Showing posts with label Article. Show all posts
Showing posts with label Article. Show all posts

Monday, 6 August 2012

Playing With PLEX

In Eve Online CCP have given us the ability to pay for the game with in game currency which is known as ISK.

For an amount of about 500 million ISK you can purchase one PLEX (Pilot License EXtension) which can either be transported in your ship to another location (not a great idea) or used to add 30 days game time to your account.

A 30 day fix


This is awesome!  Well maybe, but it becomes easier as you and your character grow in skill.

On average, rounded up, their is 30.5 days per month. So to make 500 million ISK per month, just to pay for the PLEX you need to make, rounded up, 17 million ISK per day, every day of the month.

Now don't forget this will only pay for the PLEX, not the ships, ammo, etc you'll need.

We have several ways this ISK can be obtained.

Firstly the good old ratting, shooting the red crosses that turn up at asteroid belts in nearly every system of the game.  In high security space this doesn't earn much, however as you progress into more dangerous space the rewards go way up, but so do the risks.

Born to be destroyed


Missions are another way, especially once you reach the level 4 security missions.  You could easily make the ISK here doing mission after mission but saying it's rather repetitive is an understatement.

Incursions, aka hitting the Sansha piggy bank, is also a way to make ISK from NPC's, though for the big dollars a small group, and some decent ships are required.

Manufacturing can also be utilised to try and make some money but you'd better break out the spreadsheet program as competition is fierce, especially near the trade hubs like Jita, Amarr, etc.

The same goes for the good old market games of buying low and selling high.

Good luck beating the market bots.

Mining has been the red headed step child of Eve Online for quite a while now, but with the potential buff incoming with Inferno 1.2 we may see a slight resurgence.  Mining is for those people who think a Morris Minor is just too damn fast and that Sloths are hard to follow.  Some money can be made from mining but inserting a piece of leather between your eye ball and socket (Isaac Newton actually did this for "lols") would be more fun.

Research agents are an old school way to make some ISK, once you have the rep that is.  They will sell you for a very minimal price a type of data core, which changes from agent to agent, which you can then sell on the open market.  The great thing about research agents is how passive they are, you can just drop in once a month, have your way with them, pickup your data cores, leave a small amount of money on the dresser and leave.

Leave a deposit once a month


Once you enter null sec with a decent corporation and space you can then utilise anomalies which ramps up the ISK gathering, though as you're in null sec your risks are higher also.

I'll tell you about the time I had a 100 million battlecruiser destroyed on everyday of one week.

Eventually...when I'm done with therapy.

Are their other ways to make ISK in Eve Online?

Sure. Probably.

However the above is some of the more accessible ways for a character either solo or in a corp.  Some other methods are for corp or alliance wealth creation which will be out of your reach for quite a while.

Tuesday, 25 January 2011

Planetary Interaction - New and Improved!

This should also be subtitled "OMFG an article".

Yes after the literally some messages that have flooded (trickled) into my inbox about the lack of articles on this blog, I've finally managed to find the time and write something about the new Planetary Interaction (PI).

First we must visit the old PI one last time so I can explain some of the differences.  The old PI was more simplistic compared to the PI we have now.  In the old PI the area your extractors gathered from did not change no matter what length the extraction cycle was.  The resources in your area did not change so you could just run them on maximum extraction forever and the resource was not depleted.

Pictured below was one of my old PI setups.



You'll notice the position of the extraction units were placed more to convey an image rather than efficiency.

Now if we look at an image of the new PI setup below:


You will notice the faint blue discs around the extraction units (the extraction head) attached to the main extraction unit (the hub).  These head units cannot touch other head units otherwise your extraction rates will drop, though the survey program will show you this quite clearly and you can move them (the head units) to compensate.

The time you run the survey program for changes the extraction head area, the longer the larger.  So changing the extraction time may require a readjustment of the extraction head.

One thing to remember is power usage.  The links from the extractor to your launch pad or similar will cost you in power usage, but the links from the extractor to the various head units do not.  So place your extractor as close to your base as possible and move around the head units.

Moving out to a wider shot:


We can see I have depleted my local area somewhat, this did not happen with the old PI.  Should I continue extracting at a high rate I will reduce the amount I extract to a low level.  Two ways you can combat this are move your extractors to a new area (the whiter areas typically) or increase the time your extraction program runs for.  The planet will rejuvenate the extracted area at a certain rate, if you can adjust your extractors to that rate you may be able to find an equilibrium.

