Showing posts with label Guide. Show all posts
Showing posts with label Guide. Show all posts

Monday, March 4, 2013

30 Day Market Challenge Wrap Up


This is meant to be a moderate guide for anyone looking to try and make some money station trading in Eve.  I will not go into arbitrage, which is buying in one region and hauling to another, nor is this about industry.  The main focus is making money in stations.  Station trading is the act of placing buy orders above the competition, then selling the goods from those buy orders as sell orders.  The profit is the margin between your (high) buy price and your subsequent (low) sell price.

Time Required


I am a graduate student.  This means I have the luxury of being able to carry a laptop with me all day and periodically (every few hours) log in and check my orders on the market.  At minimum you want to check your orders in the morning, once or twice during the day, and in the evening.  I personally like to check my orders one last time before bed, as that lets you get below or above other US TZ players that may have already turned in for the day.  This obviously changes based on your TZ.  The more you can update, the more successful you will be.  Updating orders takes about 5 to 10 minutes.

Research


How much do you know about Eve?  If you know what most of the modules do, you will be in a good position to understand which modules to buy.  If you do not understand modules, I suggest you enter the Eve blog community or talk to your corp mates.  Understanding how many units to sell and how many an individual buyer might buy is good.  Weapons usually go in sets, for example 7 missile launchers fit on a Drake.  Propulsion mods are only needed once per ship.  Learn this stuff.

Once you understand the mods, there is a wonderful feature in game called Market History.  There are two views, a table and a graph.  The graph is not very useful in my opinion, outside of looking at the historical trend of an item.   What Large Shield Boosters sold for last January is not useful for a day trader.  The direction it is trending is.  The table shows how many items sold each day, and the low and high values that item sold at.  The quantity traded should be over 50, and the margin should somewhat reflect the spread you see in the buy and sell orders in normal view.  Also pay attention to the high and low values.  If they are near each other, and near either the current buy or sell price, odds are the action on the item is slanted towards either buying or selling.  You don;t want to go in on an item that is only selling or only buying.  You cannot flip that item.

WTF?  Useless...

That's useful.

This brings us to margin.  Simply put, margin is the difference between the highest sell order and the lowest buy order.  The spread is probably the most you profit on the item.  In reality profit will be less, as you will raise the buy order price and lower the sell order price over time, and eat away at that initial margin.  Taxes and transaction fees will also reduce the margin.  In my estimation, margin of less than about 10% is probably not going to make you much unless you have amazing skills.

Skills


You will need, at minimum, the following:
  • Trade 4
  • Retail 4
  • Accounting 4
  • Broker Relations 4

Trade and Retail get you more orders, up to about 54 or so at level 4 in each.  You need enough order slots to have buy and sell orders up to cover each item, give or take.  The reason for this is once you starting flipping orders it helps to be able to list your inventory as you get it.  Accounting and Broker Relations lower the overall cost of making orders, which is not huge, but you can cut it down so that relisting and canceling orders will cost you less.  Handy when you see someone dump 10 modules for a sell order 500k less than everyone else and you want to buy them and relist all your inventory as one order.

Strategies


Here is the meat of this beast.  How do you actually make money?  First, start small.  Buy 5-10 of items with good margins.  Even if you have billions of isk lying around and think “Hey, I can do this market thing!”, don’t invest it all.  Start with low value, decent margin items and learn the speed of competition, watch a few piles of inventory get reduced to nothing as a big fish crashes the sell value, and learn to watch the market.  By watch the market, I mean stick with a few items for a few days.  You’ll start to get a feel for how the market can ebb and flow.  Flip buy orders of 10k to sell orders of 50k.  Get your feet wet.

After a few days, you should have a fair bit more money off your starting investment.  Keep cool.  Expand slowly.  Buy in small amounts that can be flipped easily and quickly.  Remember the 50+ volume number I talked about earlier?  Don’t get suckered into investing in something with a huge margin and low turnover.  You’ll fail to make money.  Get familiar with the idea of “velocity of money”.  More small orders moving faster makes you more money.

