Archive for January, 2008
Jan
24
Posted under
EVE Online Mining Some players use two EVE Online accounts running at the same time. The second account is a Refiner / Hauler. She might be maxed out on Refining and Refinery Efficiency as well as most Navigation Skills and fly an industrial. An important note here is that if you’re mining in 0.0 space you will most likely be refining in an NPC station that will charge you a percentage based on your faction standings with them, They will most likely be Pirates so the Criminal
Connection skill is a valuable one to have. Also take your refiner alt and do some level one missions for them to increase your faction standing. This adds up to a huge amount and is well worth the few hours invested in doing the missions. Whatever you do don’t go out and hunt or shoot the NPCs that your refining your ores with, as it will hurt your profits way too much. Another angle is to use Corp owned or Conquerable Stations that are under the
control of your Alliance. These can be set to a zero tax or refining charge.
If you don’t have two accounts then you can do things the old fashioned way: pay someone to haul for you. For that matter pay two players to haul. Pick out 2-3 newer players and cut a deal with them. Furnish them with the Amarr Industrial skill book and then set them up in a fully equipped Bestower Industrial. Cheap EVE ISK for you and a huge help for them. Pay EVE Online ISK price based either on a percentage of what they haul or on a flat rate per hour hauling. Consider keeping a logbook and recording this information on all your operations. It’s a big help if you go and buy a loose-leaf binder and some dividers and keep records and notes.
Jan
23
Posted under
EVE Online ISK Guide EVE Online ISK: Mining
Ore Break-down
Veldspar = 100% Tritanium
Scordite = 67% Tritanium, 33% Pyerite
Plagioclase = 50% Pyerite, 25% Tritanium, 25% Mexallon
Pyroxeres = 82% Tritanium, 11% Mexallon, 6% Pyerite, 1% Nocxium
Omber = 42% Tritanium, 42% Isogen, 16% Pyerite
Kernite = 50% Mexallon, 25% Tritanium, 25% Isogen
Jaspet = 40% Mexallon, 20% Tritanium, 20% Pyerite, 20% Nocxium
Hemorphite = 49% Nocxium, 24% Tritanium, 24% Isogen, 3% Zydrine
Hedbergite = 65% Isogen, 32% Nocxium, 3% Zydrine
Gneiss = 40% Isogen, 20% Tritanium, 20% Mexallon, 20% Zydrine
Ochre = 50% Nocxium, 25% Tritanium, 25% Zydrine
Spodumain = 72% Tritanium, 14% Pyerite, 14% Megacyte
Crokite = 50% Zydrine, 25% Tritanium, 25% Nocxium
Bistot = 50% Zydrine, 25% Pyerite, 25% Megacyte
Arkonor = 42% Megacyte, 37% Tritanium, 21% Zydrine
Mercoxit = 100% Morphite
Sometimes the 7-10 jumps can be worth its wait in buy ISK, refine or not, but sometimes hauling your cargo to other stations helps, if the ore
you want is near that station; setup shop there and mine.
Next!
When looking at a 9-20 jump trade with high value; look for other
opportunity’s that require less jumps, but that has a close to average
yield as the higher jump. You can spend a longer time jump to one
place for an instant cheap EVE ISK, or spend that same time making lesser
jumps for multiple trades for less time, think on it.
Jan
21
Posted under
EVE Online Missions Invention Guide
Invention is the only approach toward original tier 2 blueprints which are mainstream EVE ISK making items.
* Overview
* Skills
* Stuff needed
* Steps to inventing
Overview
Invention is the new system that came with Kali 1.5 which now allows every day people to produce tech 2 goods. Well, almost. It takes numerous specialized skills and expensive items to build. It takes a significant (by most player’s standards) investment to undertake, but the potential profit makes it worth at least looking at.
Skills
The skills that you need fall in the science category. The invention specific skills are as follows (as well as the requirements).
* Electronics II
* Engineering II
* Electronics Upgrades V
* Science V
* Hacking II
* Racial Encryption Methods
The racial encryption skills are named obviously, Caldari Encryption Methods etc. The only problem is at current these skills are 75-250 mil a piece and you need all four if you want to keep your options open. These are just the skills for invention; you also need the skills for manufacturing of the tech 2 good if you want to build it yourself. Those are listed under the manufacturing tab on the blueprint
Unfortunately these are not the only skills you need. In addition specialized science skills are required. For this guide the Ballistic Control System I will be used throughout. This require the skills Electronic Engineering and Mechanical Engineering, not a coincidence that these are the same types as the datacores needed.
I should mention at this point that the higher the skills related to the invention the better your chances at a successful job. How much better is a guess, but getting the skills to 4 is probably a good idea before you start blasting away. Note this includes the science skills that the datacores need. When in doubt, check your blueprint for what it needs, the datacores each have a corresponding skill they require.
Materials
The first major item you need is an interface. There are three of each for each race, meaning twelve total. One type handles ship equipment, one is for ships themselves and the last is for rigs. You only need one of each type maximum, they last an infinite number of runs and can be used in all simultaneous jobs. Prices range from 25-300 mil depending.
