Eve Online Kill of the Week! |
- Kill of the Week!
- Papi's ongoing rescue op
- Whenever people start talking shit about the imperium on a talk show
- EVE Tycoon update post: Price API, UI updates, and more!
- Oz's 10 most profitable trade items of 2020
- Brave & friends currently eating shit in HED-GP
- Fountain - The Bloodlands
- EVE industry - the viability of mass production of ships
- How to tell if Brave kills like 10 tornados.
- Which two systems are farthest apart?
- BIGAB/SOUND vs Legacy in CJNF-J /// 01/12/2021
- Foxholers: There is always a bigger fish (feat. Strix Ridens)
- Objective War Update: Imperium winning the ISK war while outnumbered 3:1
- PAPI BREAKOUT AT DOWNTIME ??!?
- RETRI VS: #1
- Happy Core Day New Eden
- POCHVEN.. Is the NEW region alive? | EVE Online
- Reminder that Quantum Cores do nothing to combat existing structure spam
- Installing pathfinder
- Talk about Tranquility Infrastructure, for those that like to see how things work behind the scenes. Pretty impressive to me, they should work with Universities to emit papers on this implementation of tranquility servers (Aired 25 November 2020) on Twitch
- Pochven System Information and WH Spawn Maps
- The Porpoise: iBeast
- M2-XFE Breakout Time Line
Posted: 12 Jan 2021 04:00 AM PST o7 Capsuleers In this thread tell us about your kill of the week. It may be a kill you were involved in or one you heard about. Comments should include a killmail link and ideally a story about what happened and why it's noteworthy. Feel free to also post about the one that got away - maybe your point burnt out or your guns were dry, but you would have got him you swear! No shame here, just pure bragging rights and toasts to the victors! Please give this post some love with your up arrow to increase visibility! [link] [comments] |
Posted: 12 Jan 2021 06:53 PM PST |
Whenever people start talking shit about the imperium on a talk show Posted: 12 Jan 2021 06:38 PM PST |
EVE Tycoon update post: Price API, UI updates, and more! Posted: 12 Jan 2021 01:04 PM PST EVE Tycoon (https://evetycoon.com/) is a tool I initially built for myself to track trading and industry profits across my alts, but then I expanded it into a third party tool available to everyone. I've been working on it for a little over a year now, and since launch I've been updating it and adding new features. Most of these were suggestions from the community, so thanks to everyone for providing feedback and testing things out! Over the holidays I had time to completely overhaul the UI and, so I thought I'd post here to update everyone and bring people back who may have tried it out before but were waiting until it was more complete. Some highlights:
Here are some screenshots to get a better idea of how it works: https://imgur.com/a/v5wILa4 Happy to answer any questions! [link] [comments] |
Oz's 10 most profitable trade items of 2020 Posted: 12 Jan 2021 03:31 PM PST |
Brave & friends currently eating shit in HED-GP Posted: 12 Jan 2021 06:18 PM PST |
Posted: 12 Jan 2021 08:59 AM PST |
EVE industry - the viability of mass production of ships Posted: 12 Jan 2021 01:24 PM PST My best friend told me that he wanted to start producing things in EVE. While I have only played 2-3 months, and have not even started to consider industry a viable way forward, he has used many years to hone his skill in research, resources processing and production. He would like to focus and PvP, and instead of ratting, he thought that doing industry and earning your ISK in that way would be a better deal. So, to see whether it would be profitable for him to start producing ships, we had a look at the the numbers. Even though it feels very meaningful to create something in the game, you won't be able to keep doing it, if you invest a lot of time and effort in it, but only end up in a break-even scenario when you start selling stuff. I understand that this is a tumultuous time in EVE, as markets are still adjusting to resource scarcity. Still, based on the current picture, the two of us concluded: It seems that it's rarely worth it to build smaller tech I ships, and the profit of tech II ships does not really seem worth the effort, unless you have a network set up that makes the production easier. Since I'm new to the game, I am sure that I will have overlooked a lot of elements, which is why I wanted to post here. I realize that the following factors might impact on whether you can profit from building ships:
Given all this, I see how it can be done, but it seems that you really need the right set of circumstances to make it work. My friend has access to a sotiyo where he can build ships with 4,2% material efficiency and has access to a refinery, where he, with implants, can reprocess at 89,3%. And still, the numbers don't look good. The profit is really in the margins, and that makes transporting resources the biggest challenge, since the small margins mean that the time and effort spent doing this not worth it. Then again, I haven't used deep space transports or jumped between keepstars yet, so it might be this part I'm missing. Also, one thing we quickly noted was that it was never really profitable to produce frigates and destroyers if you compete on the main markets. Jita is in some case the exception, since prices are often inflated for some products there (due to high demand and market manipulation, surely), but I gather that it would be hard to find a good null production facility from where you can easily move stuff to Jita. It seems that some people sell frigates and destroyers in mass, for prices where surely it would never be profitable to produce them. I would guess that to be down to four factors:
Below I will go into a few cases that studies to see if it would be possible to profit, based on the fully researched blueprints he had. In the numbers used, I based the mineral prices off the cheapest places where you can buy these minerals in larger quantities in high sec. That means the following prices: So, in other words, even that is very optimistic, since it would mean a lot of resource transporting. Since suicide ganking in high is a very straightforward and low effort activity, where CODE have shown the way by doing it so well, and often very profitably, it seems to be all the rage with the kids these days. You can call yourself a pirate and laugh at the poor "infidels" in high sec, as they squeam under your rightful wrath. The frequency of suicide ganking has gotten high enough that transporting enough stuff to make yourself gank-worth is simply not worth the risk. This sadly means that everyone has to spend more time transporting less stuff. I reckon that in some places, placing a buy order to buy at a lower price might give you the minerals at a lower price and enable you to buy "locally", but I doubt you'd be able to get enough minerals to mass produce that way. Either way, to the specific cases. Mind you, I didn't include brokers fee and sales tax in these calculations, since you might not sell the ships directly on the market or might sell them at a low tax rate. So, add that into the equation yourself (normally, you would subtract around 5% of the market sell price you expect). Some of the numbers below factor in a 4,2 material efficiency. Those that do no are noted after the ship: Tech I ships: Vexor Tech I ships: Caracal Tech I ships: Raven Tech I ships: Osprey Tech I ships: Stabber Tech I ships: Noctis Tech I ships: Iteron Mark V Tech II ships: Cerberus However, for tech II ship you also need to do invention to turn a tech I BPC into tech II, I learned. So, you have to include the invention cost: So, now we have the invention cost, but factoring in the cost and the attributes of the decryptor will require us to find the optimal decryptor. So, we quickly did the math (Excel spreadsheet here): So, in the end, we can see that using "Optimized Augmentation Decryptor" and producing eight Cerberus ship (1 run + 7 runs on the BPC after invention) will on average yield the best result. On average, if you buy enough decryptors and invention materials for the invention to succeed, and produce the ships from the resulting BPCs, you will gain 107.967.649 ISK in profit (much less, if you detract around 95M ISK in sales and brokes fees - assuming those amount to 5% for you). Mind you, collecting/build/buying all the materials for this is a great undertaking for most players, so it is not likely to be worth your time for the most part. Also note that this result hinges on you selling at an optimal market fee of 240M. People will be able to go elsewhere and buy significant quantities of Cerberus ships for around 219M ISK, so that's what you're up against (with the "convenience tax" of buying locally having to work in your favor). Rigs from salvage Since me and my friend had a lot of salvage from ratting, we felt it would be a shame not to use this as well. It seems that building rigs is quite lucrative compared to just selling your salvage. You can sometimes buy salvage quite cheaply, since the market for salvage seems less established than for other materials, and since it takes up hardly any space, you can transport it safely in small fast-aligning ship. However, due to the market not being very established, it's also hard to buy up huge amounts of salvage at good prices. Often the sell orders are so small, the time you spend click to buy or collecting it, means it was never worthwhile compared to normal ISK-making methods. Rigs are somewhat easier to sell at a better price. Since they don't take up a lot of space, it's easy to transport them somewhere where the price is 15-30% higher than the low market price. Take it to Jita, but beware that you'll have to sell it quickly, because you'll be constantly undercut by speculative traders. Note that some of the numbers for the rigs below are so small that they don't get to benefit from material efficiency if you produce just one rig (since you only use whole numbers, the benefit will be rounded down). So, if you produce higher quantities, the average production cost should be slightly lower. So a few examples (beware! numbers are still based on producing from a material efficiency rigged sotiyo in null sec): Rigs: Small Core Defense Field Extender I Rigs: Small Trimark Armor Pump I Rigs: Medium Core Defense Field Purger Rigs: Medium Trimark Armor Pump I Rigs: Medium Auxiliary Nano Pump I Rigs: Medium Nanobot Accelerator I Rigs: Medium Ancillary Current Router I Producing fits When you produce fits, you start having another factor introduced. Since many items drop from loot, this, of course, affects the sell price, since