The survey program:


Now this is the heart of the operation as far as material extraction is concerned.  You'll notice under the green Program Running section are five images of what this extractor can source from the planet, you then click on the one you require.  On the left hand side are the controls for the Extractor Head Units, select as many of these as required, on your planet they will appear in a spoke pattern, you can then drag them to the position you desire, usually for the highest extraction amount.  On the bottom left is the Extraction Area Size, this will give you your run time, which also dictates the size of the extraction units.

In the middle of the image is an expectation of how your extraction cycle will run.  Notice the bumps?  I believe these are called Nuggets and are short increases in the extraction amount, possibly from the natural movement of the resource on a gas planet

Time creep is something to watch out for.  Should you choose a 24 hour program then the finish times will creep forward over a period of days, I'll usually set mine for 1 hour less than I expect my next PI time will be, so it is all done and waiting for me.

Finally to set the program going click on the Install Program button (in the Stop Program location above) and then also click on Submit just like any other PI change and it should start.

Other items are quite similar to the old PI.

Potentially the output of this PI iteration is lower then the previous, certainly that is what the forum whiners are saying, my experience suggests it is about the same.  Certainly the amount of time required to reset the new PI installations is GREATLY reduced and that alone is a massive saving to me, conservatively it would save me 20 minutes a day.

Well worth the change.

Wednesday, 15 December 2010

Money, it's a gas!

Recently I had an account issue and CCP could not bill my card for the alt account.  They had sent me an email about this so I replied with a question as to the reason as I didn't want to make a duplicate payment.

The alt's offline time was good, it let him shower, have something to eat and give the wife the pickle tickle.

However about 8 hours later the response came back from CCP saying they were sorry but they didn't know what the issue was and I should just try and make the payment myself and see how it goes.

So I did and it was fine, logged back in and watched the alt wave goodbye to his family again for at least three months.

Each payment in your My Account settings on the Eve Online web site has a PaymentID which should be a unique number for payments given the description.

So using my latest PaymentID number 12835063 (intentionally changed in a minor way to avoid giving away my actual latest PaymentID number for information or paranoia reasons) and multiply that by the smallest amount per PaymentID which is $14.95 we come up with a dollar figure of nearly 192 million dollars since the beginning.


This assumes that payments started from 1 and not some arbitrary number later on but also the figure should/could be higher than this as some folks will pay more than $14.95 per PaymentID.


Another interesting figure is from now until the creation of the alts account which was approx August 2008, using the same method CCP have accepted 85.3 million dollars in two and a bit years.


Some questions.


Are these figure correct?  I don't know and they assume quite a bit.


Could I prove these figures?  No and I'm sure CCP would not tell you either.


Why do they make so much money?  They are a business and costs for Eve, World of Darkness, DUST514, and others would substantially eat into this.


I could argue X & Y & Z against this!  Go ahead.  So could I, it could probably never be proven one way or another but I find it interesting and therefore it is here.


I've run out of questions.  Good as I've run out of answers.

Wednesday, 17 November 2010

Another Day Another Theft

So linked here are the details for the latest in game theft.  This sort of thing has happened plenty of times in the past and will again in the future so the names are unimportant, but the figures are.

Approx 110 Billion ISK was taken in liquid ISK and assets, the assets then sold back to the original owners as  "they were interested in reacquiring the stolen assets to save the time and considerable effort involved in sourcing them anew".

Doesn't that sound fishy?

Anyway the figures, lets round them off at 110 Billion or 110,000,000,000 ISK.

From the Eve Online store, ignoring the shipping costs a 60 day time card costs $34.99 in US dollars.

So the in game 30 day PLEX costs $17.50 (rounded) in US dollars, and approx 372 million in game currency (ISK).

So the stolen ISK would buy you 295 (rounded) of in game PLEX worth approx $5162.50 in real US dollars.

Eve is a harsh mistress.

Thursday, 28 October 2010

CSM and Micro Transactions

Dense Veldspar has a short article about the CSM Dev Blog, the blog and then the comments are worth a read.

The Dev Blog talks about the meetings they had with CCP and also some of the processes that occur during the regular meetings that are held between CCP and the CSM.

For those late to the game the CSM is a representative body voted for by the capsule pilots to provide a conduit between us and CCP, the folks who make Eve Online.

The comments section of the Dev Blog post is what has interested me the most as the continuing delusion and stupidity about micro transactions (one word or two?) continues.

It is this simple.

We already have micro transactions (two words looks better).

You can currently, legally, with CCP’s blessing, use real life money, or US dollars which is close enough, and use them to buy a time card, this time card can then be transferred into in game ISK via the PLEX system.  You now have ISK which once was real life money.

Use your new ISK to buy something, I don’t care what you buy, Megathron or even Mizara’s Doll (This doll is old and well-worn. It still smells faintly of brown sugar.)

