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New to Industry & Confused (Crius) Seeking skill plan.

Author
Doctor Emilio Lizardo
Eve Private Investment Corporation
#1 - 2014-07-25 14:55:01 UTC  |  Edited by: Doctor Emilio Lizardo
In preparation for starting to understand industry, I have been reading a lot.
But with all of the changes, I am now completely confused.
I want to participate in all aspects of building things and I would appreciate some advice on how to start from zero and get, someday, to building interesting and profitable stuff.
I am completely aware that it will take a long time until I can be profitable and that is ok.

What I am looking for:
- I don't intend to mine, boring as hell and too time consuming.
- I want to start building stuff, even if it doesn't make me any profit, as soon as possible.
- A skill plan that will get me building and learning, hands-on, quickly.
- A basic plan that wastes as little time on stuff that doesn't matter. I understand that at some point specialization will be necessary but I want to learn the process first.
- I don't want to invent to sell Tech II BOPs, but if I need that skill to be profitable later on, then please let me know when in the process I should be training this.
- Trade isn't important, that will happen on another character.
- Advice on the remote skills, in light of Crius, would be helpful. At first glance they don't seem as important

I know that I am asking a lot but it seems to me that every guide out there is hopelessly out of date.
An example of this is that many reference Cerebral Accelerators and unless I am really clueless, they don't seem to exist anymore.
Production Efficiency seems gone as well.

Thanks in advance for any help!

Doc
Dinsdale Pirannha
Pirannha Corp
#2 - 2014-07-25 15:35:12 UTC
Doctor Emilio Lizardo wrote:
In preparation for starting to understand industry, I have been reading a lot.
But with all of the changes, I am now completely confused.
I want to participate in all aspects of building things and I would appreciate some advice on how to start from zero and get, someday, to building interesting and profitable stuff.
I am completely aware that it will take a long time until I can be profitable and that is ok.

What I am looking for:
- I don't intend to mine, boring as hell and too time consuming.
- I want to start building stuff, even if it doesn't make me any profit, as soon as possible.
- A skill plan that will get me building and learning, hands-on, quickly.
- A basic plan that wastes as little time on stuff that doesn't matter. I understand that at some point specialization will be necessary but I want to learn the process first.
- I don't want to invent to sell Tech II BOPs, but if I need that skill to be profitable later on, then please let me know when in the process I should be training this.
- Trade isn't important, that will happen on another character.
- Advice on the remote skills, in light of Crius, would be helpful. At first glance they don't seem as important

I know that I am asking a lot but it seems to me that every guide out there is hopelessly out of date.
An example of this is that many reference Cerebral Accelerators and unless I am really clueless, they don't seem to exist anymore.
Production Efficiency seems gone as well.

Thanks in advance for any help!

Doc


I am deadly serious here.
Don't even begin to think about industry, at least profitable industry, if you plan on remaining in high sec, low sec, or wh space. If you plan on renting space to be a cartel serf, or get lucky and can join an established null sec corp that plans on running an industrial arm, they will have skill plans for you.
Qoi
Exert Force
#3 - 2014-07-25 15:49:08 UTC  |  Edited by: Qoi
Doctor Emilio Lizardo wrote:
In preparation for starting to understand industry, I have been reading a lot.
But with all of the changes, I am now completely confused.
I want to participate in all aspects of building things and I would appreciate some advice on how to start from zero and get, someday, to building interesting and profitable stuff.
I am completely aware that it will take a long time until I can be profitable and that is ok.

What I am looking for:
- I don't intend to mine, boring as hell and too time consuming.
- I want to start building stuff, even if it doesn't make me any profit, as soon as possible.
- A skill plan that will get me building and learning, hands-on, quickly.
- A basic plan that wastes as little time on stuff that doesn't matter. I understand that at some point specialization will be necessary but I want to learn the process first.
- I don't want to invent to sell Tech II BOPs, but if I need that skill to be profitable later on, then please let me know when in the process I should be training this.
- Trade isn't important, that will happen on another character.
- Advice on the remote skills, in light of Crius, would be helpful. At first glance they don't seem as important

I know that I am asking a lot but it seems to me that every guide out there is hopelessly out of date.
An example of this is that many reference Cerebral Accelerators and unless I am really clueless, they don't seem to exist anymore.
Production Efficiency seems gone as well.

