30 Day Market Challenge Wrap Up

This is meant to be a moderate guide for anyone looking to try and make some money station trading in Eve.  I will not go into arbitrage, which is buying in one region and hauling to another, nor is this about industry.  The main focus is making money in stations.  Station trading is the act of placing buy orders above the competition, then selling the goods from those buy orders as sell orders.  The profit is the margin between your (high) buy price and your subsequent (low) sell price. Time Required I am a graduate student.  This means I have the luxury of being able to carry a laptop with me all day and periodically (every few hours) log in and check my orders on the market.  At minimum you want to check your orders in the morning, once or twice during the day, and in the evening.  I personally like to check my orders one last time before bed, as that lets you get below or above other US TZ players that may have already turned in for the day.  This obviously changes based on your TZ.  The more you can update, the more successful you will be.  Updating Continue Reading →

Guide: Skill Planning

Given some of the recent posts around the skill system in Eve, and some discussions in game with Corp members, I am going to propose a boring, but highly useful initial skill plan for new players who have no real idea what they want to do.  This list also focuses on Flying in Space skills for a basic combat oriented pilot.  I am assuming a new player is not going to immediately decide to go the industry or science based career paths. I’ll list these in a general order of training.  A key note:  Training to your racial frigate and gun type of choice is always a good first day of Eve approach, as it will let you actually do something in game.  It may also be worth training a few levels in the racial cruiser and medium turret or missile  too, but that is by no means an absolute.  It just gives you a few more ships to play with early on.  Also, playing through the tutorial missions will get you many of these skillbooks for free, so it is worth sending a day or three doing those missions! Core Fitting SkillsThese are horribly boring, but are highly useful Continue Reading →

Guide: Making Money 101 – Mission Running

 Most new players ask how to make Isk in Eve.  There are a myriad number of ways to do this, but as a new player you are somewhat limited until you invest some key skills into various career paths.  I am going to focus a few articles on a few of the more accessible ways to start building your space wallet.  None of these will make you space rich but they will keep you in enough money to fund your skills and start building a fleet of useful ships.  Warning: I assume you are in a player-run corporation, and occasionally play with other people.  This is a social game, after all. Missioning Simply put, mission running means going to an NPC agent and accepting a mission, completing it, and getting paid.  Missioning pays well… once you hit the level 4 agents.  To get there you need to grind your status up from (probably) neutral.  You will probably want to do this with a useful corporation.  What does useful mean?  I define it as an NPC corp that has fringe benefits besides just making ik.  Good Loyalty Point rewards, geographically convenient Jump Clone access, and better refining rates can all be Continue Reading →

Guide: Frigates and You

EDIT:  This was written in 2011, and has not been updated to reflect the Retribution changes to frigates.  So you just graduated from flight school, and plugged your pod into the spaceship the academy gave you, civilian equipment and all.  Maybe you accepted a mission to take out some pirates, and found out that your ship seems a little… underwhelming.  The good news is, there are a lot of frigates that you can very quickly upgrade to.  The bad news is there are a lot of frigates to choose from.  Six per race, to be precise.  So how to choose?  Luckily, frigates fall into a few categories, defined by the bonuses on any given hull. Bonuses Every single ship in Eve has at least 2 ship bonuses.  Some have more, but are generally more advanced Tech II or Tech III hulls that are a bit beyond the scope of this article.  The bonuses on each ship will tell you how it is intended to be used. These bonuses can be grouped, to some extent, and the following list is by no means complete: Offensive: Bonuses relating to weapon damage, rate of fire (ROF), range (optimal or falloff), missile velocity or Continue Reading →