The only thing that micro transactions will do is simplify the process.  For instance I could login to the Eve Online store, purchase a Megathron, fitted or un-fitted perhaps, pay my $7.95 for an un-fitted and then use that ship when I login to the game after a hard day of <insert your profession here>.

All that can be done now, just not as neatly.

The problem I can see is if these transactions are also allowed for buying of skills, skill remapping, etc etc.

Come Incarna, or whatever it will be called, complete stores like as exists in Second Life could spring up in the stations, Eve Online could become Second Life as it should scale much better (I hope) and will certainly look much nicer.

So by that stage a multi faceted game would exist, the space part much as it is now, Incarna for the Second Life and Sims crowd, and Dust 514 for the console ADHD kiddies.

To me it sounds very interesting, and it could turn out well, but I’m under no illusion that we have plenty of pain between now and then.

Wednesday, 27 October 2010

Do you want to know more?

ubuntu_904

I’m not sure if I’ve done a post before that has nothing to do with the Eve universe, and this may also not be one, but as I don’t want to trawl through 70 posts I can neither confirm nor deny.

So about half the time I use an Ubuntu computer for my Eve Online and other things when my main machine is busy, typically with work.  The machine has an AMD Phenom 9550 quad-core CPU, 4Gb RAM, 8500GT Display card and other stuff that makes the machine run, including a TV Card for those POS hits.  Using WINE as we don’t have an Eve Linux client anymore (and it sucked) it runs pretty well, especially after the recent o/s update.

I was previously using 10.04 LTS which is the long term supported option, reliable but slower.  So once 10.10 was released I (arguably) updated to that from 10.04 LTS.  After the update I had a few issues, not unknown after an update.  Mostly the issues revolved around display problems, which I subsequently narrowed down to x server doing something strange, quick modify of that and change to Nvidia’s TWINVIEW and my display problems mostly went away.

One of the Eve issues I had with the 10.04 LTS install was sometimes Eve would start slow.  It was easy to see when this happened as on the login screen several objects move quickly in the background to give it some kind of dynamic look.  When it started “slow” those objects would be much slower than normal.  I would than have to restart the Eve client several times to get back to normal speed mode. Now with 10.10, the more recent Nvidia drivers and using TWINVIEW it runs much better.

For chatting most of the common chat clients have a Linux equivalent so no issue there, though I have run the chat client on the Windows machine while the game was running on the Linux box.  However the Eve sound likes crashing WINE, especially the Jukebox so I run Eve with no game sound, not a real problem.

I said the display problems mostly went away as MythTV, a program used for watching TV (OMFG really?) decided to crap out after the upgrade, probably caused by the upgrade, so Google a fix, turns out it is a configuration thing in MythTV, fixed that and all good.

So to wind this up, why do I use Ubuntu?  Well I still have a Windows machine, but use Ubuntu on the second machine, and on a laptop.  Essentially it is because I don’t need a Microsoft operating system for those computers as they are used for web access, skyping and Open Office for the typical office tasks.

Sunday, 24 October 2010

The long drawn out wail

So finally the best known and highest profile Eve bank failure, EBANK, has called it a day. The saga is long and involved and I cbf linking to all the posts and all the drama, so I’ll provide a concise explanation.

I was going to say incompetence, or scamming but it is neither of those.  Essentially many unsecured loans were given out in the early days, which had no real hope of being paid.  The main person/s involved then left and EBANK had to pick up the pieces.

So fast forward a year or more until now and after some very hard in game work the remaining members, three I think, have made enough to pay back the investors a percentage of their money.

Just the fact that they are getting some or most of their money back confirms that EBANK was no scam but a genuine, if brave attempt, at introducing a bank into the Eve universe.  Was it doomed to fail?  I don’t think so, if run properly from the beginning then I believe it had every chance at success.  However their is a massive amount of trust involved and should even one of the EBANK directors wake up one day and decide, “You know what? Fuck it I’m gonna take the money and run!” then it all falls down.

I personally found that risk to be unacceptable and did not invest in EBANK or any other bank for the same reason, many others did.

According to a post from Ray McCormack linked above their are 1574 verified investors and 5690 non-verified investors, for a total of 7264 investors.  The total ISK remaining is 1,299,822,557,648.67 ISK and 626,956,849,110.37 respectively for a grand total of 1,926,779,406,759.04 ISK or nearly 2 TRILLION ISK.

30 Day PLEX at the moment are selling in Jita for a rounded figure of 360 Million ISK, EBANKS ISK would buy 5352 (rounded) PLEX (30 day $17.50 value as 60 day is $35 in the Eve Online store (doesn't include their ludicrous freight charges)) for a street value of approx $93,660 US dollars.