Thanks in advance for any help!

Doc

Get Mass Production V, Advanced Mass Production IV, Laboratory Operation V and Advanced Laboratory Operation IV.

Then you can manufacture 10 items at the same time as well as research 10 blueprints.

There are other skills that are not that important, you do not really need to train them to V in the beginning, they reduce the time these jobs take, they are

Industry & Advanced Industry
Metallurgy
Science
Research

Then there are skills that allow you to be further away from the solar system you want to run the job in, they are Scientific Networking and Supply Chain Management. A few levels are sufficient. You don't need them at all in the beginning.

Get some simple BPO (Antimatter Charge S or so) from the market (from an order with a >200 days duration to prevent being scammed), double click it and play around in the new industry window.

PS: And make sure not to take anyone who tells you that nullsec manufacturing is the only one that's profitable seriously, since they do not really know what they are talking about.

http://eve-industry.org

Tij Lamor
Doomheim
#4 - 2014-07-25 16:36:02 UTC
The eve university industry overview has been updated for Crius. Eve University Industry Overview

I do industry because I enjoy the gameplay - not to get rich. I source most of my inputs by mining, refining, salvaging and PI so the only cost for these materials is my time. If you're buying them on the market the cost will probably exceed the value of whatever you are manufacturing - at least for T1. T2 has higher barriers to entry and a better chance for profitability but it still helps to be vertically integrated.

A good place to start is by making your own ammo for missions.
Lucas Kell
Solitude Trading
S.N.O.T.
#5 - 2014-07-25 16:50:55 UTC
Dinsdale Pirannha wrote:
I am deadly serious here.
Don't even begin to think about industry, at least profitable industry, if you plan on remaining in high sec, low sec, or wh space. If you plan on renting space to be a cartel serf, or get lucky and can join an established null sec corp that plans on running an industrial arm, they will have skill plans for you.
Wow, you're still spouting this?
Now the changes are out, you realise people can tell you are wrong through first hand experience, right? High sec industry is as profitable and gaining by the day. You just have to be willing to adapt and move with the system.

And funny you mention wormhole space, since it used to be near impossible to run industry in a wormhole, since you couldn't move in compressed minerals without huge losses. Now you can get around the old refine rate on ores, and can bring them in compressed. Wormhole industry is actually a viable option now.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Joseph Soprano
Aliastra
Gallente Federation
#6 - 2014-07-25 18:35:44 UTC
Lucas Kell wrote:
Dinsdale Pirannha wrote:
I am deadly serious here.
Don't even begin to think about industry, at least profitable industry, if you plan on remaining in high sec, low sec, or wh space. If you plan on renting space to be a cartel serf, or get lucky and can join an established null sec corp that plans on running an industrial arm, they will have skill plans for you.
Wow, you're still spouting this?
Now the changes are out, you realise people can tell you are wrong through first hand experience, right? High sec industry is as profitable and gaining by the day. You just have to be willing to adapt and move with the system.

And funny you mention wormhole space, since it used to be near impossible to run industry in a wormhole, since you couldn't move in compressed minerals without huge losses. Now you can get around the old refine rate on ores, and can bring them in compressed. Wormhole industry is actually a viable option now.


So you are saying dispite being gifted huge advantages over other parts of Eve you still can't do industry in Null sec. Perhaps CCP should give you some more advantages although I don't actually know whats exactly left to give?
Paynus Maiassus
Imperial Academy
Amarr Empire
#7 - 2014-07-25 21:00:28 UTC
Joseph Soprano wrote:
Lucas Kell wrote:
Dinsdale Pirannha wrote:
I am deadly serious here.
Don't even begin to think about industry, at least profitable industry, if you plan on remaining in high sec, low sec, or wh space. If you plan on renting space to be a cartel serf, or get lucky and can join an established null sec corp that plans on running an industrial arm, they will have skill plans for you.
Wow, you're still spouting this?
Now the changes are out, you realise people can tell you are wrong through first hand experience, right? High sec industry is as profitable and gaining by the day. You just have to be willing to adapt and move with the system.

