tag:blogger.com,1999:blog-63546297247924082292024-03-13T04:05:23.000-06:00EVE SimplifiedThere can be no great accomplishment without risk. - Neil ArmstrongAnonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.comBlogger159125tag:blogger.com,1999:blog-6354629724792408229.post-40259942752494611712015-07-31T00:00:00.000-06:002016-11-27T17:42:24.113-07:00What if Eve Online went Free To Play?Update Oct. 2016<br />
Free to play is happening check out the <a href="https://community.eveonline.com/news/dev-blogs/introducing-clone-states-and-the-future-of-access-to-eve-online/">devblog</a> on alpha and omega clones.<br />
<br />
The idea of a free to play (F2P) <a href="http://www.eveonline.com/">Eve Online</a> has been in the back of my mind ever since I read this comment on a <a href="http://evenews24.com/">EN24</a> article (http://evenews24.com/2013/09/12/yet-another-dev-leaves-for-riot-games/). Sadly the article isn't live but I couldn't confirm the comment even if it was.<br />
<blockquote class="tr_bq">
Anonymous:<br />
<br />
Zulu and Soundwave were both in a camp in the company that believes that F2P is inevitable and that the next few xpacs should pave the wave for a 2015 F2P release. They had collaborated on a proposal that was shot down by the rest of the design team who believe that the game will continue to grow in sub numbers and that there aren't any other viable contenders in the genre to warrant the redesign.<br />
<br />
There's some talk that is Sony buys us out, then we'll be going F2P anyway, but these two didn't want to see CCP go F2P under SOE.</blockquote>
Despite the twelve other rumors in the comment that deserve articles in and of themselves, the comment does make me think what would a F2P model look like in Eve Online? With the shift to <a href="http://community.eveonline.com/news/dev-blogs/longer-queues-expected-skill-training-above-and-beyond-24-hours/">unlimited skill ques</a> and changes to the trial account is it viable in Eve Online to have a free to play model? And lastly you might argue is the game already free to play? Lets work through the questions and see what conclusions we can find.<br />
<br />
My idea of an Eve Online F2P model would be allowing
everyone to log on for free without the ability to train skills. If you
want to train skills you have to pay $15 dollars for 30 days and or use a
PLEX(<a href="https://forums.eveonline.com/default.aspx?g=posts&t=297138">These are not unique ideas.</a>) This does several things it keeps the economy of PLEX for isk
intact and probably increases it. It allows players that are currently
subscribed to stay paying if they choose and continue to skill train. It
keeps the character trading market intact. F2P model would also allow
any old players to return free of charge if they choose. It allows every ones alt accounts to be playable as well. <br />
<br />
It allows
new players to try the game out with out any commitments. Give them the 30 day trial with training. They can choose to spend a little
money and train up to fly other ships they can fly around with their
venture and grind enough isk to get a PLEX. It allows casuals to stay casual it doesn’t punish
veterans as you can’t just automatically fly a titan or have a titan. <br />
<br />
<h4>
Is it a viable option in Eve Online to have a free to play model?</h4>
A little google searching will conjure up some scary scenarios. We find <a href="https://forums.eveonline.com/default.aspx?g=posts&m=3294569">posts like these</a> on the forums:<br />
<blockquote class="tr_bq">
I also think, we will have 4~7 cloaky neutrals in every null sec system, that afk all day.<br />
<br />
Jita will stil be limited to roughly 2000 players, but instead. The entire constellation will be nearly full. Reaching Jita would be impossible.<br />
<br />
Suicide freighter ganks are more easily attained. As 1 guy could get 150 free to play accounts and use rifters to suicide on 1 Freighter.<br />
<br />
The bittervets and other old carebear people will quit the game. But instead for every one of them, eve online gets 30 free to play players (who would probably never pay or barely go for microtransactions).<br />
<br />
Time Dilation is a natural thing, as it will affect everyone, for the whole time. Fleet op Fights will probably resulting in a lot of server crashes. </blockquote>
These are important discussion items that would need to take place. Developers would be faced with a mountain of balance and server issues out of the gate. Do we want just any random internet Joe access to the client? With these concerns alone I don't think we would see a F2P model in Eve Onlines future.<br />