These figures obviously assume doing that amount of PLEX trading would not skew the PLEX market (it would) but I have to applaud the efforts of Ray and others to stick it out so long in the face of so much opposition.

Who said internet spaceships isn’t serious business?

Monday, 3 May 2010

Participation of the "fairer" sex

Recently CrazyKinux as part of the blog pack, of which I am not a part of, asked the numerous bloggers to come up with ideas on how to increase the participation percentage of females in Eve Online.

While it's clear they are a mystery wrapped in an enigma surrounded by barbed wire, machine guns, guard dogs....ahem anyway.

Customisation is the key.  Having observed many of these people over the years, often with permission, I've found that customisation seems to be the key.  For instance in The Sims (tm) I have seen just as much time spent on the dressing screen as in the game, whereas all I do is make hot blonds and then move them in with each other.  Taking the pool ladder away after sending them in for a swim was another favourite.

Not that I have ever played The Sims (tm) (r) (c) (wtf)

Getting back on track. Walking In Stations, or Incarna, or whatever it is called by the time you read this will be a major part of the taking back of the female gaming mind, the customisation I have seen seems to be a massive improvement on the aforementioned digital doll house game.  In addition the possibilities of interaction while moving around the stations can also help greatly, assuming everybody doesn't get assaulted by a relentless barrage of "Are you female?" and "Want to cyber?".

Another customisation option, and I believe this is not on the table at the moment, is ship appearance customisation.  What I would like to see is colour (yes colour has a u) changes to all ships, perhaps not the entire ship colour, though an entire fleet themed in Hello Kitty hot pink would be awesome.

As long as it's not my fleet.

The changes could be more subtle, perhaps a change of a highlight colour or two, which I can choose from a palette of colours.  The addition of the corporation and/or alliance logo would be another nice change and would help promote the clan feeling of your fellow pod pilots.

How much of an effect would this have on lag? I don't know.  I'm sure somebody will say it's not possible due to lag but I'm not interested in that, I give CCP a direction and they have to find out how to get there.

Finally the soon to arrive Planetary Interaction has some potential in this area, this will of course grow and mature as it reaches a merging with Dust 514 in the yet to be determined future.

What I'm wondering is the percentage of female gamers in console FPS games who, upon playing Dust 514 look up at the sky and wonder who flies those spaceships, and can I?

Wednesday, 16 December 2009

To sell or reprocess? That is the question.

During your time in Eve Online you will accumulate modules like weapons, afterburners etc that you may not need for ship fitting needs.

Turn those modules into ISK!

However be wary of how you dispose of them.  Modules and the market do not necessarily follow the rules of rhyme or reason.  Grab twelve modules, high, mid or low slot, random ones, select reprocess on each one (do not reprocess them at this stage however) and note the amounts and types of minerals.  Then note the sell price on your local market for the module.  Interesting isn't it?

Fire up the spreadsheet you created previously for manufacturing, invention, and make a new simple page.

Insert fields for the current immediate buy cost of all required minerals that are easily obtained in a few jumps, a quantity for multiple modules and a total.

What you are trying to do is work out the worth of the minerals that you can obtain from the reprocessed module as opposed to selling that module on the market.

Sometimes you will see the minerals are worth more than selling the module on the market, therefore reprocess the module and use or sell the minerals, which are often easier to sell than the module.  Other times the module is worth much more on the market than the minerals it contains, therefore sell the module on the market.  The third option that can appears leans neither one way or the other, the choice is yours in this situation, sell the module or reprocess it is up to you.

Now the interesting part.

Often people put various modules on the market for sale at less than what the minerals it contains are worth.  What that means is the following.  You could buy a module, either on immediate buy or a long term buy, reprocess it and then sell the minerals for more. Profit!

Which modules you can do this with is for you to find out.

Happy Hunting!

Friday, 22 May 2009

Invention (Thanks to Bobfish66)

The third information blog, quite delayed but better late than never hey?

This is from a blog by an in game character known to me and some others as Bobfish.

It is dated July 13, 2008 but everything here is useful in our current day and age.

http://newedenpress.wordpress.com/

Rather than re-invent the wheel lets use COPY and PASTE! :-)

----------------

Invention

Overview

Close knit industrial and science corporations have long held the keys to production in the high tech fields until recently. With the release of high performance data interfaces and technical data sheets the once thoroughly controlled market of high tech goods has been opened to scientists and industrial pilots across New Eden. What is this new and astounding science, why none other than Invention.

