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What should be my direction?

Author
Minmatar Citizen 534612187
Citizen Corp.
#1 - 2015-04-10 19:32:25 UTC  |  Edited by: Kaeranos
Hi. Sorry if this is a bit wordy.

I'm pretty new. I made this character ~5 years ago, played for a week or so, and didn't pick EVE back up until now (my name got changed; I like it). I can only play once a week (but I play all day Lol). I'm not so sure where I should be spending my ISK/skill-queues. Here is some info. regarding how I'm trying to play—could some of you point me in an appropriate direction?

  • I'd like to be an Industrialist / R&D type. Hauling contracts sound pretty fun, too. Combat isn't really my thing. I'm sure I'll get into it eventually, and I'll have to know some basics for various missions and defending myself, but I'd prefer it not to be my focus.

  • I've learned this from multiple years of playing MMOs: I'm uh... not very friendly. Not that I'm mean; I just don't really want to socialize. I want to play the game [any game] in as self-reliant a manner as possible. If I partner up with someone, it's to effectively complete some goal at hand. Sometimes, someone's a particularly good partner and we keep in contact—but that's about the extent of it. I'd like to avoid corporations if possible.

I've been mining and enjoy it somewhat (mostly because I have the time to research other things about the game while I do so). My plan is to get some jump-clones in different high-sec regions, all cheaply equipped to Venture-mine, and mine some nublet materials with w/e jump-clone is in the highest-selling region. From this, I'd like to maybe move up to manufacturing/hauling.

I'm not sure which direction I should be taking. Should I save the money to buy a mining barge? Is mining just not profitable enough, and I should start focusing on manufacturing? Should I start saving for a hauler and figure out player-contracts? There are a lot of options, and my funds and time are pretty limited (I think I'm going to hold onto this yacht blueprint), so I'd like to spend my resources efficiently.

Thanks to anyone who can offer me some advice. Smile

(I wish I'd set 5 years of training queues.)

Edit: Even something like reconnaissance might be fun, but that's for the future.
L'ouris
Have Naught Subsidiaries
#2 - 2015-04-10 19:59:11 UTC
Given your stated conditions:

1. mine up enough for barge
2. start mining in barge
3. set aside portion of profits and start buying up some module BPO's or larger BPC's that you can make a profit on.


I.e. I'd use your current desire to mine to make isk. so thats priority 1 and the barge.
only then, start your new business venture of industry and R&D.

Just remember that the mining should FUND your industry. You will very quickly outstrip your personal ability to mine all the mats needed for building stuff, so expecting that and planning your seed fund around buying mats and producing stuff for profit will scale much easier for you.
ergherhdfgh
Imperial Academy
Amarr Empire
#3 - 2015-04-10 20:38:52 UTC
What you like to do should be priority number 1. None of the things that you mentioned take that long skill point wise to get into. If you like minning then mine if you like exploration and scanning then do that if you want to haul and / or play the market then do that. None of those things require you to be social. I would recommend that you try anything that interests you and stick with what if fun. Maybe even try some stuff that you at first think that you won't like.

I will tell you that the industrial side of things is more about knowing the game and knowing the markets than skill points but that does not mean a newer player can not learn how to do them and make good isk. Ammo is usually a good place to start as it usually has really good margins however it's lower profits keep industrialist with deeper pockets away from it usually.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#4 - 2015-04-10 20:41:43 UTC
Also with regards to you name, several months ago CCP released the names of any characters that were made on trial accounts but never became full accounts and were more than a year old. They did this to free up names that they thought were never going to be used again. So if your old name has not been taken you can get it back. I would guess that if you old name is taken that you could maybe pick a new one but I'm not certain on that, I am just guessing. File a petition if you want a different name to find out your options.

Want to talk? Join Cara's channel in game: House Forelli

Minmatar Citizen 534612187
Citizen Corp.
#5 - 2015-04-10 20:59:05 UTC
Then I think I will stick to mining for now, and use that to fund my entry into industry; that sounds like a good idea, and I'm glad to have confirmation from someone who knows more about the game than I. I'll shoot for the Procurer. While I mine, I'll try to get some ammo BPs and work on those.

In regards to the name—I like this name. Smile

Is making use of jump-clones as I planned worth it? Or should I pick one station as a kind of home-base and move when the prices fluxuate?