Race: Amarr
Name Used on
Occult Ship Data Interface Ships
Occult Data Interface Ship Equipment
Occult Tuner Data Card Rigs
Race: Caldari
Name Used on
Esoteric Ship Data Interface Ships
Esoteric Data Interface Ship Equipment
Esoteric Tuner Data Interface Rigs
Race: Gallente
Name Used on
Incognito Data Interface Ships
Incognito Data Interface Ship Equipment
Inognito Tuner Data Interface Rigs
Race: Minmatar
Name Used on
Cryptic Ship Data Interface Ships
Cryptic Data Interface Ship Equipment
Cryptic Tuner Data Interface Rigs
Once you have the skills and the interface you need a bpc of the tech 1 good you want to invent. If the blueprint does not have an invention tab, like ammo at the moment, then you can’t invent it. Also while you can invent tech 2 warp core stabilizers they are impossible to build so I would recommend against using your datacores in this manner.
A blueprint copy is a limited run version of a blueprint and you can’t research them to improve the stats. For EVE Online invention the only stat that matters is how many runs a bpc is. The material and production efficiency of the tech 1 bpc have NO effect on the final invented blueprint. The number of runs however does, so use max run bpc’s for invention. This can be determined by looking at the production limit on the tech 1 bpc.
Each invention job will require two different datacores; the number of each will be different depending on the job. Some items only take 1 of each all the way up to tech 2 battlecruisers at 16 each. Ship equipment is between 1 and 3. Here is a list of all datacores that are in game. The related skill should be fairly obvious, i.e. Quantum Physics for Datacore - Quantum Physics and the like.
* Datacore - Amarrian Starship Engineering
* Datacore - Caldari Starship Engineering
* Datacore - Electromagnetic Physics
* Datacore - Electronic Engineering
* Datacore - Gallentean Starship Engineering
* Datacore - Graviton Physics
* Datacore - High Energy Physics
* Datacore - Hydromagnetic Physics
* Datacore - Laser Physics
* Datacore - Mechanical Engineering
* Datacore - Minmatar Starship Engineering
* Datacore - Molecular Engineering
* Datacore - Nanite Engineering
* Datacore - Nuclear Physics
* Datacore - Plasma Physics
* Datacore - Quantum Physics
* Datacore - Rocket Science
Steps
The first step after learning all the skills is to get a blueprint copy of the tech 1 version of the good you want to invent. The higher the run count the better. For all my jobs on ship equipment 300 is the norm. Then you check the invention tab on the bpc to get what datacores you need, which is under the material tab.
Now is the time to think of any optional components you may want to use. See the advanced page for more details on how they can affect the job. After you have all the stuff gathered it is time to start the job.
Starting the job is just like starting any other build job except for a few extra fields. The fields on the invention tab are as follows.
* Installation - Which queue you install the job in. Doesn’t really matter which one, just choose an open one.
* Blueprint - What blueprint you are using. This should be fairly obvious.
* Input/Output - Where to get parts from for the job (blueprint must be in the same location I believe) and where to put the tech 2 bpc if the job succeeds.
* Base Item (optional) - Tech 1 item that can boost the odds of success. S
* Decryptor (optional) - Decryptor that can affect quality of blueprint and/or success rate.
It is worth mentioning that in the cases where multiple tech 2 items exist, such as ships, then it picks randomly between them. You can tell which it picked shortly after starting the job as it is listed in the job queue.
As an example we will use the Ballistic Control System I.
1. Create a 1000 run blueprint copy off of a Ballistic Control System I blueprint original.
2. Read the invention tab off of the blueprint. Required items: Esoteric Data Interface, 2 Datacore - Electronic Engineering, 2 Datacore - Mechanical Engineering.
3. Either get the datacores from a R&D agent or purchase them off the market.
4. Bring up the invention job and choose a queue to use. Choose the input/output and blueprint. Add any optional items that you feel might help. I added a Ballistic Control System I, because it is pretty much always worth it to add at least the tech 1 item. No decryptor was used.
5. Start the job and wait.
6. After the job finishes and you complete it you get a message. There are several messages but the one you are looking for is research successful. This message tells you the stats of your new tech 2 bpc. Congratulations, you can now join the ranks of tech 2 manufacturing!
Tech 2 building is exactly the same as tech 1, except it requires more skills, a copy of the tech 1 good it is based on and R.A.M. modules. That is beyond the scope of this guide at the moment. Optional components are now covered in the EVE Online ISK Guide.
Written by Ittey
Jan
15
Posted under
EVE Online ISK Guide,
EVE Online Mining This guide can help you make millions of EVE ISK in EVE Online mining alone.
You may need to know a bit about farming, check it out at this cheap ISK shop.
First, make sure you are in a newbie ship with basic miners, or something higher if you want to play it risky. the newbie ship CAN support Miner 2’s.
Okay, now find yourself a 0.0, it should have many asteroid belts. You can check this by putting your mouse over the system’s star.
Try to make your way there without being killed. To do this, DO NOT use autopilot. Keep your camera zoomed out to a degree.