Requirements

Skills

Invention requires dedication and no small amount of luck as there are varying factors to the success of any one particular science job. The basic skills required for Invention are ;

Engineering 2

Electronics 2

Science 5

Electronic Upgrades 5

Hacking 2

Gallente Encryption Methods 1 (Caldari, Amarr and Minmatar Encryptions are also available)

The above is the encryption skill which is relevant to all of a single races inventions. The ones below are two science skills relevant to the example invention we shall be performing. The italicized skills are ones that directly affect the chance of success and higher training is always recommended in these fields.

Mechanic 5

Science 5

Mechanical Engineering 1

Science 5

Electronics 5

Electronic Engineering 1

With those skills a pilot could then utilize the components required of invention jobs to attempt to output an advanced blue print copy.

Data Interfaces

The components required vary for each of the races just like the encryption skills do. So for reference here are each of the four race data interfaces ;

Incognito (Gallente)

Esoteric (Caldari)

Cryptic (Minmatar)

Occult (Amarr)

And the three types of interface that allow you to work with the complex formulas that are part of this new science are ;

Data Interface – This piece of hardware allows the user to retrieve module data on which ever race it is associated with. Through the use of this interface (which is reusable and only required to start the invention) the scientist can hope to gain the vital information required to piece together a more advanced blueprint from the data of a simpler design, more on that later.

Tuner Data Interface – This allows access to the data on ship rigging and allows inventions in that field.

Ship Data Interface – The final type allows access to that races ship data and allows ship invention jobs.

Datacores

Another element is the datacores. These hold a small but relevant portion of the accumulated knowledge of its field. Through the use of these and the data interface, a user can hope to draw the required data from the cores and produce a more advanced version of the current copy they are working from.

The datacores themselves are available in several ways and the R&D agent method is mentioned in additional techniques.

For our example we will be using a set of mechanical engineering datacores and electronic engineering datacores.

Blueprint Copy

The final element required in the invention process is a blueprint copy. An important detail of the copy is the number of production runs which for modules, drones and rigs should always be maximum, the same is not essential for ships which wont output more than a single run on a success without the use of decryptors. Many of the original copy runs are lost in the upgrade process with a base value output for each item type being so ;

Modules : 10

Ammo : 10 (which equals 1,000 rounds of ammunition) – This one I cannot confirm.

Drones : 10

Rigs : 10

Ships : 1

Process

Check list

Ok before we start working through the process of installing an invention job lets quickly step through the list of items we will need again ;

1 x Blueprint Copy of Hammerhead I (maximum runs, 0 ME / 0 PE)

2 x Mechanical Engineering datacores

2 x Electronic Engineering datacores

1 x Incognito Data Interface

Initiating

Assuming you have found an appropriate station (here we shall use the Algogille based headquarters of New Eden Press) that can install and process the invention job ; first select your blueprint copy, open options with a right click (default setting) and select invention from the list displayed.

Eve Invention Screen

Eve Invention Screen

The science and industry interface is pretty simple to navigate, select an open invention slot on the bottom list (figure 1) and select install job in the bottom right of the window. With the new window several options are available ; for the basic test run we wont use a base item or decryptor but these elements are covered in additional techniques.

Several options are present, we’ve already selected the location and the hangar floor is selected for us regards input / output so all we have to do is accept. Of note is the final option “Output Type” which allows you to select which variation of the original item you would like to try for, this is often only available for ships that sometimes have multiple designs on a single hull ; for instance the Thorax hull has both the Deimos and Phobos designs based on it.

Output

(Several cups of tea and a choc chip muffin later) So the little light has gone green on the project by now, select it and deliver the project. Assuming good fortune you should now have a hammerhead II blueprint copy with 10 runs on it, this will be at -4 ME (Material Efficiency) and -4 PE (Production Efficiency) but you have succeeded at your first invention. You can now proceed to produce the items or perhaps simply sell off your newly acquired bpc.

In the following section “Additional Techniques” I will discuss the use of varying the output, how to gather datacores without resorting to the market and reference the different corporations of New Eden that have R&D departments that you can work with.

Additional Techniques

Decryptors

Decryptors allow the inventor to vary the outcome of the project in several different ways including a higher run count, better production or material efficiency and even a higher chance of success. The different decryptors and their effects are displayed below grouped by race.

