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EVE New Citizens Q&A

 
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Advice for a manufacturing path.

First post
Author
Sarkos Rose
Pator Tech School
Minmatar Republic
#1 - 2014-05-19 12:13:31 UTC
Hello!
I started playing a few days ago and I am trying to finish all the career paths I am interested in. In all my games I have always been fascinated with making things and selling them. I want to focus primarily on this in this game as it is what I enjoy most. What kind of ship would you recommend me to aim for and what kind of skills are essential to me? EVE just breathes long time playability and I want to be in it for the long run, even though I am late to the party.

Regards.
/Sarkos
Nick Starkey
Native Freshfood
Minmatar Republic
#2 - 2014-05-19 12:39:18 UTC
Industry and manufacturing are definetly a viable activity in this game. The only issue right now is that this particular area of the game is going to get massively revamped in less than 2 months, so starting it now might not be worth it. If you enjoy creating production chains and extracting resources maybe you could take a look at things like planetary interaction or gas harvesting in wormholes for now or learning how to setup your own starbase for research and manufacturing. There is also regular mining if you like extracting stuff and refining for later manufacturing, but witouth bigger goals this tends to get boring quite fast.

I've made a signature. I hope you're enjoying it. www.evetrademaster.com - web based asset manager & profit tracker

Kitty Bear
Deep Core Mining Inc.
Caldari State
#3 - 2014-05-19 13:03:28 UTC  |  Edited by: Kitty Bear
best place to start ...
in the guides and how-to's

check in the various sub-forums, F&ID, industry & market for example

to manufacture things you need both resources and blueprints
blueprints are best used after some research to improve them
blueprints can be quite expensive
researching takes time


here's a few potential info sites to get you started

http://eve-online.itemdrop.net
http://www.eve-guides.com/ui
http://www.eve-cost.eu/calculator
http://www.evemanufacturing.co.uk

happy reading

[edit]
you have 4 basic choices for manufacturing
#Tech 1 items
#Tech 2 items (Invention)
#Tech 3 items (Reverse Engineering)

you have 2 choices for location
NPC Station facilities
#A POS of your own

If you spend time collecting resources yourself, say through mining, factor those resources into your equations as if you had purchased them directly .. minerals are not "free" if you mined them, your time has value so charge for it.

You might want to look into #PI as well, has a fairly low skill requirement, can make decent money, and is semi-passive.

This summer sees a raft of changes to various aspects of industry as a whole
so I suggest also reading the relevant Dev Blogs (linked at top of page)


Things marked # are areas where you should spend time reading some guides and how-to's
google "eve online Invention" for example
Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#4 - 2014-05-19 18:35:05 UTC
One area of gameplay that dovetails well with industry is trade.

I'd suggest wading into that pool earlier than manufacture, as having some trading SP and trading experience will synergize with manufacture, when you take that seriously. Additionally, manufacture can be expensive to do - startup capitol is highly beneficial, and your initial forays into industry might not be as successful as you wished. Having your trading to fall back on will help significantly in this regard.

Additionally, if you find the right place, and the right way of doing it, you can gather the materials for your manufacture cheaper than everyone else, if you utilize trade to gain them, instead of gathering them yourself. This has the dual bonus of teaching you(if you aren't already intimately familiar with it) about Opportunity Cost. Often times, buying the minerals you need is cheaper than mining it yourselves, due to Opportunity Cost, although it depends on a number of factors.

Finally competent trading pretty much requires you to get into spreadsheeting.... Just like Industry. No spreadsheet? Then you're not much of a competitor. And believe me, it's competitive. So get started on trading, to give you an intro to spreadsheeting, to make sure your entrance to industry is profitable.

I've recently begun manufacturing, after being a trader for a year. So far so good - No big mistakes yet, but I can certainly see all the potential mistakes around me, mistakes I would've made had I not been trained by all the trading I've done.

My final bit of advice: NULL-SEC. High-sec is hyper-competitive, because there are so many more people. By contrast, Null-sec has fewer industrialists, and a lot of rich supplies. The demand for your services are high, and the supply is low.

There's a catch, however... Any null-sec group that's worth a damn is PvP-centered. You can't really keep your space, otherwise. For this reason, you will likely need some ability to contribute to your corporation's PvP needs, so a pure industrialist will be a difficult sell.

