Showing posts with label station trading. Show all posts
Showing posts with label station trading. Show all posts

Sunday, December 7, 2014

Goals update update

NB my mid-September note updating some gameplay goals -- or the short, short version below:
  • Train up to use tech 2 modules on Eemiv's main mission-running ship
  • Clone Eemiv and stick one copy amid the dangers of low-security space
  • With Dengar, participate in two RvB weekend events
  • Stretch goal, not time-bound: train Eemiv up for flying logistics (i.e., essentially, medic)
I gave myself a two-month window and should've added a fifth goal, to wit: post an update two months later so that I'd have at least one post in November.

I'm giving myself a 60% success rate on these. Here's the breakdown:
  • Modules: done and on time. When I began Eve, I decided to wring myself an early advantage by cashing in (rather, ISKing in) Plex to buy more-powerful (than even T2) but easier-to-fit faction modules. However, faction and higher level modules just aren't worth the real or potential expense: the real cost being the much higher price tag without that much more power, and the potential cost coming from carrying around all that bling to become a target for gankers. (There's really no such thing as "solo" play; even if I'm content to shoot NPCs, anyone else can scan my Kronos, do a cost-benefit analysis, and decide to blow me up while compatriots raid my corpse.) Anyhow, I've sold back the faction modules, and it's nice to have back some of that ISK with which to play the market.
  • Typical jump clones
    From Sony Movie Channel
  • Clone: I modified the goal a bit and it's still in progress. The biggest hang-up here is that I just didn't invest the time to wrap my head around jump clone mechanics. I had an errant (mis)understanding that jumping between clones requires both the current and target clones to be at stations with medical bays. I was having a devil of time (indeed, utterly failing) at finding a good home base for Eemiv: a station with whose owners Eemiv had good standing, access to level 4 missions, and close to a trade hub to get loot onto market. But, just yesterday I carefully read up on jump cloning and got my facts straight: medical bay only required to create the jump clone; afterward, jumping can happen from non-medbay stations. Eemiv now has a jump clone with a ship -- but, rather than winnowing in on low- or null-security space broadly, I'm going to send him into a wormhole again pretty soon, hopefully better trained and equipped than last time. I like the exploration component of Eve. So, goal amended and delayed, and work continues. As an aside, I like the clone changes coming this week and am curious about the additional clone mechanic shifts CCP has alluded to.
  • RvB weekend events: I tried. I logged in for a cruiser event, decked out in a Thorax, but there were no fleets. I bounced between three jump gates in the neighborhood and saw maybe one ship, neither friend nor foe, who promptly jumped out. Weird. I didn't log in for a second weekend event because they were generally free-for-alls, and those just don't interest me right now. Goal not met.
  • Logistics: kinda sorta, in that I shifted it from Eemiv to Dengar. I initially envisioned Eemiv as a bit of a free agent, tacking onto missions in local chat as people requested. But, I figure this would be more useful if I did it with Dengar, where logistics piloting for a group can more readily be useful. Dengar is trained up to fly a tech 2 Oneiros logistics cruiser, but I'll try experimenting initially with a less expensive tech 1 Exequror. I definitely need to further investigate good fits for these hulls.
So, what now? By the end of the month, I plan to
  • Have Eemiv run a hacking, relic or data site in wormhole, low-sec, or null-sec space.
  • Have Dengar fly logistics in an RvB fleet once
  • Train Eemiv to fly assault and covert ops frigate
  • Assess Eemiv's skill training plan to identify when best to remap his attribute points, thereby adjusting the rate at which certain skills train. The character will be able (but is not compelled) to remap his attribute points come February.
  • Report back to the blog my progress on the above!
And the stretch goal: have Eemiv or Dengar join a new corporation. I would like to be more engaged with other plays in blowing up internet spaceships, and I'm starting to feel the confidence now to do that. 

My initial anxiety at doing this was in-game, i.e. not being able to afford to get blown up a lot as I learned the ropes. Frankly, my anxiety about trying to get more involved now involves the real word: I'm going to be a father in February, and I hesitate to jump into a group I soon won't be able to do much for. But, there are large groups out there that I'm sure can absorb "real life" just fine. And, besides, there's only so long as I can go without kicking myself for coming up with reasons not to do something. If fatherhood is going to mean less time for flying around, well darnit I better get in as much flying and pewpew! as I can now.