Amarr

Name Chance ME PE Runs
War Strategon 1.8 -1 2 4
Classic Doctrine 1.2 2 5 1
Formation Layout 1.1 3 3 0
Sacred Manifesto 1.0 1 4 2
Circular Logic 0.6 -2 1 9

Caldari

Name Chance ME PE Runs
Installation Guide 1.8 -1 2 4
Prototype Diagram 1.2 2 5 1
Tuning Instructions 1.1 3 3 0
User Manual 1.0 1 4 2
Alignment Chart 0.6 -2 1 9

Gallente

Name Chance ME PE Runs
Stolen Formulas 1.8 -1 2 4
Test Reports 1.2 2 5 1
Collision Measurements 1.1 3 3 0
Engagement Plan 1.0 1 4 2
Symbiotic Figures 0.6 -2 1 9

Minmatar

Name Chance ME PE Runs
Assembly Instructions 1.8 -1 2 4
Advanced Theories 1.2 2 5 1
Calibration Data 1.1 3 3 0
Operation Handbook 1.0 1 4 2
Circuitry Schematics 0.6 -2 1 9

Decryptors offer a series of benefits and some offset this with hindrances but what should be clarified now is that the additional runs displayed on the tables are a set output. What this means is if your original output was 10 runs (as in our hammerhead bpc) then it is increased by the number shown on the table and not factored into the equation for how many runs you would get out (This is why you should always use a max run bpc on anything but ships). A better example would be a ship blueprint copy output which always output at a value of 1 and are then improved by the decryptor afterwards.

Decryptors have varying usefulness depending on the choice of invention, on ships they can offer an advantage in both improving the odds of success and also keeping the cost of production down. The same cannot be said for all modules, rigs and ammos which, unless the decryptor was obtained freely via exploration, can eat heavily into your profit margin.

Meta Items

Meta items can increase the odds of success on inventions and are only used in module invention. The reason they aren’t, or shouldn’t be, used in ship, rig and ammo invention is the level of the meta item directly affects the chance increase. Meta item 0 and 1 items have no effect on the formula so are next to useless and only eat into profits and provide no benefit.

Meta item levels 2-4 are usable in invention and since these items can only be bought on the market or looted from enemy kills (from patrolling or during missions for example) they can provide a useful boost to invention chance but only really if acquired without cost.

Research and Development Agents

The final part to this guide is Research and Development agents, here I’ll list the various corporations you can use to gain the datacores you will use in invention. Firstly the corporations available to you are (grouped via faction) ;

Gallente

Duvolle Laboratories

Roden Shipyards

Creodron

Minmatar

Boundless Creation

Core Complexion Inc.

Caldari

Lai Dai Corporation

Ishukone Corporation

Kaalakiota Corporation

Amarr

Viziam

Carthum Conglomerate

-

I will later (in an update) define which corps cover which sciences but not at the moment. The corporations listed all have R&D personnel who you can work for using the science skill associated with the datacore that you want. If you have geared towards invention as above then gaining R&D agents is as simple as gaining the necessary reputation as you will likely already have the skill.

To maximise the gain from an R&D agent the skill level of the science your after and effective standing are the two key attributes to raise, the level of the agent also has a dramatic impact as with normal agents. You can also run the daily (approx every 20-24 hours) R&D mission which normally involves the acquiring of tritanium (due to a budget shortage) or a simple courier mission (because your agent clearly has never moved beyond the lab kitchen). These double your RP gain for that day and help towards gaining additional datacores.

One final skill that will help with R&D agents is the “Research Project Management” which allows you to run multiple agents. Stopping a research project will cancel all RP gained so make sure to use it all before moving agents if you find you need to do so.

Conclusion

This is a really brief guide that tries to cover a bit of every base associated with Invention, feel free to comment so I can improve the article and I hope this guide helps you into the invention process in New Eden.

Links

Various sources were used for reference including my own invention experience ;

http://games.chruker.dk/eve_online/default.php ; a great resource for all things EvE and a calculator for invention chance.

http://www.eve-production.org/invention/guide.html ; Used for decryptor name references and a useful first guide for most inventors.

Research (Reapers Blog)

This was originally posted on the Reapers blog on the 7th of February 2009.
http://www.eve-reapers.com/blog/

Since the previous response was so positive I have decided after the single letter I received and numerous sunsets we talk about research.

Research is a licence to print money.

The short description is as follows. You talk to a research (R&D) agent, that agent does research for you in his/her own time, no further interaction is required if you so choose. The research agent may ask you to help them with a short mission, you can totally ignore this and the agent will not bother you again. If you choose to do the mission you will receive double Research Points (RP) for that day. Each day your RP’s accumulate, with high training you could have 6 agents on the go at the same time, you could easily have 4 with medium training.

Each 50 RP (this is not quite correct, some data cores cost more RP than 50, Yosagi) that you accumulate with that agent, you can purchase from that agent something called a Datacore. Be aware you must purchase the datacores before you cancel the agent, if you cancel the agent the datacores will be lost. When you purchase the datacores all it does is convert the RP’s into datacores, no ISK changes hands.

The Datacore is the “Money for Nothing” (1985 “Brothers in Arms” - Dire Straits).