Unless you join a renter corp. Which.... Is not a superior option, in my personal opinion.

To get around this catch, you could do what many(most?) veterans do: Support two accounts. One is industry, one is PvP. You get access to the best of both worlds.

Okay enough text.
Learned Vagrant
Black Horse Logistics Industries
#5 - 2014-05-19 23:22:54 UTC
I had an alt who was intended for manufacturing, but ended up as something else.

It seems to me that the skill requirements for a really good manufacturing character take about as long as a Jump Freighter pilot.

It doesn't take long to get the skills to be a basic manufacturer, but, without the advanced stuff, it will be hard to sell things in Hi Sec at a profit.

As an example, my first manufacturing character bought an unresearched BP. I honestly can't remember what it was for. I bought materials from other people who could produce them for less than I could. (My miners were . . . not good.)

It turned out that I couldn't make items from that un-researched BP that were competitive in Hi Sec. However, I found a market in 0.0 where I could make 100% profit on them.

But selling goods in 0.0 is very iffy. I lost every other Industrial I sent down there, even after I had a little experience. That took my profit back to 0.

The solution I decided on was to have one character do one thing while training skills for manufacturing. After about a year I was able to manufacture items that were competitive in the Hi Sec market.

What you want to do is great, and you will learn a lot by jumping into sales as early and as often as you can, but making the big profits from manufacturing takes skill training time.

I suggest that you look through the Career traing paths in Eve Skills rather than the individual skills. There should be more than one that deals with manufacturing.
Tradari
Space Wolves ind.
Solyaris Chtonium
#6 - 2014-05-20 00:30:00 UTC
while building up your skills in the production trees and trade trees work out what items will cost you to make based on the mineral cost, a lot of people sell items in eve for less than the mineral value.
So once you know the value of the item based on the mineral cost then you can choose if that item is worth building before you sink costly materials into it. (might be a higher profit in selling just the minerals see) It also means that you might be able to buy off the market at a lower price than they take to make them, move them to a higher priced area and sell them for profit.
Sibyyl
Garoun Investment Bank
Gallente Federation
#7 - 2014-05-20 03:42:16 UTC
As an industrialist you may not need to know much about ships at all, except for being able to fly a really fast shuttle. It all depends though:

  • Do you want to purchase the raw materials for what you make, or mine them yourself? The mining skill tree is very SP intensive, and arguably with few returns. But it gives you a significant income stream if you are prepared to venture (hah!) into more dangerous territory in EVE. If you like *making* things then skip mining and find a way to buy these materials.

  • You may be manufacturing things in places different than where you buy materials (or mine them). Being able to move these around safely will be something you'll be interested in. Industrial ships, haulers, and eventually freighters may be of interest to you if you don't want to continually pay others to haul things for you. Alternately, a large corp may have a buyback program from its mining contingent. So you may be able to get access to a variety materials for a bargain price without having to travel a whole lot. This can especially be the case if you are providing a useful function (making ships) in a null corp which is constantly losing ships.

  • Once you manufacture things you'll want to transport them. You'll see that getting things from place A to place B is super important in this game, and it makes or breaks your business model.

  • You may need standings with corporations to achieve greater efficiency for manufacturing. As others have mentioned, there are changes coming in the summer so you may want to be familiar with what these changes are. It is not light reading, but here are the links: Reprocess all things - Building Better Worlds - Industry UI - Researching the future - The price of change - Industry work teams

  • For standings you may need to be able to run missions. Some missions may require combat, so it may a good idea to have a combat alt (an alternate pilot). This combat alt will help your industrialist grind standings up.

  • Once you make things, you will want to sell them. I would check out these Eve Uni articles to be familiar with trading: 1 - 2 - 3

  • You may also want to look at exploration since this PVE activity drops loot that may be relevant to your industrialist. He may be able to capitalize on blueprints and rare resources that would otherwise be expensive to pay with ISK alone. Exploration should be done in more dangerous territory in EVE, so as an explorer you should probably be able to cloak and have some skills under the "Scanning" category developed to level III or IV.

  • There is another form of manufacturing called Planetary Interaction. I would google for this particular aspect of EVE to get more familiar with it. Don't be daunted since it seems complicated at first. I have a couple of PI alts, so I can show you some things if you were interested. Feel free to contact me in game.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Learned Vagrant
Black Horse Logistics Industries
#8 - 2014-05-20 06:49:51 UTC
I have never had much luck making the 'big bucks' from PI, but I really believe that is because of my mindset, not the game. I'm just not organized enough. At one time I had 15 PI installations going at the same time, but they were interdependent, and I just never got it together enough to keep the supply/manufacturing chain steady.