And funny you mention wormhole space, since it used to be near impossible to run industry in a wormhole, since you couldn't move in compressed minerals without huge losses. Now you can get around the old refine rate on ores, and can bring them in compressed. Wormhole industry is actually a viable option now.


So you are saying dispite being gifted huge advantages over other parts of Eve you still can't do industry in Null sec. Perhaps CCP should give you some more advantages although I don't actually know whats exactly left to give?


95% of the 'gifts' you talk about cost 10s of billions in station upgrades.

And yeah, with the jump fuel nerf, you NEED to be able to make stuff cheaper in order to get it to market for the same margin. Don't forget that finding sources of minerals is harder, and very small groups of people control the good moon goo.

Nullsec industry did get a nice push with Crius, but it was so far behind high sec indy that at this point it's just a little behind high sec indy.
Doctor Emilio Lizardo
Eve Private Investment Corporation
#8 - 2014-07-25 21:15:56 UTC
Qoi wrote:
Doctor Emilio Lizardo wrote:
In preparation for starting to understand industry, I have been reading a lot.
But with all of the changes, I am now completely confused.
I want to participate in all aspects of building things and I would appreciate some advice on how to start from zero and get, someday, to building interesting and profitable stuff.
I am completely aware that it will take a long time until I can be profitable and that is ok.

What I am looking for:
- I don't intend to mine, boring as hell and too time consuming.
- I want to start building stuff, even if it doesn't make me any profit, as soon as possible.
- A skill plan that will get me building and learning, hands-on, quickly.
- A basic plan that wastes as little time on stuff that doesn't matter. I understand that at some point specialization will be necessary but I want to learn the process first.
- I don't want to invent to sell Tech II BOPs, but if I need that skill to be profitable later on, then please let me know when in the process I should be training this.
- Trade isn't important, that will happen on another character.
- Advice on the remote skills, in light of Crius, would be helpful. At first glance they don't seem as important

I know that I am asking a lot but it seems to me that every guide out there is hopelessly out of date.
An example of this is that many reference Cerebral Accelerators and unless I am really clueless, they don't seem to exist anymore.
Production Efficiency seems gone as well.

Thanks in advance for any help!

Doc

Get Mass Production V, Advanced Mass Production IV, Laboratory Operation V and Advanced Laboratory Operation IV.

Then you can manufacture 10 items at the same time as well as research 10 blueprints.

There are other skills that are not that important, you do not really need to train them to V in the beginning, they reduce the time these jobs take, they are

Industry & Advanced Industry
Metallurgy
Science
Research

Then there are skills that allow you to be further away from the solar system you want to run the job in, they are Scientific Networking and Supply Chain Management. A few levels are sufficient. You don't need them at all in the beginning.

Get some simple BPO (Antimatter Charge S or so) from the market (from an order with a >200 days duration to prevent being scammed), double click it and play around in the new industry window.

PS: And make sure not to take anyone who tells you that nullsec manufacturing is the only one that's profitable seriously, since they do not really know what they are talking about.



Thank you so much for the advice!
Doctor Emilio Lizardo
Eve Private Investment Corporation
#9 - 2014-07-25 21:29:52 UTC
Tij Lamor wrote:
The eve university industry overview has been updated for Crius. Eve University Industry Overview

I do industry because I enjoy the gameplay - not to get rich. I source most of my inputs by mining, refining, salvaging and PI so the only cost for these materials is my time. If you're buying them on the market the cost will probably exceed the value of whatever you are manufacturing - at least for T1. T2 has higher barriers to entry and a better chance for profitability but it still helps to be vertically integrated.