Many datacores exist, an example would be Datacore - Rocket Science, use the term datacore to search for others in game as typing them all out is tedious, really tedious.

The datacores can be used during the invention process, generally the more advanced the object you wish to try and invent the more datacores will be required. As the invention process is less than 100% successful, about 35% from my attempts, many datacores will be required if invention is your thing.

However you can also just sell the datacores, they can be worth from 200k-400k per datacore, multiple agents increase your ISK.

How do I make this magic money?

Train Science and Mechanic to V, also train the skill for the datacore you wish to produce (eg. Science > Rocket Science, etc). If you are making datacores for ISK then search the market for the one that sells for the most and research that skill, the higher you research it the more RP the agent will give you. If you need the datacores for Invention you can train to produce the datacores you require or just produce the ones that give you the most ISK and then purchase the datacores you need from your favourite trade hub (Jita, Dodixie, etc).

Then you need to find an agent you can help you with the R&D.

Using the internet, out of game visit http://eve-agents.com (also http://omg.la/bs/ for some other Eve Online resources)

Check out the various switches here but take special notice of Region, Corporation and Research Skill. This will take some trial and error but you will find an agent close by who can help you. The bad news is you will also need the reputation with that corporation and agent to use them.

Once this is sorted out you have free ISK, well it’s free after quite a bit of training time and cost, but then it is free! Sorta…

Yosagi Yojimbo

Yojimbo Heavy Industries

Manufacturing (Reapers Blog)

This was originally posted on the Reapers blog, on the 27th of December 2008.
http://www.eve-reapers.com/blog/