A really good PI operator has RL skills that I don't have.
Marcus Iunius Brutus
Hoborg Labs
#9 - 2014-05-20 08:18:28 UTC
Learned Vagrant wrote:
It seems to me that the skill requirements for a really good manufacturing character take about as long as a Jump Freighter pilot.

It doesn't take long to get the skills to be a basic manufacturer, but, without the advanced stuff, it will be hard to sell things in Hi Sec at a profit.


I completely disagree.

Market research (done by the player) is much more important than character skills.

I started T2 manufacturing with production efficiency lvl 4 and invention skills at lvl 2 and it let me earn 500k ISK/slot (at least).
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#10 - 2014-05-20 09:14:51 UTC  |  Edited by: ISD Decoy
Sarkos Rose:

There is some great advice in this thread for your review. I would also suggest valuing the time you invest into this side of the game by pricing it into your creations accordingly. This should be an integral part of your revenue/profit models.

Good luck, and welcome to the community!

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

Gully Alex Foyle
The Scope
Gallente Federation
#11 - 2014-05-20 09:43:05 UTC
+1 on the advice to get into trading first.

Trading is far less SP-intensive than manufacturing.

Buying components low and selling finished goods high will make up >80% of your manufacturing profit.

Hauling stuff efficiently will make up a good chunk of the remaining 20%.

Finally, hauling stuff quickly and effectively will largely determine how much time you will need to spend on your business endeavours.

All of that can be learned while trading.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Sabriz Adoudel
Move along there is nothing here
#12 - 2014-05-20 10:28:36 UTC
If you want to dabble in production, build Light Neutron Blaster IIs. (Yes, that's the tech 2 version, not the tech 1).

They are always profitable, will teach you the whole invention process, and because the margins are fairly large on them you do not need all the little 2% and 3% stacking bonuses to make them profitable (unlike tech 1 production do not require).

Plus they can be done without many skill points invested into science and/or production skills, although you do need Industry 5.

I support the New Order and CODE. alliance. www.minerbumping.com

Sarkos Rose
Pator Tech School
Minmatar Republic
#13 - 2014-05-21 02:17:58 UTC
Thank you all for the much needed advice on this topic. I can now see that I may have over-estimated my own ability to compete with others on the market. Trading seems like a much more valid path to go for. Right now after doing a few career missions I very much also enjoy salvaging. In the future I may want to go for a ship that revolves around stealthy operations. Getting in and out of a low sec system to be blasting away immediately. I will spend my time reading up more on guides and choosing a path. EVE is very complex and has a steep learning curve, but I for one welcome it.

Sorry for making the thread go a bit off topic but what sort of path would you suggest a new player like me to enroll in? I want to feel useful to a corporation. At the moment I am part of a small group I found in Rookie chat. They run a non-profit corp teaching newbies how to get into the game. I just want some sort of direction and a feeling that I have some sort of impact on the world around me. I have finished three career paths and am thinking of joining EVE Uni for more knowledge.
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#14 - 2014-05-21 03:13:11 UTC
Sarkos:

I think the best way to emerge yourself within the game is to try everything. Even if you think you won't like it, try it at least once and make the decision afterwards. Specifically to your question, you have two ways to approach this...

1 - Find a good group (or corporation) that is recruiting new players. If you're willing to try new things and meet/work with new people, they could help define your immediate short term game by giving you a role within their corporation. During the recruiting phase, ask many questions about how you can be helpful, and pick where you'd like to go! Some of the most memorable moments I've had in this game were created out of relative thin air. Someone's "bright" idea turns into a fleet, which turns into a fight, which turns into debauchery.

2 - Continue with the non-profit group you're working with. It may seem tedious now, but EVE is all about patience and time. Give them some more time and absorb as much as you can. If you get the itch to blow things up, see if they can help or refer you to someone who can give you an opportunity to PVP. If you get the itch to make things, go do that!

Either way, you're on the right track and asking the right questions. Keep with it and don't be afraid of the unknown. It will eventually be part of what appeals you to this community.

Good luck!

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department