At this point you may have a few tens of millions to work with.  Start increasing the value of the items you buy.  Upgrade from 10k modules to 100k modules.  The margins might get a bit better.  I shoot for a margin of 10% or more.  This can vary, but a decent margin leaves you less vulnerable to dramatic changes in the order values.  After a few more days you may be getting close to 100m or two in total capital.  Again, be careful!

Keep limiting your inventory.  A hangar full of modules is a pile of isk that is doing nothing!  You are better off keeping that isk liquid than holding stock.  I rarely buy more than 10 to 20 items at a time, unless they are low value and very high turnover (in the hundreds of orders per day range).  Pretty soon you should have a handle on what to buy, what times of day are good for flipping items, and you should be getting a feel for the market.  Only increase your investments in small increments and keep your eyes on whatever your goal is.

Modules


What to buy?  I focus on meta items.  These are items that cannot be manufactured, and have the “weird” names.  Industrialists produce tons of tech I and tech II items, and the volumes look great, but the margins are low and the competition is fierce.  You will likely never get to buy or sell the “vanilla” items unless you can sit in front of your computer screen for hours every day, and that rather defeats the purpose of this whole endeavor.  If you do not believe me, go look at the market screen for Large Shield Extender II.  I am willing to bet your screen shows a huge list in the buy and sell orders, they are all .01 isking each other, and the margin is so low your taxes and fees will eat any potential profits.

Once you start buying your meta items, you’ll notice margins change.  A lot.  Don’t worry.  If you bought at 300k, intending to sell at 1m, and the sell price drops to 500k while you got your stock, you have two options.  Sell at 500k, and make 200k profit, or hold your stock for a day or a few hours and wait to see what is happening.  Once you get enough isk, you can start looking for sell orders that are driving the price down and buy them, relisting at a higher price.  These are orders where someone lists a small quantity, say 5 units, at a large markdown.  So low that you can buy and relist and make a marginal profit.  As your isk pool grows, you’ll learn how you can manipulate the market prices by doing this.  Sometimes you’ll find a big pile of items selling for way below the next highest order.  This is a profitable opportunity!

Non-Module Items


There are ways to make money off items that are not ship modules.  I have not dabbled in this all that much.  But know this:  You can set remote orders specific to mission hubs to buy cheap mission loot and haul it to a trade hub.  You can buy skillbooks and bring them to a market hub and try to resell them higher in order to take advantage of impatient players.  You can dabble in PI goods, materials, and pirate tags.  All you need to consider is how much time various strategies will take, and if it is worth it to you to branch out from your trade hub and add hauling goods to your trading business.

Location


Where should you set up shop?  At the time of writing, the obvious choices are Jita, Amarr, Rens and Dodixie.  These are the informal trade hubs of Eve. Jita is the biggest, and also has the most orders and players to compete with.  Also keep in mind that many times the weapons that are traded in these hubs relate to the rats nearby.  Dodixie has a lot of Hybrid turrets.  Rens has more Projectiles.  Amarr has a lot of Energy weapons.  Outside Jita margins can be better, but volume is lower.  This may help or hurt you.  I recommend you try out each hub and see which you like, which is more to your pace of play.

Bots


They exist.  Market bots that simply update every damn time you try to place an order.  You can’t do too much about them, other than cancel your buy orders and try to move your sell orders.  Alternatively, you could ladder up the price of the buy order buy setting a few small buy orders and cranking the price slowly up.  This works by slowly, over a few hours, incrementally raising the buy price until the bot stops matching you.  If you can get it high enough, sell your inventory to the bot and find solace in the fact that you gamed the bot for a bit of isk, and hurt the bot’s bottom line.  You won’t make as much, but it can be satisfying.

Is this the game you want to play?

