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EVE New Citizens Q&A

 
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What to do after the first missions? Industry and business

Author
Trymman
Caldari Provisions
Caldari State
#1 - 2017-06-29 10:28:57 UTC
So I'm a returning player to EVE Online. I haven't played for 5 years or more and have completely forgotten everything about the game.

I was wondering if anyone could provide any help on what I am supposed to do after I have got bored of the missions? I'm slowly training up skills and that seems to be going well but I want to do some industry and business but I'm not sure how to get into that at all.

I get that I have to buy blueprints and then I can make copies of them and make them more efficient but I'm not sure what skills I need to do so.

Can anyone offer any tips for getting into industry and business at all? I love the idea of doing those things rather than doing the whole PvP thing.

Any help is appreciated :).
Jonah Gravenstein
Machiavellian Space Bastards
#2 - 2017-06-29 11:35:48 UTC  |  Edited by: Jonah Gravenstein
These should help to answer some of your questions.
https://wiki.eveuniversity.org/Manufacturing
https://wiki.eveuniversity.org/Research
https://wiki.eveuniversity.org/Research#Copying

When it comes to what items to sell, whether it be blueprints or products, you'll need to do some experimentation and research to find what's profitable; bear in mind that some items sell better in specific regions.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Leon Varesh
Sebiestor Tribe
Minmatar Republic
#3 - 2017-06-29 11:41:14 UTC
Hi Trymman,

sent you a mail.

Leon
Memphis Baas
#4 - 2017-06-29 11:51:17 UTC
You probably won't get exact details of what to buy and what to sell, as that will cut into other people's profits.

First, keep in mind that industry, by itself, is a game mechanism that results in ships and modules. If you're trying to do it solo, you still have to rely on trading to make a profit, which means that you often compete with the "loot it and sell it" guy, and with the "buy it and sell it later for profit" guy; you're not just competing with other manufacturers.

And trade is a lot about "how can I screw over everyone to make a huge profit" and "boy is CCP dumb, I can exploit this game change they're making, to corner the market and make a profit." With a little bit of "I have my own citadel so I can set my taxes to 0 and charge others for taxes."

Blueprints: Tech 1 items and ships have blueprint originals available on the market from NPC sellers; you buy, you do "research" for material efficiency and production time reduction, and then you can manufacture Tech 1 ships and items from these blueprints... but likely won't make much profit trying to sell them, because let's face it, Tech 1 is everywhere and there are too many competitors.

However, for Tech 2, you cannot get original blueprints. You can use T1 blueprint copies (unresearched) + various materials, and go through the process of "invention", which is basically throwing away materials to get a chance to get a T2 blueprint copy that you can then manufacture from. Selling Tech 2 modules or ships CAN make you a profit, but again, there ARE established traders/industrialists already covering the various trade hubs.

At some point, you'll max out your characters' manufacturing and invention lines, and you'll realize that more profit is only possible via pure trading. Which is quite doable, if you put in the effort and time, and more importantly, are able to figure out exactly what items to corner the market with and monopolize the hell out of.