<br />
<h4>
Is the game already free to play?</h4>
This is anther important question to consider. The current model of using PLEX to pay for an account subscription may seem free to some. PLEX strikes the perfect balance between causal and hardcore allowing those with time or concentration to make in-game currency to pay their subscription dues. While others that want a boost in assets in-game can choose to purchase those through PLEX. Eve Online can be free to play depending on your valuation of time.<br />
<br />
While I don't expect Eve to be F2P any time soon or even ever. The model of F2P will probably keep being considered as more and more F2P titles dominate player numbers. <br />
<br />
Just my two cents.<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com8tag:blogger.com,1999:blog-6354629724792408229.post-78179401511302904332015-07-24T00:00:00.000-06:002017-10-26T21:17:08.707-06:0030 Day Starting Skill Plan<div class="separator" style="clear: both; text-align: center;">
</div>
<a href="https://2.bp.blogspot.com/-xp_caOD97nA/WfKlDwFSpKI/AAAAAAAAALI/9AzBV6Fa7zwqukMHw8cM-c2rGFNxXZ8bQCLcBGAs/s1600/57_64_3.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="64" data-original-width="64" src="https://2.bp.blogspot.com/-xp_caOD97nA/WfKlDwFSpKI/AAAAAAAAALI/9AzBV6Fa7zwqukMHw8cM-c2rGFNxXZ8bQCLcBGAs/s1600/57_64_3.png" /></a>Now that <a href="http://www.eveonline.com/">Eve Online</a> is <a href="https://community.eveonline.com/news/dev-blogs/introducing-clone-states-and-the-future-of-access-to-eve-online/">free to play</a>. I thought it would be prudent to put together a basic starting skill plan for 30 days. As opposed to <a href="http://evesimplified.blogspot.com/2014/02/basic-14-day-starting-skill-plan.html">my older guide</a> that was written for 14 day trial accounts. The same general idea of having a skill plan that provides you with the widest scope possible in training. This way you don't get pigeon holed into any specific role you don't understand. Let's get straight to the skill list and I will explain specifics after.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">Skills</span><br />
Navigation 4 - 5% bonus to sub-warp ship velocity per skill level.<br />
<br />
CPU Management 4 - 5% bonus to ship CPU output per skill level. Used for fitting ships.<br />
<br />
Power Grid Management 4 - 5% bonus to ship's powergrid output per skill level. Used for fitting ships.<br />
<br />
Capacitor Management 4 - 5% bonus to capacitor capacity per skill level. Used to activate your ships modules.<br />
<br />
Mechanics 4 - 5% bonus to structure hit points per skill level.<br />
<br />
Hull Upgrades 4 - 5% bonus to armor hit points per skill level.<br />
<br />
Shield Management 4 - 5% bonus to shield capacity per skill level.<br />
<br />
Science 4 - Allows use of tractor beams among other things.
<br />
<br />
Repair Systems 4 - And no higher as it burns cap faster at 5<br />
<br />
Spaceship Command 4 - 2% improved ship agility for all ships per skill level.<br />
<br />
Target Management 3 - Increases maximum number of targets by 1 per level.<br />
<br />
Warp Drive Operation 3 - 10% reduction to capacitor needed to warp per level.
<br />
<br />
Evasive Maneuvering 3 - 5% bonus to ship agility per level.<br />
<br />
Afterburner 3 - 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.<br />
<br />
Racial Frigate 4<br />
<br />
See <a href="http://wiki.eveuniversity.org/Core_Skills">UniWiki Core Skills</a> for an expanded list.<br />
<br />
Keep in mind this is a general list that keeps you training skills all under level five. If you have an idea of the play style your looking to get involved in such as pvp by all means I would specialize as quickly as possible into a niche role you character will be strong at. This list is a suggestion, though these skills effect every ship you fly and you will eventually train them all to level 5.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">Alternative Skills</span><br />
Cybernetics 3 - Allows use of advanced <a href="http://wiki.eveuniversity.org/Implants" title="Implants">implants.</a><br />
<br />
Infomorph Psychology - 1 additional jump clone per level. Allows use of jump clones. <br />
<br />
Drones 4 or 5 - 1 additional drone may be controlled per level. Allows use of drones.<br />
<br />
Salvaging 3 - Increase in chance of successful salvage per level. Allows use of salvage module.