Conclusion


This is not the end-all, be-all guide to market trading.  It is not a guide to market PvP, as such.  It is simply a basic guide to get you started in the market with a few guiding principles.  I like to trade in modules.  You might want to look at something else.  Here are the core ideas in this guide, restated for your edification:
  • Learn about what you are trading so you recognize the reasons behind trends and useful quantities.
  • Learn the various in game market tools, the price history graphs and tables.
  • Watch your margins, and cut your losses if needed.
  • Train your skills appropriately to take advantage of the markets.
  • Start small and organically, and take time to learn the market, there is a lot going on besides the numbers.
  • Stock not trading is isk not growing. 

Monday, January 30, 2012

Guide: Skill Planning

Given some of the recent posts around the skill system in Eve, and some discussions in game with Corp members, I am going to propose a boring, but highly useful initial skill plan for new players who have no real idea what they want to do.  This list also focuses on Flying in Space skills for a basic combat oriented pilot.  I am assuming a new player is not going to immediately decide to go the industry or science based career paths.

I'll list these in a general order of training.  A key note:  Training to your racial frigate and gun type of choice is always a good first day of Eve approach, as it will let you actually do something in game.  It may also be worth training a few levels in the racial cruiser and medium turret or missile  too, but that is by no means an absolute.  It just gives you a few more ships to play with early on.  Also, playing through the tutorial missions will get you many of these skillbooks for free, so it is worth sending a day or three doing those missions!

Core Fitting Skills
These are horribly boring, but are highly useful as you start trying to actually fit your ships.

Electronics - Targeting, EWAR, and CPU based skills

  • Electronics 5 - 5% CPU per level
  • Electronic Upgrades 3 - Opens up a wide variety of useful modules for fitting
  • Targeting 5 - You can never target too many things
  • Multitasking 4 - See above
  • Signature Analysis 4 - Target faster
  • Long Range Targeting 4 - Target further

Engineering - Powergrid, Capacitor and Shield skills
  • Engineering 5 - 5% powergrid per level, opens up shield tanking skills
  • Energy Management 4 -  5% capacitor per level
  • Energy Systems Operation 4 - 5% capacitor recharge per level
  • Energy Grid Upgrades 4 - reduces CPU need of many fitting modules

Mechanics - Armor, Hull, and Rigging skills
  • Mechanics 5 - 5% hull hp increase per level, opens up many other skills
  • Hull Upgrades 5 - 5% armor increase per level, opens up armor tanking abilities
  • Jury Rigging 3 - Opens up most other rigging skills

Navigation - Speed and Agility
  • All of the skills in this division that do not start with "Jump" are extremely useful and should go to 3, probably 4.  These all make you move faster, turning faster, and useless capacitor while doing so.  Moving faster is always better!

Gunnery
  • Weapon Upgrades 4 - Somewhat mysteriously placed in the Gunnery tree, this skill reduces CPU requirements of almost all weapons in the game, and as such it is useful to all pilots.
Training the above skills as a start will make it easier to fit and fly almost every ship in the game!  The results are not readily apparent when you queue them up, but getting those done sooner than later makes using every hull you sit in better!  What you train next will in large part depend on what weapon platform you are leaning towards, Turrets or Missiles, and what tanking style you will use, Shield or Armor.  I recommend tanking skills first, but that is a personal preference.  Listed below are the core tanking skills in each subset.  I recommend taking all these skills to 4 in roughly the order shown.