Tuesday, September 23, 2014

I'd like to buy a comma

Almost four months after creating my station-trading character, his balance has cleared three billion ISK. Huzzah!

There are lots of little asterisks, though. For one thing, when I started playing Eve, I bought and cashed in a few Plex to buy shiny ships and some ridiculous modules. The ships I couldn't fly right away. However, some of the very high-end modules have the advantage of not requiring similarly sky-high support skills to use.

Glad I kept the receipt for this monster
From CCP Hyperion toolkit
As such, a chunk of the money here comes from selling back those unnecessary modules. Their inherent value just make me a bigger target. I've also trained up my skills so that I can almost always equip the "tech 2" variant of a piece of equipment. Tech 2 modules have steeper skill requirements to use, but their performance stats are almost equal to higher-performance, easier-to-equip, and silly-expensive modules I started with. I've also sold back a ship: remember my hauling alt, Laung? I sold back his freighter.

The majority of this money, though, comes simply from buying low and selling high. It happens in increments: tiny little day-to-day fluctuations interspersed with big spikes. For example, I placed a 500-unit buy order this weekend for one particular widget, and they've trickled in one by one. Last night, though, 424 of them showed up in my hanger. I'll log in soon to start selling them off before the high-low sales points get too close (i.e. profit margin either diminishes or, at worst, I have to wait for the margins to open again).

It's feels nice to be comfortably self-sustaining in-game. Really, some of that stems from not playing very often and not putting high-value ships at much risk. But, I'm hoping the change the latter in the near future. It's also nice knowing that I have enough in-game currency to buy back the Plex I initially cashed in. The utility of buying it back is that 1 Plex can be converted into 31 days of game time. This will be useful to continue to train up Eemiv and Dengar in parallel (you need to use Plex to allow a second or third character to train in parallel with an already-training character). Indeed, one of the things I most like about Eve is that it's possible to play well enough in-game such that you can cover your game subscription.

Tuesday, June 10, 2014

It's the economy, stupid

This MarketWatch story about games that teach "crucial life lessons" percolated up on my Facebook feed. It highlights Eve's robust, player-driven economy, quoting CCP's economist, Doctor Eyj­ólf­ur Guðmunds­son. (Also remarkable: CCP has a full-time economist. His reason for leaving? Becoming rector of the University of Akureyri.)

From The Life and Times of Scrooge McDuck,
via dreamwidth.org
The article particularly caught my attention because I've increasingly turned my eye toward making money from the Eve economy. I started buying a bunch of widgets at a low price at station X, then hauled them a few jumps over to station Y where they're selling at a higher rate. Dealing with hauling stuff between stations was a pain, though, so I created another alternate character, have started training him up on trade and commerce, and parked him at a relatively busy hub. He is station trading: that is, looking for items that sell at a low price and then turning around to sell at a higher price. Station trading requires some patience, waiting for bulk buy orders to come through and then for the sell orders to trickle out. Also attentiveness: there's a lot of one- and two-cent elbowing to set the lowest and highest sell and buy prices, respectively. But, hey, it seems to be going okay. I'll let you know when I break a billion ISK.

Oh, and I stole. Again. 1.4 million worth of minerals. A miner ejected his haul into space, emptying his ore hold so he could continue to mine without having to deal with dropping his stuff off at home base. The notion, then, is to return later in a ship with a big hold (like the Iteron Mark V, several of which I've had blown up) or ask another player to get. Oh, well. I remember the game's tutorial warning against letting that happen to me.

What vexes me now is: what next? I generally still enjoy running missions, and those yield money. So, too, does mining with my mining character, and I'm seeing that happening with the trader. But, what to spend the money on? I've gone back to invest some skill training in smaller ships and weapons with a notion of getting into Incursions or Factional Warfare. Alas, my first foolishly solo stab at Incursions cost me a nice Brutix I'd named Ola T. Miza; its ending did not befit its namesake. There is some appeal in Factional Warfare as a chance to take a stab at player-vs-player combat; that may be something I take a swing at very soon.