<br />
<br />
Gunnery 4 - 2% bonus to turret rate of fire per level. Allows use of turrets.
<br />
<br />
Missile Launcher Operation - I would stick to guns until you have a better idea of how the missile mechanics work in game.<br />
<br />
Trade 3 - 4 extra market orders become possible at the same time per skill level.
<br />
<br />
Racial Ship Skills 4<br />
<br />
<h4>
Eve Mon</h4>
<a href="https://evemondevteam.github.io/evemon/">Eve Mon</a> is the single best tool to use for creating skill plans. It lets you test out skill plans and gives you an idea of how much time it will take. It allows you to maximize attributes and remaps. <br />
<br />
<h4>
Character Attributes and Remaps</h4>
This could be a guide all it own but I wanted to mention a few things. Your character has 5 attributes, you start out with them almost all even. Each skill has two attributes a primary one and a secondary one. The more points you have in a attribute the faster a skill trains that has that attribute. You can Remap attributes and redistribute 10 of them. When you start you can do this twice after you have used up all your remaps you only get a remap once a year (in real time 365 days). Note remaps do not stack. Each year(character creation date to character creation date) you get one chance to remap. So only remap if you know what your doing and have consulted Eve Mon.<br />
<br />
A quick example support skills and production skills are generally
Int/Mem while gun, missile and ship skills are Per/Wil so you need to
strike a balance in your remaps as you get started with the game.<br />
<br />
<h4>
A note about the skill que.</h4>
Alpha: You can que up to 24 hours worth of skills and your skills train at a slower pace than a subscription Omega player.<br />
<br />
Omega: You can que up as many hours or days
of skill training as you want. The only limit is certain skills have
prerequisites you have to train before you can que up that skill. This
was not always the case the skill que used to be limited to 24 hours of
skill training and long ago there was no skill que I believe.<br />
<br />
<h4>
What are implants?</h4>
Implants are worth mentioning because certain implants give you an increase to your attributes so your skills will train faster. Right now you can pick a set of +1 attribute implants for 300 or 400,000 isk.<br />
<br />
Can you lose skills points if your pod is destroyed?<br />
You do not lose skills points if your pod is destroyed. You do lose your implants if your pod is destroyed. The game has been changed you use to lose skills points if you didn't purchase an updated medical clone with in-game isk this isn't the case anymore.<br />
<br />
<h4>
A note on skill training to make isk</h4>
Steer clear of <a href="http://evesimplified.blogspot.com/2013/02/investment-guide-basic-mining.html">mining</a> if your only thinking about it to make money to fund your other activities. Why might you ask? Mining is time consuming and time is your currency as a gamer. Your putting off other more enjoyable activities to shot lasers at rocks. Now this only holds if your mining just to get some quick cash to do something else. If that is your mind set I would suggest ratting or missioning which allow you to focus your skill training in skills that will help you cross over to pvp much better than mining level 5. Also PI (<a href="http://evesimplified.blogspot.com/2013/02/investment-guide-planetary-interaction.html">planetary interaction</a>) is good way to earn passive isk while doing more enjoyable activities. For example you want to get into industry and manufacturing I would point you to PI as opposed to mining.<br />
<br />
<h4>
Plan, Plan, Plan</h4>
You need to start thinking about what it is you want to do in-game because you will run out of ideas of what to train real fast. I make skill plans in three month blocks, or yearly quarters to keep me focused. So think ahead what you want to do or what your going to be doing over the next three months and use Eve Mon to start coming up with a skill plan.<br />
<br />
<h4>
What level to train skill "xyz" to?</h4>
Skill things up to level 4 until you get a good idea of what a skill does before pushing the long skill ques to level 5. A good rule of thumb unless you know what it does don't train it. Read about it first then train.<br />
<br />
<h4>
How do you ever catch up to people who have been playing for so long?</h4>