Shield Tanking - In Engineering
  • Shield Management - More raw shield
  • Shield Operation - Faster shield recharge time
  • Shield Compensation - Reduces cap need of Shield Boosters
  • Shield Upgrades - Reduces powergrid need of most shield modules
  • <Damage Type> Shield Compensation - there are four of these, for each damage type, and they improve your resists.
  • Tactical Shield Manipulation - While not mandatory, stops some damage from leaking into armor when you shields are low

Armor Tanking - In Mechanics
  • Repair Systems - faster Armor Repair cycle times.  Mandatory, take it to 5 if you can wait that long
  • <Damage Type> Armor Compensation - Works the same as shield compensation skills.
You may notice that shield tanking seems to have more skills.  You are somewhat right!  Armor tanking is in large part dependent on your capacitor and fitting skills, and Hull Upgrades, which you already trained, opens up armor plates.  Also, armor tanking uses low slots, and often negates the use of damage upgrades, so my theory is that there are less skills to offset that "penalty".  Also, shield tanking allows passive setups that still regenerate hitpoints, while passive armor tanking does not.  For a very nice guide to tanking, and to skills and Eve in general, I highly recommend you check out Isk: The Guide.

If you have trained this far, you are probably already learning what you want to train next.  Past these basics, which I consider the core skills of Eve, you desired play style will influence the ships, weapon skills, and other support skills you will want to train.  I'll probably cover the weapons skills in the future, but for it will suffice to say Amarr, Gallente and Minmatar pilots will want to focus on Gunnery for turrets, while Caldari and some Minmatar pilots will want to focus on Missiles for... missiles.


Tuesday, November 29, 2011

Guide: Making Money 101 – Mission Running


 Most new players ask how to make Isk in Eve.  There are a myriad number of ways to do this, but as a new player you are somewhat limited until you invest some key skills into various career paths.  I am going to focus a few articles on a few of the more accessible ways to start building your space wallet.  None of these will make you space rich but they will keep you in enough money to fund your skills and start building a fleet of useful ships.  Warning: I assume you are in a player-run corporation, and occasionally play with other people.  This is a social game, after all.

Missioning

Simply put, mission running means going to an NPC agent and accepting a mission, completing it, and getting paid.  Missioning pays well… once you hit the level 4 agents.  To get there you need to grind your status up from (probably) neutral.  You will probably want to do this with a useful corporation.  What does useful mean?  I define it as an NPC corp that has fringe benefits besides just making ik.  Good Loyalty Point rewards, geographically convenient Jump Clone access, and better refining rates can all be gained by choosing wisely.

My recommendation is to ask in your corp what NPC corps people have or are grinding standing with and work towards those.  Often this will be one of the faction navies.  This gives you the advantage of working towards all of the benefits mentioned above while having people to grind with. 

So how do you make money off missions?  There are actually a number of ways:
  • Mission pirate bounties
  • Mission rewards
  • Salvage
  • Loyalty Point Farming 

The first two take care of themselves.  Once you hit level four missions, you can actually make about 10-20 million per mission if you kill everything and do it within the time frame for the bonus.  Salvage is awesome (in my opinion) and I am going to cover it a bit later.  LP farming can be trickier.  I made a spreadsheet to calculate isk per LP.  You may want to do this, or just save LP to spend on faction gear you want.

Battlecruisers and You

So what should you fly to run missions?  I’ll refer to the holy trinity of MMOs:  you can flit to some combination of DPS/Tank/Healer (logisitics in Eve).  Eve also has the bonus that most mission ships will be self-repping, either through shield regen or armor repair.  Also, there are almost no missions in levels 1 through 4 where a dedicated logistics pilot is needed.  The rule of thumb for level 4 missions is that your damage (DPS or gank) and armor repair or shield regeneration (Tank)  need to total 1000 points.  I would argue DPS really needs to be over 200 to be in anyway effective, and tank only needs to be above 300-400 in small, specific situations, but your mileage may vary.

 I went Incursus > Vexor > Myrmidon > Drake.  I also started Gallente and then cross-trained to Caldari.  Although it is cliché, a shield tanked Drake can give you a lot of leeway to learn mission mechanics while not having to worry much about your ship.   Below is a very boring but strong as hell Drake template.  A few things to note about this fit: as your get better at understanding missions, you can probably start sacrificing shield moduless in exchange for additional BCS units and an afterburner.  The point below is to show you a relatively cheap and effective ship, not the be-all end-all of mission fits.  The Drone Link Augmentor is meant to give your light drones more time to intercept pesky frigates.  Low missiles skills can cause frigs to be a real nightmare for the Drake.