Thanks for both of your help, by the way; it's much appreciated.
ergherhdfgh
Imperial Academy
Amarr Empire
#6 - 2015-04-10 21:17:48 UTC
With regards to the market this is a player driven economy. It has almost no NPC buy orders and very few things sold are not made and sold by players. Pretty much only some skill books and BPOs. Because of that it operates very much like a real market so no one can tell anyone what to sell or how to sell it. There are various methods to do figure out what to trade in, when where and how. Many of them involved spreadsheets.

As far as jump clones go they can be very hand for a lot of things. If you can use them or not as you intend is really for you to decide but I can explain how they work. Essentially you "jump" from a clone at one station to a clone at another station. Your implants stay with the clone and initially you can only clone jump once every 24 hours. You can reduce that with a skill by one hour per level with a max of 5 hours so you can get it down to 19 hours but you can not jump back and forth in less time than that.

Some of the basic ways to make isk trading:

-station trade meaning buy low and sell high. sound simple but this is low margin high volume trading that does not require you to move goods around. This is typically done at a hub station.

-hub trading moving goods from one trade hub to another, buying where they are cheap and selling where they are more expensive. you do not need to move the goods yourself you can pay someone else to do it.

-mission hub supply. this is buying goods at a trade hub where they are cheaper and moving them to a mission hub where you can sell them for a decent margin but with much lower volume or frequency.


I'm not a market expert and there are better teachers out there if you look around and read up but that is the very basics. I can tell you from experience that any market you jump into you will effect. If for example you looked up rifter in jita and decided that they were decent isk and worth building and started to build and sell them you would watch as your increased supply drove down margins for example.

Want to talk? Join Cara's channel in game: House Forelli

Uhlen
State War Academy
Caldari State
#7 - 2015-04-10 21:31:47 UTC
A possible intermediary but advanced option on the mining side of things would be taking the Venture-skills farther and working into a Prospect for wormhole gas harvesting. With the added risk comes a nice step up in reward as well as getting into the more player-interaction side of the game.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#8 - 2015-04-10 23:04:31 UTC
+1 for the Prospect and Ninja Huffing in general. Just note that the Prospect isn't better than a Venture at gas mining, it's just different. I prefer it because of the small sig radius, faster align, cloak, versatility, and larger cargo space. The Venture is harder to tackle, cheaper, fills up quicker, and requires less skill points to be most effective in.

Warning, though. The Prospect becomes a gateway drug into the exploration lifestyle. Use of it might make the whole industry thing look.....lackluster Big smile
Tiberius Mathusia
The Scope
Gallente Federation
#9 - 2015-04-10 23:42:23 UTC
Mining is fun until he novelty wears off then its plain bring. Honestly don't worry about not being into combat. Your first PvP op will fix that and you'll learn basic survival skills very quickly.

I'd recommend FW. There is not by to stop you doing mining stuff at the same time.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#10 - 2015-04-11 00:11:15 UTC
Minmatar Citizen 53461218 wrote:
Hauling contracts sound pretty fun


no

Not in the classic sense of the word at least.

Hauling billions of cargo through hostile space can get your heart racing a little though.

As for manufacturing, that's already cornered by people who have WAY more skill points, infrastructure and contacts than you. You'll never make a profit on it


unless..........................


You're smart about what and where you manufacture, don't stay in high sec and expect Jita to offer profits for a 0 sp nobody, it wont happen.

Find out where people need stuff in large quantities in hostile space, rake in the thousands of % of profit margin because people out there have more money than patience.

All in all, don't be a scrub and mine in high sec. You will hate the game within a month and leave with some typical post about how eve is boring and some other irrelevant stuff.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#11 - 2015-04-11 00:31:47 UTC
Murdering should be your direction.
Lost Greybeard
Drunken Yordles
#12 - 2015-04-11 05:54:37 UTC  |  Edited by: Lost Greybeard
If you're cool with chilling out and mining by yourself, I'd grab enough ranks in the manufacturing/research remote access skills that you can tool around shooting asteroids while you're doing all your manufacturing and trading stuff remotely from several systems out.

Then I'd start looking into setting up a player-owned structure. Reading up on all the aspects of that to the point of being ready to move on it should take long enough to get the skills trained. Anchoring in corp management is the big one.

Fill any "don't know what to do" gaps in your training queue with scanning and science skills. You'll eventually need a bunch of science stuff at 4 when you start doing T2 research, and it's best to have it in advance so you're not already moving on something and discovering you're not trained.