loot will be likely to be sold at a lower value and will sometimes flood the market. Eventually, though, the price of all items should at least gravitate towards their reprocessed value. I was looking for some cheap researched blueprints to buy on contracts for my friend while I was in Dodixie, and I looked at some common items to see how easy they would be to sell. I think a fair amount of people can settle for a tech I tractor beam (and might not have the skills for tech II), and since it seems to be very rarely sold in some regions, I bet you could turn a nice profit from producing a fair quantity of those (similarly to the Noctis). The numbers below are without the 4,2% material efficiency of a fitted null sec sotiyo being factored in (since my friend wasn't producing these and I just wanted to check them quickly before buying them). So, to get your number, simply subtract your material efficiency percentage from mineral cost. Fits: Large Cap Battery I Fits: Miner I Fits: Small Tractor Beam I Fits: Inertial Stabilizers I Fits: Reinforced Bulkheads I Fits: Stasis Webifier I Fits: Warp Scrambler I Fits: Multispectrum Energized Membrane I Since I did most of these numbers a few weeks ago, and the market is in constant flux, I hope it's still fairly accurate. Of course, the market sell price is just the leading parameter for bulk sales, but you can always make more than that from selling at the right market, where people will buy your stuff for convenience. A few quick comparisons I did of compressed ores with their sales price and reprocesed value (using the cheapest values in high sec that you can get them in quantities for - be aware that they be more expensive close to you) while passing through space and looking to buy some (and later regretting it, remembering that the most inexpensive ores wouldn't be worth transporting 40 jumps, even compressed) - reprocessing fees not included in calculation, since they vary: Ores: Scordite Ores: Veldspar Ores: Crokite Ores: Bistot Ores: Dark Ochre Ores: Omber Ores: Gneiss Ores: Plagioclase Ores: Hedbergite [link] [comments] |
How to tell if Brave kills like 10 tornados. Posted: 12 Jan 2021 12:08 PM PST |
Which two systems are farthest apart? Posted: 13 Jan 2021 01:39 AM PST Which two k-space systems are the farthest apart by number of jumps, going by the shortest route possible between the systems? No wormholes! [link] [comments] |
BIGAB/SOUND vs Legacy in CJNF-J /// 01/12/2021 Posted: 12 Jan 2021 06:03 PM PST |
Foxholers: There is always a bigger fish (feat. Strix Ridens) Posted: 12 Jan 2021 12:52 PM PST |
Objective War Update: Imperium winning the ISK war while outnumbered 3:1 Posted: 12 Jan 2021 11:56 AM PST I bring you an objective war update backed up with data in the form of a campaign report, so you can evaluate for yourselves what is going on instead of relying on the propaganda machine: https://fleetcom.space/campaign/YFRmEBYJgyr4r6nRP TL;DR The Imperium has been fighting outnumbered almost 3:1 (2.6 actually) with 49,463 members against 131,103 members from Papi coalition. The Imperium has lost 274,694 ships worth a total of 50.7 trillion ISK while Papi has lost 344,304 ships worth a total of 58.3 trillion ISK, which makes The Imperium the current winner of the ISK war while being outnumbered. [link] [comments] |
PAPI BREAKOUT AT DOWNTIME ??!? Posted: 12 Jan 2021 09:16 AM PST |
Posted: 12 Jan 2021 10:12 AM PST |
Posted: 12 Jan 2021 07:22 AM PST |
POCHVEN.. Is the NEW region alive? | EVE Online Posted: 12 Jan 2021 07:12 PM PST |
Reminder that Quantum Cores do nothing to combat existing structure spam Posted: 12 Jan 2021 05:22 AM PST PATCH NOTES FOR 2021-01-12.1 FEATURES & CHANGES Structures & Deployables: The third and final stage of the Quantum Cores rollout has been deployed. Any structure that does not have a Quantum Core fitted will now have the following restrictions in place. Full functionality can be restored by installing a Quantum Core, as described in the development blog. The structure will not provide any tethering support to nearby ships. The ship fitting service will be unavailable to any ships docked within the structure. The ship/module repair service will be unavailable to any ships docked within the structure. TL:DR - Existing spammed structures of all types are still functional unless said structures are solely there for tethering. Not having cores doesn't make them easier to kill, it doesn't reduce the time or the raise the damage cap [link] [comments] |
Posted: 13 Jan 2021 12:18 AM PST Hey there I'm looking for someone who cud spare 5 mins of there time to help a clueless person 😄 I have followed this guide on how to install pathfinder instead of freenom I have my own domain https://www.reddit.com/r/Eve/comments/chdrq3/guide_installing_pathfinder_from_scratch/?utm_source=amp&utm_medium=&utm_content=comments_view_all the problem I am having is once I get to the domain/setup I use the login and password i set but then nothing happens cud someone please point me in the right direction I wud really appreciate it. [link] [comments] |
Posted: 12 Jan 2021 03:08 AM PST |
Pochven System Information and WH Spawn Maps Posted: 12 Jan 2021 06:02 AM PST |
Posted: 12 Jan 2021 01:03 PM PST |
Posted: 12 Jan 2021 01:56 AM PST |
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