Just because you can fly something doesn't mean you know what your doing. Low skilled characters can have just as much impact as older ones. Also I mentioned earlier specialize on a specific career path and within a month or two you can be flying a skilled stealth bomber and enjoying your game time just as much as the next person.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">Other Resources:</span><br />
<a href="https://evemondevteam.github.io/evemon/">Eve Mon Download</a><br />
<a href="http://wiki.eveuniversity.org/Guide_to_using_EVEMon">UniWiki How to Use Eve Mon</a><br />
<a href="http://wiki.eveuniversity.org/Basic_Skills">UniWiki Basic Skills</a><br />
<a href="http://wiki.eveuniversity.org/Core_Skills">UniWiki Core Skills </a>- excellent resource for creating your first skill plan.<br />
<a href="http://wiki.eveuniversity.org/Support_Skills">UniWiki Support Skills</a><br />
<a href="https://wiki.eveonline.com/en/wiki/Neural_remapping">Neural Remapping</a><br />
<a href="http://eve-prosper.blogspot.com/2013/01/everything-you-never-wanted-to-know_24.html">Eve Prospers Industrial Alt Guide</a> <br />
<a href="http://wiki.eveuniversity.org/Creating_an_Alt_Miner">UniWiki Mining Alt Guide </a><br />
<a href="http://wiki.eveuniversity.org/Creating_an_Alt_Hauler">UniWiki Hauler Alt Guide</a><br />
<a href="http://wiki.eveuniversity.org/Creating_a_Scanner_Alt">UniWiki Scanner Alt Guide</a><br />
<br />
<br />
<div style="text-align: center;">
<a href="http://evesimplified.blogspot.com/p/blog-page_25.html">Find Other Guides Here</a></div>
Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-7035896693964122912015-07-10T12:00:00.000-06:002015-07-10T17:17:29.532-06:00Operation: Indy AltBefore I took a long Eve break, I had started a new industry alt to fill out my last character slot on my account. I was almost done with the three months of training I had planned before I took some time off. I used <a href="http://eve-prosper.blogspot.com/2013/01/everything-you-never-wanted-to-know_24.html">Eve Prospers Indy Alt Guide</a> which lays out the skill choices you have and when to remap. So now that I am back I recently finished up the last month of training with this character coming online I have doubled my manufacturing capacity. A second indy alt is small potatoes compared to some but three plexes worth of training is a big investment for me.<br /><br />As far as what I am planning on using that characters manufacturing slots for is a whole other post entirely. The short version is I am planning on building T2 ships. Its good to be back though. I am still continuing my trend of causal industrialist and even more causal eve blogger. I have a few small guides in the works though I will post them over the next couple weeks.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-34015991471344577292015-07-03T00:00:00.000-06:002015-07-03T07:40:34.697-06:00When is a good time to get back into Eve Online?With the SOV revamp(<a href="http://community.eveonline.com/news/dev-blogs/politics-by-other-means/">devblog1</a>, <a href="http://community.eveonline.com/news/dev-blogs/summer-2015-nullsec-and-sov-status-report/">devblog2</a>) dropping in <a href="http://community.eveonline.com/news/dev-blogs/new-details-on-july-sovereignty-release-schedule/">mid July</a> you will see a lot of commenters questions and forum posters asking if now is a good time to get back into <a href="http://www.eveonline.com/">Eve Online</a>?<br />
<br />
The development of Eve Online is a lot like <a href="http://blog.siteimprove.com/web-governance-blog/maintaining-consistent-website-content">maintaining a large website</a> content changes and updates come from a small group of developers slowly over time in a constant effort of refinement. So consequently there isn’t going to be a sweet spot to get started back in game. If you want to play the game as it stands today get back in. If you don’t enjoy playing the game as it stands don’t. An important point to note it's who you play with that matters not what you play.<br />
<h4>
Development Cycle</h4>
The current release cycle of pushing out <a href="http://updates.eveonline.com/">updates</a> every six weeks allows for continued development of large features over time. As of July the second tier of the null sec revamp will get started. The total release cycle of null sec revamps will take over a year. The revamp of player owned stations will like wise take a year. So the “sweet spot” of when to get back in game is hard to define.<br />