Choose warp to 0 to get to the next star gate. as soon as warp is over, click jump, so as to minimize the amount of time spent vulnerable..
Okay, now once you are in your system war somewhere. While in warp, make a bookmark. Name it jetcan. Warp somewhere else and make another. Call it Jetcan Maker.
Okay, now warp to the bookmark called jetcan. Once there, open up people and places, aswell as your cargo hold. Drag and drop jetcan maker into your cargo hold.
Jettison Jetcan Maker. You now have a Secure Jetcan. You can now mine.
A NOTE ON JETCANS:
Jetcans have a huge amount of cargo capacity, so you can mine quite a bit. However they explode after 72 minutes. They never survive a server shutdown.
To fix this problem, name you jetcan the time. Once around 60 minutes have passed, drag Jetcan Maker to you cargohold, jettison it to make a new jetcan.
Name the jetcan the time, rinse, repeat.
Okay, now that you know the intricacies of jetcans… You ask, “Why do I need the jetcan to be in the middle of nowhere? Is not beside me more convenient?
The Answer: NO. In 0.0 battleships spawn as rats. Als, it has a high concentration of player pirates. by moving the jetcan into a no-mans land, you can leave a field you were mining.
But not loose any profits. If a battleship spawns, you cannot go back to retrieve your jetcan later.
Or you can skip all that and buy EVE ISK cheap HERE
Jan
14
Posted under
Buy EVE Online ISK,
EVE Online ISK Guide Mining
Expected Yield
* 1.0 to 0.9 space: 1 million ISK per hour
* 0.8 to 0.5 space: 1.5 - 2 million ISK per hour on average
* 0.4 to 0.1 space: 3 million ISK per hour
* 0.0 space: 10-20 million ISK per hour
Buy cheap EVE Online ISK.
Strategies
* Ninja Mining: Park an industrial ship in a safe spot and mine with a ship that fulfills the following criteria (in alphabetical order): moves. If you see pirates, run for a moon or a safe spot. Fill a can to the capacity your industrial can carry, have it drop in and pick up the ore. Rince and repeat. Bookmarks are your friends in this scenario. It’s a decent way to make money for solo players.
* Hub System: Take a hauler with 20 giant secure cans to an out of the way system, ideally to a spot located between several mining fields (meaning you can warp to it from each of them). Place the cans in a circle around that spot. The idea is to insta-warp and drop whatever you have for a pick up later on. The more out of the way the system is, the more centralized your “can-ring”, the better your reward.
Agent Missions
* The ideal way to make money for newbies and when your favourite TV show is on.
* R&D Agents: Purely luck. Can be 120 days without anything, or 3 blueprints in a row. I recommend you get one for the sake of it.
* Regular Agents: On average this yields you 250,000 ISK per pop (roughly 1 implant every 30 runs)
NPC Hunting
* Profitable if you know what you are doing: Ideally a constant respawn you can handly without any major problems. Dieing will throw you back quite a bit so you should stay well out of close encounters. It’s a better idea to chain them.
* Pirate bases are a little difficult with up to 30 spawns, so I recommend you slowly test your limits with those.
* Exploit 1: Find a belt that suits your ability and kill all NPCs except for the weakest one. After a short while the mobs will start to respawn, again kill all except the one you left out the first time. Rince and repeat. The next spawn cycle will be much faster and the respawn time will continue to become shorter until you reach instant respawns. Chaining in 0.0 requires a small group of people, ideally with shield transfer arrays for everyone: 4 medium shield arrays pointed at one ship make it practically invincible against even the heaviest NPC battleships
* Exploit 2: Hide behind an asteroid when fighting heavy guristia: Since they are using missiles, they won’t be able to hit you
EVE Online buy ISK
* Nowadays only suitable for newbies. You’ll need an industrial ship, an idea of something that is being sold cheap in one spot, and bought at a high price in another spot. It takes a lot of initial research, but after that things are pretty much on auto pilot.
Scams / Tricks
* Here you usually rely on other players being naive, not informed, in a rush or simply not too bright. Not surprisingly, this works well.
* Sell a shuttle for 10 million. People can be desperate, in a rush or absent minded - voila easy profit.
* Overprice minerals. Again people sometimes overlook the “extra zero”. Quite similar to the shuttle thing.
* Putting a condor named scorpion in the trade window - they used to look pretty much identical.
* Get a small industrial and steal unsecured cans in 0.5 space. This has somewhat been nerfed since players can now attack you for up to 24 hours (unlike before where it resulted in a cheerful “police intervention” to your benefit).
* Corp theft: Gain trust, grab what you can and make a run. Also: Open up a new account since your former “friends” will want to see you rot in MMO-hell for all eternety. Excellent profit though.
* Scamming is an easy way of making money and a sure-fire way to destroy your reputation for good. Period.
Pirating
* Requires at least 3 people
* In 0.4 to 0.1 space hunting
* The more of a reputation you have, the more you can reap by extorting, negotiating and attacking miners
* Good negotiation skills, a decent reputation and a nice exchange of words can result in an income of 30-50 million ISK per hour.
More EVE Online ISK making tricks, cheap EVE ISK shop.