As far as ship skills, pick a race and train frigates V and grab cov ops, keep upgrading your mining crap just so you have something to do in space while you're doing your spreadsheets thing.

Generally, I'd err on the side of having a lot of skills at low levels over pushing anything really high until you don't see any other skill you have a use for. You're not doing anything really dangerous in actual ship terms, which is why most people build up support skills and push things to V early.

EDIT: As for location, when you're starting the things to keep in mind are where the research and manufacturing stations are, where the new-player areas that aren't near the market hubs are, and where the logical progression of mission agents are (e.g. the L4 security agents). Selling fast-replace things like ammunition and drones to mission runners is how most newer manufacturers start.
ergherhdfgh
Imperial Academy
Amarr Empire
#13 - 2015-04-11 13:25:45 UTC
Ned Thomas wrote:
+1 for the Prospect and Ninja Huffing in general. Just note that the Prospect isn't better than a Venture at gas mining, it's just different. I prefer it because of the small sig radius, faster align, cloak, versatility, and larger cargo space. The Venture is harder to tackle, cheaper, fills up quicker, and requires less skill points to be most effective in.

Warning, though. The Prospect becomes a gateway drug into the exploration lifestyle. Use of it might make the whole industry thing look.....lackluster Big smile

Three thumbs up for: huffing, alternative shady lifestyles, and gateway drugs.

Want to talk? Join Cara's channel in game: House Forelli

Kick Axe Blackwing
Templars of the Rock
#14 - 2015-04-13 01:46:21 UTC
Hmmm.. Well a lot of interesting replies here as usual and most of them don't make a lot of sense for a new player.

If you want to be an industrialist you first need to learn: how to buy and sell items intelligently, what market hubs are, how to determine buy and sell prices across different regions, how to jump to zero or jump to warp, what areas of space are "safe", and how to use the crappy navigation map.

These are the basics. I make a good Isk income doing these things. You do not need to manufacture anything to make Isk. Nor should you dabble in manufacturing until you have mastered the above.

Having decided you know enough to manufacture anything - the first step is determining what would be profitable to manufacture, where the raw materials will come from, and where and how you will sell it. You also have to research all the skills you need and then buy the blue print to make the item.

Nothing is simple in this game. You can never ..... just go do something.... because you don't have the skills or the smarts to do it.

Best of Luck
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#15 - 2015-04-14 02:29:46 UTC
Kick Axe Blackwing wrote:
Hmmm.. Well a lot of interesting replies here as usual and most of them don't make a lot of sense for a new player.

If you want to be an industrialist you first need to learn: how to buy and sell items intelligently, what market hubs are, how to determine buy and sell prices across different regions, how to jump to zero or jump to warp, what areas of space are "safe", and how to use the crappy navigation map.

These are the basics. I make a good Isk income doing these things. You do not need to manufacture anything to make Isk. Nor should you dabble in manufacturing until you have mastered the above.

Having decided you know enough to manufacture anything - the first step is determining what would be profitable to manufacture, where the raw materials will come from, and where and how you will sell it. You also have to research all the skills you need and then buy the blue print to make the item.

Nothing is simple in this game. You can never ..... just go do something.... because you don't have the skills or the smarts to do it.

Best of Luck


Can we ban this guy from talking to other new players? Because he is amazingly terrible.
ergherhdfgh
Imperial Academy
Amarr Empire
#16 - 2015-04-14 12:17:17 UTC
Kick Axe Blackwing wrote:
Hmmm.. Well a lot of interesting replies here as usual and most of them don't make a lot of sense for a new player.

If you want to be an industrialist you first need to learn: how to buy and sell items intelligently, what market hubs are, how to determine buy and sell prices across different regions, how to jump to zero or jump to warp, what areas of space are "safe", and how to use the crappy navigation map.

These are the basics. I make a good Isk income doing these things. You do not need to manufacture anything to make Isk. Nor should you dabble in manufacturing until you have mastered the above.


The navigation map works fine if you know how to use it.

You don't need to know what you are looking to sell is going for in every other region of the game only what it is going for locally. If you want to get into trade routes you'd have to know some of that but not to manufacture and sell stuff locally.

To say that someone needs to master other aspects of the game before "dabbling" in manufacturing is just flat out incorrect. Becoming a master involves experience which requires doing. Anyone can pick up an ammo BPO and pretty much make isk without having to master the industrial aspects of the game. Through trial and error, which is the process of experience, one can work up to things with tighter margins.

