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My first crack at manufacturing

Author
Hiba Dacella
Doomheim
#1 - 2013-07-29 07:58:12 UTC  |  Edited by: Hiba Dacella
Good day to all

First off thanks to any good feedback.

If you like me and I'm thinking you are I watched and read loads of Manufacturing videos and read forums and blog about it to research it to death.

Most people say start with BPC Ammo, Modules or Rigs. I was looking at BPC Ammo to start off with. I thought that I would build something that I use on my PVP Character. If I use it then others would use it and should be a good start and if not then I could use it and it would not be time wasted.

Now the problem that I had was that when I started adding info into Google docs to work out profits and so on, it worked out to maybe a 3 Mil profit per run of 1500 (full BPC). ME was above 50 and apparently this is OK but not amazing.

Is this normal for Ammo and I will only start making big profits when I do bigger things like ships and so on?

What would you say is a avg profit for ammo?

Hiba
Elena Thiesant
The Scope
Gallente Federation
#2 - 2013-07-29 08:01:40 UTC
That looks pretty normal for T1 ammo. I often see 1.2-1.5 million on a run of 750.

Ships aren't necessarily large profit. In fact, some can be downright terribly, plus they sell slower than ammo overall and lots of people build ships because it's cool.

p.s. It's not Meta level of 50. ME stands for Material Efficiency.
Hiba Dacella
Doomheim
#3 - 2013-07-29 08:05:25 UTC
Elena Thiesant wrote:
That looks pretty normal for T1 ammo. I often see 1.2-1.5 million on a run of 750.

Ships aren't necessarily large profit. In fact, some can be downright terribly, plus they sell slower than ammo overall and lots of people build ships because it's cool.

p.s. It's not Meta level of 50. ME stands for Material Efficiency.



Wow thanks for quick response.

Ok at least I know im not doing something wrong then.

I guess that was my biggest worry that I was hauling the minerals and making to little on my efforts.

P.s. Not sue where I got Meta Level from... Will change it.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#4 - 2013-07-29 09:21:01 UTC
https://www.fuzzwork.co.uk/blueprints/

Might come in handy, when evaluating what you're going to make.


There are two metrics to look at, when it comes to profitability.

The first is percentage return. How much you get back on each isk invested. Ammo can have a high percentage return.

The second is isk/hr. How much isk in profit you make, per hour, per line, ignoring how much you have to invest to hit that number.

Long term, the second is more important. There are some things you can make with really high percentage returns, but you can't invest significant quantities of ISK into them, so over all, the return is lower.


People point at ammo for beginners because the investment tends to be fairly low, with a high percentage return. Long term, think about what people use. Ships aren't a good place to start due to high startup costs. Modules on the other hand...

https://www.fuzzwork.co.uk/2013/04/16/manufacturing-101/ may be of interest.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Hiba Dacella
Doomheim
#5 - 2013-07-29 09:25:35 UTC
Steve Ronuken wrote:
https://www.fuzzwork.co.uk/blueprints/

Might come in handy, when evaluating what you're going to make.


There are two metrics to look at, when it comes to profitability.

The first is percentage return. How much you get back on each isk invested. Ammo can have a high percentage return.

The second is isk/hr. How much isk in profit you make, per hour, per line, ignoring how much you have to invest to hit that number.

Long term, the second is more important. There are some things you can make with really high percentage returns, but you can't invest significant quantities of ISK into them, so over all, the return is lower.


People point at ammo for beginners because the investment tends to be fairly low, with a high percentage return. Long term, think about what people use. Ships aren't a good place to start due to high startup costs. Modules on the other hand...

https://www.fuzzwork.co.uk/2013/04/16/manufacturing-101/ may be of interest.


Thanks for that explanation.

Will have a look at the links you gave and use your advice.
Zifrian
University of Caille
Gallente Federation
#6 - 2013-07-29 12:10:57 UTC
Check my signature for another option to compare profit and isk/hour.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Hiba Dacella
Doomheim
#7 - 2013-07-29 12:30:39 UTC
Zifrian wrote:
Check my signature for another option to compare profit and isk/hour.


Thanks
Victoria Sin
Doomheim
#8 - 2013-07-29 12:56:57 UTC
Depends doesn't it. I notice between 5 and 15% profits on most T1 stuff. On T2 things are wildly different, with anything from 10% - 200% profits depending on what it is and what the market looks like at that moment.

It's better not to get involved in any really long-term `plays', investing a large sum for more than a few weeks at a time, because product can change price rapidly. It's also a good idea to keep switching the things you're building because if you're too enthusiastic can saturate the market and bring the price crashing down.
Hiba Dacella
Doomheim
#9 - 2013-07-29 13:03:20 UTC
Victoria Sin wrote:
Depends doesn't it. I notice between 5 and 15% profits on most T1 stuff. On T2 things are wildly different, with anything from 10% - 200% profits depending on what it is and what the market looks like at that moment.

It's better not to get involved in any really long-term `plays', investing a large sum for more than a few weeks at a time, because product can change price rapidly. It's also a good idea to keep switching the things you're building because if you're too enthusiastic can saturate the market and bring the price crashing down.


Thanks Victoria that makes sense. No point in flooding the Market
Scarlett LaBlanc
University of Caille
Gallente Federation
#10 - 2013-07-29 13:59:54 UTC
With tech 1 ammo it's all about WHERE you sell it. There are places where ammo is used that is no where near a trade hub. In places like that you can sell for 200-300% profit.

Downside, in places like that it can take 30+ days for it to move. This is fine if you gong to "set and forget" your market orders.

If your going to manufacture and retail "for serious" then you have already had good advice above.
Hiba Dacella
Doomheim
#11 - 2013-07-29 15:32:43 UTC
Scarlett LaBlanc wrote:
With tech 1 ammo it's all about WHERE you sell it. There are places where ammo is used that is no where near a trade hub. In places like that you can sell for 200-300% profit.

Downside, in places like that it can take 30+ days for it to move. This is fine if you gong to "set and forget" your market orders.

If your going to manufacture and retail "for serious" then you have already had good advice above.


Hi Scarlet

I guess you mean places like null and so on? I don't think I would sell there because I know null well and would like the profits but the risk factor is a deterrent.

Not to say I will not do it in future.

Thanks for the advice