Manufacturing – Why, Where, How.
Why
Manufacturing can be a worthwhile profession in Eve Online.
This is actually true, assuming you put the training and research into the skills and knowledge you will need to succeed and make a profit if you are so inclined.
However, before you start looking at skills and training time I would suggest you take a moment and think about what goals you are trying to achieve with your manufacturing adventure. For without clear goals your success is certainly not guaranteed. If you decide to manufacture for your own personal use then the training requirements are lower, should you decide to manufacture for profit then you will be going against many players who have been doing it longer than you and are better at it, probably.
Waste is insidious and is your enemy!
When manufacturing items waste is your biggest concern. Waste costs money and time. Money as you need more materials to make up for the waste and time as those more materials take more time to gather.
Preparation
Training Production Efficiency to V will reduce one part of your waste to zero. You could train it to only IV for personal manufacturing but V should be your goal. Your personal reputation with the faction at your favourite NPC station also has a bearing on your waste level, both in manufacturing and mineral processing, get the reputation above 6.5 and this problem will go away.
production_effiency
Train all the ores you wish to process to V, this will reduce waste in the processing cycle. To do this will also require training Industry to I, Refining to IV (also reduces refining waste across the spectrum of ores), and, Science to III. Obviously training those skills to higher levels will help you in the long run with other pursuits. Science is required to V for example for Research and Invention which will be covered at a future date.
You will become intimately entwined with your favourite spreadsheet package.
It has been said to me that Eve Online is a game of spreadsheets, for much of the game this is just another example of misinformed rubbish, however with manufacturing there is some truth to it. Create in your spreadsheet a list of the minerals you will use and their costs. Also create sections for the items you wish to manufacture. For example I have a spreadsheet which shows me the costs of manufacture for the goods I make, typically Hybrid and Projectile Ammunition, and various ships. So I have a formula to show me the build cost, the profit based on what I think is the local average sell price and the percentage profit I would expect to make. These figures give me a good benchmark to build and sell items in Eve Online.
Where
When you were thinking about what the manufacturing goal was before you would have, or should have, a clear idea of the item you wish to make and also the reasons as to why it is required. Have a look at the market, ask yourself if the item can be bought cheaply somewhere close (avoid low sec markets for the moment), if so then why should you make the item? This does not mean you should not make the item but asking this question can be a useful check and balance against waste. Possible reasons could be:
  • The item is too far away
  • I have all these minerals burning a hole in my hanger deck
  • I just want to!
Lets have a quick look at each one of these.
The item is too far away. This is probably valid for ammunition which is used constantly, but be careful of waste as this could build up over time into quite a staggering accumulated loss if your training and reputation are not high enough, both of these can be built up during the initial production runs however.
I have all these minerals burning a hole in my hanger deck. Be careful with this one as bulk minerals can lead to haste which can lead to waste which leads you to the dark….errrm wrong space opera. Those minerals are not free you know? The quick and dirty formula I work on is the minerals are worth the best price I can comfortably ship them to for an immediate sale, typically 3 jumps or maybe 6 if I’m feeling particularly masochistic that evening. That is what I cost most manufacturing on.
I just want to! (Subtitled - Who filled up my hanger bay with Cruise Missiles!?!)
Making an item for no good reason is probably not a good idea, certainly if that item is made in bulk. For instance if a bulk quantity of cruise missiles had been made and then we have a missile nerf* the demand for those missiles will reduce in conjunction with their asking price. You could reprocess those missiles back into minerals but once again the waste beast raises its ugly head as you will almost certainly have more waste in the reprocessing process.
*Nerf – An action, either intentional or unintentional by a controlling body that reduces the effectiveness of an item and/or ship that adversely, either real or imagined, impacts on the positive playing style of the subscribers. This is usually measured by the rage of the forums, often with posts being all in capital letters and demanding some sort of response from the aforementioned controlling body.
Nerfs are good for business
They can move a large section of the community away from the tried and tested into the unknown, thus creating an opportunity to capitalise on their disorientation, this effect can be temporary but make some money while you can. However it is tricky to figure out where this money can be made and I would say it is more of an art form than a science.
Cost of manufacturing
The cost of manufacturing the item is the cost of all the minerals that go into the item, including waste (both manufacturing and refining) and the cost of the manufacturing facilities in your local NPC station. Often the costs of the station are negligible but are worth thinking about as in the future the costs of the longer manufacturing jobs will start adding up. Your reputation with the faction in that station can help avoid manufacturing waste, bring it to 6.5 or above. Avoid stations that have a refining efficiency of less than 50% as this will also impact on your waste in a major way.
How
How do I find a station to manufacture at? (Subtitled – Wow! You can’t half talk Yosagi!)
science_industrychoosing_station
Click on the Science and Industry icon on the left hand side of most Eve Online setups. Then select the Installations tab, change the Activity, Range and Type to suit your requirements. For instance you could have those items set to Manufacturing, Constellation and Public. This should then show a list of available public manufacturing solar systems in the local constellation. I find it easier to fly to the system of interest to check the local refining rate, how available the manufacturing actually is (you can do this by clicking on the listed station without leaving your station if you wish, though I don’t mind flying there to gain a feeling for the local system) and my reputation with the faction at that station. Generally your manufacturing base will be close to your main mining systems to help avoid bulk hauling time so this must be kept in mind also.
mostly_used_station
To manufacture an item use the Blue Print Original (BPO) or Blue Print Copy (BPC) that you would have obtained earlier. These can be obtained from the market for BPO’s only, the contracts for BPC’s and BPO’s (be wary of scams), or somebody you know. Try and obtain a BPC that has a Material Level (ME) higher than zero, a general rule would be 20-30ME for ships and 150-200 for ammunition/missiles. You will probably also get a Production Level (PE) of more than zero, what this does is reduce the manufacture time thus reducing your station manufacturing cost. Not a big concern but all the costs do add up, ME is much more important if I had to compare the two. Items with a much higher ME or PE will not save you much in the way of materials or time for the items I manufacture. The material use curve is steep downhill. For instance I have a BPO of Tungsten Charge L with a ME of 200, the waste on that BPO is only 0.04% after I researched it from 0 ME and 10% waste (this only took a few days). I could research the BPO some more and remove the 0.04% waste but I feel that is acceptable and I can use the research slots in a better way for other projects. Only a BPO may be researched, a BPC is stuck with the figures it has. Research will be talked about some more in the invention blog which is TBA.
ammo_bpo
Right click on the blueprint, select Manufacturing, select the Pick Installation button, make sure you have your local station selected. Leave your input/output hanger as the default (my hanger) and select the number of runs (manufacturing runs) that you require. With some training these jobs can be started remotely. Select Ok. If you do not have all the ore required it will show in red, otherwise you can select Accept Quote to commence the build job or close to cancel or change an option. Be wary of short manufacture jobs as the stations time is billed in whole hours, so if your job goes for 15 minutes you will be billed for 60 minutes.
Manufacturing station costs are quite low though. For example the station costs for me to make a Rupture are 1,500 ISK, a Deimos (T2 Cruiser) is 21,000 ISK and 150,000 rounds of Antimatter Charge L is 22,000 ISK approximately. The minerals are over and above the station manufacturing costs of course. I have a 9.75 reputation at this station, your results may differ.
Don’t forget that with ammunition the amount being manufactured is a multiple of your input amount, typically 100, so if I manufacture 1 I will actually receive 100 shells/missiles. Most other items are a single manufacture though.
Well I should draw this to some conclusion, I’m sure I’ve missed some items, I would be happy to read comments and/or in game chat to help improve this article as it will then improve it for us all.
Thank you for your time.
Yosagi Yojimbo - Yojimbo Heavy Industries (YHI)