<h4>
The Sweet Spot</h4>
A game like “<a href="http://us.battle.net/wow/en/">World of Warcraft</a>” tends to lend itself more to a sweet spot mentality it's really just a marketing term called an “expansion.” Eve Online has shied away from that model in favor of the constant release cycle. The “expansion” sweet spot days are over, for now, for Eve Online. I’m glad I’m not in CCP's marketing team. The sandbox nature of Eve lends itself more to a constant development life cycle allowing players time to react and absorb changes as they occur over patch cycles.<br />
<h4>
The Game as it Stands</h4>
The entertainment value you gain from playing a video game will be much the same today as it will be tomorrow. Despite any feature release or redesign. If you enjoyed playing Eve Online in the past chances are you will enjoy it today. If you stopped playing for a particular reason chances are that reason is still intact and may not change anytime soon. For example I have observed many people take breaks from Eve because life gets busy. It has nothing to do with any sort of feature released in-game.<br />
<br />
Alright this post is starting to get way to meta for me. In conclusion:<br />
<h4>
Its who you play with not what you play that matters.</h4>
Gameplay aside I think the psychological impact of social encounters in the game is what gives MMO's their most lasting impression. If you're asking yourself if you should get back into Eve Online based on some feature change maybe a better question is are your friends, buddies, comrades still in game or planning on getting back in-game?Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-58820251259870073792015-06-26T00:00:00.000-06:002015-07-01T21:10:35.760-06:00Eve Market DoldrumsIf your a new player or new to market trading you might be asking yourself why is my market volume slowing down? Is <a href="http://www.eveonline.com/">Eve Online</a> dying? What exactly is going on? I offer a few opinions as to why you might be seeing low market volume.<br />
<br />
<h4>
Summer Doldrums</h4>
Historically in-game populations trend down in the summer. If we take a look at <a href="http://eve-offline.net/?server=tranquility">Eve Offline Stats</a> the player count will decline from June until September then it picks back up once school starts again and winter sets in, in the northern hemisphere. Lower player counts correlate often times with slow market volume. Think of it as a double edge sword less players means less items being destroyed as well as less players purchasing your goods. <br />
<br />
<h4>
SOV Revamp </h4>
The <a href="http://community.eveonline.com/news/dev-blogs/new-details-on-july-sovereignty-release-schedule/">SOV revamp</a> has players holding their cards close. It feels like everyone is holding their breath waiting for shit to hit the fan. Player numbers and market volumes will pick up some once this patch hits mid July. Although July is typically still a down trend for player counts as the summer doldrums continues, lots of people are on vacation. Did CCP plan the SOV roll out when player counts are typically low on purpose? The tinfoil hat sure doesn't breath well during the summer. <br />
<br />
<h4>
Burn Amarr</h4>
<a href="https://www.themittani.com/news/burn-amarr-cancellation-lie">Burn Amarr</a> is icing on the cake. Again several factors to slow market volume. Less players logging in. People tend to just avoid logging in altogether during that weekend. So less movement on the markets. Goods and services aren't being moved around as rapidly it slows the whole market. Expect business to be back to usual next week, still the impact is felt.<br />
<br />
<h4>
Cheap Materials</h4>
Another outlier I was thinking about is cheap materials. Producers(that aren't on vacation) are easily over producing as tech 2 materials and to a lesser extent minerals prices slump. Though I am not sure this has as much effect as the previous points. You run some calculations and see how much you could be making on a few items and you have some run away over production on your hands during the summer months.<br />
<br />
