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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Eve Online  |  Topic: Passing items between characters 0 Members and 1 Guest are viewing this topic.
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Author Topic: Passing items between characters  (Read 5188 times)
Venkman
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Posts: 11536


on: March 21, 2006, 06:37:04 PM

There any direct way to do that easily? Or is it more complicated and requiring of a third party and whatnot?

Would like to pass some ship components from my old character from last year to this new one.

Edit: Someone in the Help channel mentioned using Eskrows. I had no idea what that meant, but taking a look, it seems to be delivery stuff. Good thing here is you can restrict the escrow to a specific corporation or specific character, so I'm pulling the better ship to the hangar of the weaker one, parking, and maybe using escrow to strip it.
« Last Edit: March 21, 2006, 06:55:55 PM by Darniaq »
Chorulle
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Reply #1 on: March 21, 2006, 06:56:08 PM

No direct way but there is a close indirect one.  Take all the items you want to move, dump them into a station hangar.  Then create an escrow and include in it all the items you want to transfer.  Set the cost of it to 1 isk, and set it so only your other character can claim it.  Then all you have to do is log in with the other character and claim the escrow.  Note that the material is still going to be in the station the escrow was created in, so you will have to fly out there to get it.

Edit: Your too fast for me, thats the best and most reliable way to do it

"Saying that nobody needs more then web apps is like saying noone needs a fridge because we can all drive to T.G.I. goddamn Friday's for chicken wings"

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Venkman
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Reply #2 on: March 21, 2006, 07:02:03 PM

Awesome, glad you could clarify how it works. Always better to know. I was lucky that my old ship (last accessed apparently 2 years ago) was only 9 jumps away. MAN did they speed up travel.

That reminds me though: why escrow something for any random player and not just flat-out sell it on the market? I see a number of open escrow things. There something about the payment structure for those sorts of purchases?
« Last Edit: March 21, 2006, 07:03:50 PM by Darniaq »
Chorulle
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Reply #3 on: March 21, 2006, 07:12:10 PM

Well, I suppose one advantage is that you can sell a set of items together under one escrow, like a package deal.  Alot of what is sold out there is BPC's, which can't be sold in the regular market that I know of (just BPO's).  There are probably other reasons as well that I can't think of offhand

"Saying that nobody needs more then web apps is like saying noone needs a fridge because we can all drive to T.G.I. goddamn Friday's for chicken wings"

- Walt Mosspuppet (Mike Arrington is wrong: Chrome OS won't matter)
Venkman
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Reply #4 on: March 21, 2006, 07:15:13 PM

AH ok.

Oh, and is there any to switch between characters without quiting the game?
Jamiko
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Reply #5 on: March 21, 2006, 07:26:32 PM

AH ok.

Oh, and is there any to switch between characters without quiting the game?

Nope.
Venkman
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Reply #6 on: March 21, 2006, 07:32:16 PM

Hehe, for such a high tech cutting edge concept of a game, you'd think they could handle a little thing like that :)
Trippy
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Posts: 23657


Reply #7 on: March 21, 2006, 07:35:47 PM

Hehe, for such a high tech cutting edge concept of a game, you'd think they could handle a little thing like that :)
As others have said, the UI has issues.
Venkman
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Posts: 11536


Reply #8 on: March 22, 2006, 05:32:24 AM

Well, I got the whole Escrow thing to work. Funny what little things I found out along the way, particularly when it came time to move my ship over. That it, err, happened to be a Amarr Punisher I couldn't use as a Minmatar was something I didn't figure out until later :)

Actually, that prompts another question: Is it possible to train in another race's ships by buying the skills?
« Last Edit: March 22, 2006, 05:44:42 AM by Darniaq »
hal
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Damn kids, get off my lawn!


Reply #9 on: March 22, 2006, 05:56:17 AM

Darniaq, yes, go to that races area and buy the skills.

I started with nothing, and I still have most of it

I'm not a complete idiot... Some parts are still on backorder.
Evangolis
Contributor
Posts: 1220


Reply #10 on: March 22, 2006, 07:04:10 AM

Just near the border works, I found all the racial frigate skills on one planet someplace in High Sec Amarr space.  I'm popping them all to three so I can play with all the styles of ship.  Having pushed my learning skills up a bit, it goes pretty quickly.

"It was a difficult party" - an unexpected word combination from ex-Merry Prankster and author Robert Stone.
Venkman
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Reply #11 on: March 22, 2006, 11:35:04 AM

Ah cool. I liked the Punisher. Looks like I can get Amarr and Caldari Frigate skills for 36kisk in 2 jumps if I really wanted to.