[Drake, L4 Tank McBoring]

Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Drone Link Augmentor I

Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Shield Recharger II

Shield Power Relay II
Shield Power Relay II
Power Diagnostic System II
Ballistic Control System II

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I



Other ships to consider are the Hurricane (Eve’s jack of all trades battlecruiser), a Gila (For those that want an exotic missile/shield/drone boat) or the Myrmidon.  These are all battlecruisers, but I have flown all of them in level four missions, and I recommend you learn how to do so as well.  I think the Myrmidon is also very versatile.  You can fly it with any turret system as it has no weapon bonuses to lose, can be shield or armor tanked, and can fit two flights each of medium and light drones, or more creative mixes.  I honestly find fitting Amarrian ships tedious, but have corpmates that swear by the Golden Banana or the Harbinger.

I specifically avoid recommending any Battleship hulls.  This is because you don’t need a battleship to run level fours, and they require a lot more skill training than any battlecruiser to achieve similar results  I have seen many new corpmates lose their first battleship in a seemingly innocuous L4 due to warp-scramming frigs or capacitor issues  Here is another rule of thumb once you start thinking about BS and larger hulls:  If you need more than one fitting module to make an entirely Tech II module BS work, don’t fly it.  Do not copy a fit from Battleclinic or a corpmate without understanding why it works the way it does.

Mission Strategies

Fly with multiple people. I recommend a group of 3-4 people/pilots.  My ideal mission group consists of two people playing two accounts.  One pilot flies something with a huge tank (see the Drake above) and jumps into a pocket before everyone else, shoots everything, waits for every hostile to target and attack his ship, and then the rest of the gang comes in to mop up.  The 2-3 support pilots can fly just about anything.  For a newer player, this could be a DPS fit Cruiser or BC.  I personally love the Stealth Bomber loaded up with target painters.  Cheap and it makes things go boom.

The goal of this setup is to pull missions quickly (2 people flying 4 pilots will make more than 1 person chain pulling) while still keeping the isk pool large.  If you get past 3 distinct players, I find it to be a blast but financially ineffective.  Also, the more players you add, the more you dilute the LP and standing gains.  Having a slew of pilots also makes it easier to be choosey about your missions.  Some are worth far more than others, an sometimes you can get a few missions at the same time in the same system, which reduces travel time.

The Kicker

Salvage.  Most players hate it.  I bought a corpmate a Noctis so I could stop doing it.  But salvage makes money if you are smart about it.  If you have 3+ pilots in a mission fleet, strongly consider having someone salvage, or rotate salvage duties.  Also agree on payout beforehand.  I use the following formula:  The salvager gets half of what he sells the salvage for, and everyone else gets a cut equal to the time they helped for.  And for the love of god, do not just blindly sell to buy orders without looking first.  Depending on your luck , salvage is worth about 75% to 125% of the bounties and payout of a mission, so take advantage of this.  Also, if you find selling and/or refining salvage interesting, you may be a budding Industrialist ™!

Final Thoughts

If you are in a corp and are working on standing, you can reach agreements with other players to stay logged in and part of a fleet while they grind standing in exchange for the same courtesy to them later on.  You can also do this with alts. 

Kill missions that target other factions will tend to tank your faction standing real fast.  This may be one of the biggest arguments for having two accounts to run missions with:  You can decline on one character, and start pulling on the second.

Eve-Survival.org is a great place to read about other player’s experiences with missions.

Learn damage and resist characteristics of the various pirate factions and fit accordingly if needed.

I’ll have more to say about other methods of making money in future articles.

Fly safe!

Wednesday, November 9, 2011

Guide: Frigates and You

EDIT:  This was written in 2011, and has not been updated to reflect the Retribution changes to frigates. 

