunedain archetype, which grows with 3 new heroes and a host of matching player cards. Add to this any Dunedain or generic cards you want to include from the Core Set, and you can build a decent deck right out of the box.

These expansions are the traditional way of expanding your card pool and have been well documented in other buying guides. Still, I will add my thoughts on each cycle here and suggest whether or not it is worth getting as a new player.

These six adventure packs offer some of the oldest quests and player cards in the collection. The quests can be played immediately after you buy the (Revised) Core set, so you do not need first to buy a Deluxe expansion. The quests are not top-tier, though, and you will recognize many encounter cards from having played the Core Set quests. Still, there are some useful lessons to be learned in these quests and they are not too confusing with new keywords for you to learn.

The player cards are decent, with some stronger cards like A Burning Brand and Dain Ironfoot included in this cycle. The cycle also features strong Eagle allies and is very useful for starter decks since it offers ways to boost the stats on any hero and the ability to grant any hero any sphere to help decks made up of several spheres.

There are several great packs to get here, though if you already have some of the starter decks, you will recognize some of the player cards in this cycle. Shadow and Flame is not really worth picking up for its player cards if you already own the Elves of Lorien starter deck. The Watcher in the Water and Foundations of Stone also each feature a powerful hero and some useful attachments for them, but because of that reason, the packs are more difficult to find these days. Best buy: Foundations of Stone

The third cycle of the game is notorious for its sharp increase in difficulty. The quests introduced some new keywords that helped to make these quests some of the most challenging encounters you can face. Still, there is fun to be had with some interesting mechanics and fun interactions with the encounter deck from time to time. But the heavy focus on mono-sphere decks and the challenge of taking down Mumaks leads me not to recommend getting this cycle as a new player.

The player cards in this cycle mainly focus on the Gondor trait. So if you already own the Defenders of Gondor starter deck, there is no real reason to buy a ton of duplicates with this cycle. Instead, put your money towards some other cycles and expansions. If you do not yet own the Gondor starter deck, you will be able to make a decent Gondor deck by collecting this cycle. It also features some cards to help mono-sphere decks and introduces the Outlands archetype, which is an incredibly powerful archetype that you can use to beat a lot of quests if done correctly. Most of the cards are in one pack, though, so if you are on the fence about this cycle, just get that pack (and maybe the Deluxe). 0852c4b9a8

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