Want to talk? Join Cara's channel in game: House Forelli

Kick Axe Blackwing
Templars of the Rock
#17 - 2015-04-14 16:19:26 UTC  |  Edited by: Kick Axe Blackwing
I can't copy and paste comments to my post (as I'm on my phone) however I will try to explain myself.

I think it is a good idea to learn the market before you fool with manufacturing. I don't see the point in manufacturing and making small amounts of Isk off of items lIke ammo. If you don't know how or what to trade in the Eve market, then I don't see how you have any chance manufacturing for a profit.

Yes people can experiment with it. That's nice if you have the time and t he Isk. As in all things in Eve you need to have a plan on how you will succeed.

If you have a better idea then feel free to share it.
ergherhdfgh
Imperial Academy
Amarr Empire
#18 - 2015-04-14 16:34:25 UTC
Kick Axe Blackwing wrote:

I can't copy and paste comments to my post but I will try to explain myself.

I think it is a good idea to learn the market before you fool with manufacturing. I don't see the point in manufacturing and making small amounts of money. If you don't know how or what to trade in the Eve market, then I don't see how you have any chance manufacturing for a profit.

Yes people can experiment with it. That's nice if you have the time and t he Isk. As in all things in Eve you need to have a plan on how you will succeed.

you can not plan if you do not know WTF is going on or even the basics of the game. You will not just one day wake up and magically know the market. What you are talking about here is an ideal situation and what I am saying is that a new player needs to start somewhere or there is no way for him / her to learn.

You would not take a 16 year old who has never driven a car before and put them on the side of the highway with cars wizzing by at death inducing speeds and tell them to get in the driver seat and just pull out in traffic. You take them to a parking lot and let them learn how a car works before you go into local slow traffic then progress up to highway speeds.

What I am saying is that ammo is the dirver's Ed of Eve manufacturing. You are telling new players not to get on the highway until they are professional drivers and not giving them a path from where they are to where you suggest that they should be.

Want to talk? Join Cara's channel in game: House Forelli

Kick Axe Blackwing
Templars of the Rock
#19 - 2015-04-14 20:36:16 UTC
ergherhdfgh wrote:
Kick Axe Blackwing wrote:

I can't copy and paste comments to my post but I will try to explain myself.

I think it is a good idea to learn the market before you fool with manufacturing. I don't see the point in manufacturing and making small amounts of money. If you don't know how or what to trade in the Eve market, then I don't see how you have any chance manufacturing for a profit.

Yes people can experiment with it. That's nice if you have the time and t he Isk. As in all things in Eve you need to have a plan on how you will succeed.

you can not plan if you do not know WTF is going on or even the basics of the game. You will not just one day wake up and magically know the market. What you are talking about here is an ideal situation and what I am saying is that a new player needs to start somewhere or there is no way for him / her to learn.

You would not take a 16 year old who has never driven a car before and put them on the side of the highway with cars wizzing by at death inducing speeds and tell them to get in the driver seat and just pull out in traffic. You take them to a parking lot and let them learn how a car works before you go into local slow traffic then progress up to highway speeds.

What I am saying is that ammo is the dirver's Ed of Eve manufacturing. You are telling new players not to get on the highway until they are professional drivers and not giving them a path from where they are to where you suggest that they should be.


Yes that is exactly what I'm saying.

Learn how to trade and make money first. I make about 7 million Isk a day for about 5 minutes of making orders. I will make more and more as my capital grows.

Manufacturing has a lot more steps to it, and in the end you will have to trade what you make and know how to do it.

That's why I say be a trader first, then when you have learned that , you can spend your isk however you please.
Lost Greybeard
Drunken Yordles
#20 - 2015-04-15 09:53:25 UTC
Kick Axe Blackwing wrote:
Learn how to trade and make money first. I make about 7 million Isk a day for about 5 minutes of making orders. I will make more and more as my capital grows.


I try not to say this as bluntly as this too often, but this is bad advice.

If you start out doing nothing but trading you're going to get bored and burn out on Eve within weeks, possibly even days, it's the one thing that makes mining look intense and full of excitement and drama.

If spreadsheets online is what actually appeals to you, put 15$/month in an actual stock market instead and day-trade. Massively deeper play, same or greater entertainment value, and if you do really well you actually get money off of it.
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