So you just graduated from flight school, and plugged your pod into the spaceship the academy gave you, civilian equipment and all.  Maybe you accepted a mission to take out some pirates, and found out that your ship seems a little… underwhelming.  The good news is, there are a lot of frigates that you can very quickly upgrade to.  The bad news is there are a lot of frigates to choose from.  Six per race, to be precise.  So how to choose?  Luckily, frigates fall into a few categories, defined by the bonuses on any given hull.

Bonuses

Every single ship in Eve has at least 2 ship bonuses.  Some have more, but are generally more advanced Tech II or Tech III hulls that are a bit beyond the scope of this article.  The bonuses on each ship will tell you how it is intended to be used.

These bonuses can be grouped, to some extent, and the following list is by no means complete:
  • Offensive: Bonuses relating to weapon damage, rate of fire (ROF), range (optimal or falloff), missile velocity or flight time, and for some Amarr ships, turret capacitor modifications.
  • Defensive: Just about anything with the words ‘shield’ or ‘armor’ in the bonuses is designed to increase defensive capabilities.
  • Industrial: Mining turret and cargo capacity bonuses.
  • Electronic Warfare (EWAR): These bonuses  are intended to take away capabilities of other ships, are include bonuses impacting stasis webifiers, warp jammers, ECM, sensor dampeners, turret disruptors, and many other things that are generally painful in pvp settings.
  • Specialty Bonuses:  Most Tech I (beginner) frigates do not have specialized bonuses. These are often related to a Tech II hull designed for a specific role.

Usually you will want to add modules to your frigate (often called ‘fitting’) that will benefit from the bonuses on the hull.  By fitting to your bonuses, you maximize your ship for the intended use.  So don’t use a Navitas (with cargo and mining bonuses) as a combat ship, use an Incursus or Tristan.

A final note on bonuses:  They are multiplied by your racial ship class skill.  This means  if you have Gallente Frigate trained to level 4, your Incursus will receive a 40% bonus to small hybrid turret falloff range (4 x 10%) and  a 20% bonus to small hybrid turret damage (4 x 5%).  Read the bonuses and races closely to make sure you are fitting properly!

Frigate Types

By now you probably want me to get on with it and just tell you what to fly, right?  Well, I won’t.  I will however give you a pretty table that may help you.

Tech I Frigate Roles
Amarr
Caldari
Gallente
Minmatar
Tech II Role
Fast
Executioner
Condor
Atron
Slasher
Interceptor
Scout
Magnate
Herron
Imicus
Probe
Covops
Industrial
Tormentor
Bantam
Navitas
Burst
N/A
EWAR
Crucifier
Griffin
Maulus
Vigil
Electronic Attack Ships
Combat
Inquisitor, Punisher
Kestrel, Merlin
Incursus, Tristan
Breacher, Rifter
Assault Frigates

As you can see, there are 4 main classes of frigates, and I have split them based on hull bonuses and general characteristics.  But many ships can blur the lines.  All four “Fast” frigates can be effectively flown as combat frigates, and there are cases where you would rather use the fast frigate to transport goods, or use a combat frigate to fulfill an EWAR function.

I also mapped out the Tech II roles that each ship class leads to, although that is a separate topic to cover properly.

Final Thoughts

Frigates are among the most varied and interesting class of ships in Eve.  Creative fitting can make a player who has existed for a few hours a force multiplier in PvP.  Frigates are fast and can get a player through situations that would be fatal to larger, slower ships.  Frigates are also a brilliant place to learn how to fit ships, and to learn one of the fundamental concepts of Eve:  Choose and fit your ship to a specific purpose.

New Eden is more often than not a hostile environment, and although you may feel underpowered and overwhelmed in your first few frigates, stick with these ships.  Learning to fly and fit frigates is a stepping stone to choosing specialities, learn how to fir larger ships with more options, and when to follow and break fitting rules.

Fly safe!