But I'd rather climb the Minmatar ladder first. Having moved some of the components down to my Slasher, I got a chance to experiment at lunch a bit. Man, some of those drones were tough... until I swapped things around. Of course, that means nothing because, well, they're drones :)
WayAbvPar
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Reply #12 on: March 22, 2006, 11:43:59 AM

We have a few Min pilots in the corp, so there should be a decent supply of ships/BPs for ya when you get down in our neck of the woods. We have a Rifter BPO that is researched to near perfect material qualiity- melt down some loot, mine/buy the rest of the mins, and have Ca'ad ( the builder) cook you up a ship. Rifters are a hell of a lot of fun to fly, especially when you get your nav/ab skills high- they can really move. Plus they look like a an X-wing before the wings separate =)

When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM

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Furiously
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WWW
Reply #13 on: March 22, 2006, 11:48:44 AM

And they can really move.

5150
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Reply #14 on: March 24, 2006, 03:00:42 AM

If you get into pirate faction ships they require skills from 2 races to fly

My Succubus needs Amar & Caldari Frigate 3 to fly (glad I only spent 7 mil on it because I was under impressed with it - hopefully I can find a cheap Worm on Escrow next)
Venkman
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Reply #15 on: March 24, 2006, 09:50:07 AM

I had been running some missions during the last session and between that and some buy/selling, racked up the ISK right quick. I bought a Rifter, and it's equipped now. I've also been doing some minor combat practice, try to understanding how things feel and whatnot. I think I'm about ready to start heading over to Neeshar for an official application.

Questions:

1) When a weapons says "Optimal Range", is that a maximum optimal range where everything shorter than that is fine? Or is it really good to just try and keep the target at that distance? I ask because I've got Turrets, Lasers, and Rails to try and pick an outlay from, and as you can imagine, the Optimal Ranges for those are very different. Like, the Turrets are in the hundreds of meters while the Rail (or Laser?) is measured in the Kilometers, one I think is at 8km.

2) Where's a good place to go for PvE combat practice (would like to do PvP soon, but still learning the system)? I've been doing those drone things, but they're not tactically difficult. They simply either hit really hard or they do not. I read somewhere around finding and trowling asteroid belts for pirates, but do pirates spawn based on people in the area alone or do you need to be mining to trigger them?
Furiously
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WWW
Reply #16 on: March 24, 2006, 10:01:25 AM

Just jump from belt to belt and find some pirates.

There is a graphing tool for weapons on the tutorials page on eve-online. Should be linkied in another thread here. It's one of the last 2 tutorials posted. Tool is pretty fun to play with.

dwindlehop
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WWW
Reply #17 on: March 24, 2006, 10:17:43 AM

http://eve-online.com/guide/en/g26.asp - Turrets
http://eve-online.com/guide/en/g27.asp - Missiles

Optimal range is the range where you will do the most damage. Below optimal, it depends on your transversal velocity. Above optimal, Optimal+falloff range is the range where you do half damage. Optimal+2*falloff range is the range where you can't hit.

For PvE, I generally find myself engaging as close to optimal as I can. Depending on your range versus the pirates, you may find that if you move slightly outside optimal, the pirates cannot hit you. This is probably best.
WayAbvPar
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Reply #18 on: March 24, 2006, 10:21:04 AM

Pirates spawn in belts whether there is anyone there or not. As for weapons to equip, make sure to check the ship you are flying- most of them (all of them?) give a bonus to a certain weapon type (missiles, hybrid turrets, projectile turrets, or lasers).

When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM

Always wear clean underwear because you never know when a Tory Government is going to fuck you.- Ironwood

Libertarians make fun of everyone because they can't see beyond the event horizons of their own assholes Surlyboi
Hoax
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l33t kiddie


Reply #19 on: March 24, 2006, 10:35:24 AM

As WAP said, you almost always want to stick with your ship bonuses.  Also there are two catagories of turret for each weapon type.

Energy:
Beam - Long Range
Pulse - Short Range
Projectile:
Artillery - LR
Autocannon - SR
Hybrid:
Rail - LR
Blaster - SR

Each weapon type does act a little differently in key ways but any turret heavy ship can usually be fitted for either short or long range or somewhere in between depending on what type of turret and ammo you use.  Of course some ships are far superior going one way or the other.

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Venkman
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Reply #20 on: March 26, 2006, 12:41:52 PM

Thanks all, particularly on that tool at Eve. Nice one there!
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