A good place to start is by making your own ammo for missions.


Thank you so much for the overview, that is really helpful.

Also, to be clear, I am doing this for the fun of the gameplay as you mention.
I have no illusions regarding making piles of isk, certainly not right away.

Of course, if I someday can be profitable, that would be an extra bonus.
Lucas Kell
Solitude Trading
S.N.O.T.
#10 - 2014-07-26 10:37:44 UTC  |  Edited by: Lucas Kell
Joseph Soprano wrote:
Lucas Kell wrote:
Wow, you're still spouting this?
Now the changes are out, you realise people can tell you are wrong through first hand experience, right? High sec industry is as profitable and gaining by the day. You just have to be willing to adapt and move with the system.

And funny you mention wormhole space, since it used to be near impossible to run industry in a wormhole, since you couldn't move in compressed minerals without huge losses. Now you can get around the old refine rate on ores, and can bring them in compressed. Wormhole industry is actually a viable option now.
So you are saying dispite being gifted huge advantages over other parts of Eve you still can't do industry in Null sec. Perhaps CCP should give you some more advantages although I don't actually know whats exactly left to give?
As Paynus said above.

And no, I don't think more is needed (and how you got that from my post is beyond me). Null is now able to compete locally with shipped in products from Jita. That is what has been neneded for al ong time, since if you needed something in null, you just shipped it. Manufacturing simply wasn't worth the time in null. Now it is.
But that doesn't suddenly mean null is taking over, since it would cost too much to build everything in null then ship it back to Jita, so highsec manufacture will still be the primary means of stocking the hubs. All this change does is mean that null can produce for null, and wormholes can produce for wormholes. We no longer have to rely on being able to ship everything from Jita.

EDIT: Oh I just realised you're that lemmings guy, so you are just arguing because you argue with everything said by a CFC member, regardless of how ridiculous your arguments are. Carry on.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

CJ Alland
CB Trading
#11 - 2014-07-26 11:05:16 UTC
Surely if null can manufacture without importing then highsec hub prices will drop as demand wont be as high?
Lucas Kell
Solitude Trading
S.N.O.T.
#12 - 2014-07-26 12:09:29 UTC
CJ Alland wrote:
Surely if null can manufacture without importing then highsec hub prices will drop as demand wont be as high?
They probably will a bit, but prices will still settle into a profitable zone, since people are unlikely to sell at lower that manufacture cost. I wouldn't expect all null requirement to be fulfilled by null industry either, but there will certainly be a point in doing null industry now. On top of that, the people who used to do null industry, but stopped when it became pointless and moved all the industry alts to high sec, will now be going back to null so supply should drop as well. All in all I'd expect the effect on the core hubs to be negligible.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

CJ Alland
CB Trading
#13 - 2014-07-26 12:34:37 UTC
Ah, that sounds good then. Just need to keep an eye on the installing job prices as I run a mass t1 production corp.
Lucas Kell
Solitude Trading
S.N.O.T.
#14 - 2014-07-26 13:00:58 UTC
CJ Alland wrote:
Ah, that sounds good then. Just need to keep an eye on the installing job prices as I run a mass t1 production corp.
Indeed. It's pretty much as it used to be, make sure what you are paying isn't more than you'll get back.
Small note by the way, the way ME is now applied is different also. Rigs and such used to be pointless to research, as you couldn't gain anything from the ME levels. Now the bonus gets applied to the batch, so if you are producing small T1 items in bulk it's worthwhile to research them now.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

CJ Alland
CB Trading
#15 - 2014-07-26 13:29:02 UTC
Ahh thanks for the heads up. I don't really own many bpos atm as we buy ccopies to give out to members to use. I didn'the realise how long it takes to get to me 10.

With 80 slots being used per day in our hq station alone. The only thing I'm sure about after the patch is that we're not moving.... Can't afford to move everything everytime install costs become to expensive
Victoria Sin
Doomheim
#16 - 2014-07-26 14:03:00 UTC
Paynus Maiassus wrote:

And yeah, with the jump fuel nerf, you NEED to be able to make stuff cheaper in order to get it to market for the same margin. Don't forget that finding sources of minerals is harder, and very small groups of people control the good moon goo.


Depends what you're building. You can get it there for free (apart from your time) if you haul ass and use the JB network. Most nullsec entities have one of those, don't they?
Lucas Kell
Solitude Trading
S.N.O.T.
#17 - 2014-07-26 14:33:11 UTC
Victoria Sin wrote:
Paynus Maiassus wrote:

And yeah, with the jump fuel nerf, you NEED to be able to make stuff cheaper in order to get it to market for the same margin. Don't forget that finding sources of minerals is harder, and very small groups of people control the good moon goo.
Depends what you're building. You can get it there for free (apart from your time) if you haul ass and use the JB network. Most nullsec entities have one of those, don't they?
You know that JBs run on fuel, right? Not exactly "free".
And these days, a covops hauler is still pretty risky to run through from high to null. JFs are still the safest way to run and the only way to run in bulk. You will pretty much never see a normal freighter run like the good old days, with an armed escort fleet.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mister Tuggles
Task Force 641
Empyrean Edict
#18 - 2014-10-14 10:25:35 UTC
Lucas Kell wrote:
[quote=Victoria Sin][quote=Paynus Maiassus]
You will pretty much never see a normal freighter run like the good old days, with an armed escort fleet.


This may change with the jump nerf. People in very deep NS will either be looking for WH exits or running their stuff through NS to get closer to jump.
Drago Shouna
Doomheim
#19 - 2014-10-14 12:41:13 UTC  |  Edited by: Drago Shouna
Good luck on the manufacturing side of things, it can be very satisfying.

On the other hand, don't ever rule out mining some minerals yourself, even a Venture full of Veld will give enough Trit to make some of your own ammo.

By buying everything in it will probably be a long time before you turn a profit, then of course you have to source the cheapest mats, then go get them.

I hope you enjoy it, I do, but what I enjoy more is having to buy as little as possible and being largely self sufficient.

Have fun.

Last thing...

Don't forget Custom Code Expertise...it's a must have if you go into PI as it reduces the tax you pay when you collect from the planet.

Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..." " They don't care about how you play as long as they get to play how they want."

Welcome to EVE.

Shiloh Templeton
Cheyenne HET Co
#20 - 2014-10-15 23:31:27 UTC
Doctor Emilio Lizardo wrote:
What I am looking for:
- I don't intend to mine, boring as hell and too time consuming.
- I want to start building stuff, even if it doesn't make me any profit, as soon as possible.
- A skill plan that will get me building and learning, hands-on, quickly.
- A basic plan that wastes as little time on stuff that doesn't matter. I understand that at some point specialization will be necessary but I want to learn the process first.
- I don't want to invent to sell Tech II BOPs, but if I need that skill to be profitable later on, then please let me know when in the process I should be training this.
- Trade isn't important, that will happen on another character.
- Advice on the remote skills, in light of Crius, would be helpful. At first glance they don't seem as important


- The margins may have shrunk, but the Pre-Crius Doomsdayers haven't been proven right. You can still make money in Hi-Sec industry.
- Having an understanding of the market is probably the biggest skill of the industrialist. Knowing what to manufacture. Understanding when prices are up (and down) so you know when to buy intermediate parts. Realizing that profitability of items changes from week to week.
- In addition to the basic skills mentioned earlier, plan on getting all the science skills to 3 and later 4 so you can invent T2 products. A remap with heavy Int & Mem may be in order (use EveMon). To speed things up you could target only a few specific science skills and target a category of items you want to invent (CCP has announced changes in this area).
- Training for a Blockade Runner can be handy for moving expensive items quickly. (A stratios with cargo expanders can do some of this with less training).
- Remote skills are worth it if you think you will ever be away from the station or might install jobs in another system to take advantage of teams or system cost.





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