Keep a watch on the <a href="http://totaleve.com/">news</a>, <a href="http://community.eveonline.com/news/dev-blogs/">devblog</a>s, and <a href="https://www.youtube.com/user/EVEProsper">Eve Propser's Market Show</a> to anticipate your market volume.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-66459451415650043872015-06-19T00:00:00.000-06:002015-06-19T00:00:01.038-06:00Even after three years Eve markets are still a harsh mistressEve is still a harsh environment at least when it comes to the market. The tl;dr I was setting up a sell order when I dropped 100 million worth of goods for 8 million. On account of a zero. Even after playing for three years you can always make mistakes. Don’t reset or set up market orders right after you get up in the morning and aren’t quite awake yet. The takeaway always remain diligent in all your financial transactions.<br /><br />The unforgiving system of Eve Online is what I am still playing for. Hardcore mode is turned on for everyone all the time. June marks three years since I first started playing Eve Online all be it off and on at times. I remember thinking back then how much more people must know than me. Sitting here now after three years there is still so many things I haven’t explored. <br /><br />The big difference I have found as the years go by is my attitude toward the isk value of different ships and things. When I first started playing I would have gone crazy if I had missed typed a market order and sold a 100 million in goods for a tenth of the price. Today I just shrugged it off and went back to my spreadsheets to calculating next week's gains. Spending billions a week on manufacturing materials pales in comparison to my first month in game saving every last isk for that Retriever(which I destroyed in less than a week in low sec that is another story). Now I buy and sell ships worth hundreds of millions just to play with for the afternoon and soon forget their loss or sell them.<br /><br />Here's to an afternoons past time for a hour every day.<br />Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com1tag:blogger.com,1999:blog-6354629724792408229.post-43016826443283387702015-06-12T07:26:00.002-06:002015-06-12T07:31:10.768-06:00Tech 1 Manufacturing Guide<span style="font-size: large;">The Goal:</span><br />
Tech 1(T1) manufacturing is the basic level of industry in Eve Online. Typically you only need the industry skill at level one, a blueprint original(BPO) or copy(BPC) and the most basic of minerals sourced from the market.<br />
<br />
<hr noshade="" />
<a href="http://1.bp.blogspot.com/-ki5ZXrmpZms/VT2b4lHl6PI/AAAAAAAAAFA/hVnlFYSXJfQ/s1600/18_128_4.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-ki5ZXrmpZms/VT2b4lHl6PI/AAAAAAAAAFA/hVnlFYSXJfQ/s1600/18_128_4.png" /></a><span style="font-size: large;">The Plan:</span><br />
What to build? Time to pull out your
spreadsheets, you need to see how much it will cost you to build based
on material costs vs what you can sell it for. First figure out how much
it will cost you to build the item check out this <a href="http://eve-industry.org/calc/">blueprint calculator</a> or <a href="https://www.fuzzwork.co.uk/blueprint/">Fuzzysteve's blueprint calculator</a>. Then check item prices at your point of sell either in-game or on <a href="http://eve-central.com/">Eve Central</a>.<br />
<br />
Your next consideration is what
BPO will you use? How to buy a Blueprint Originals(BPO)? Will you buy an already researched BPO from contracts
or buy un-researched BPO from the NPC market and do research
yourself? See my <a href="http://evesimplified.blogspot.com/2015/04/blueprint-research-guide.html">Blueprint Research Guide</a> for more info. Don't forget to take into
consideration BPO costs into your overall investment.<br />
<br />
Where to build? Two things to take into consideration here.<br />
1).
Consider availability of materials make sure you can get enough materials it
will do you no good if you buy up all the resources in your system and
have to fly or ship in your resources using shipping services and lose
your margins.<br />
2). Consider the building index of the system or how
many people are doing that activity in system. The build costs will
scale up as more players build things in this system. Areas like large
trade hubs will have higher building indexes as compared to less used
systems further out from major hubs. Go to your star map go to the
industry folder and you can see the various levels of industry
activities in various systems there.<br />
You need to balance the two availability of materials and system building index.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">The Skills: </span><br />
<div class="separator" style="clear: both; text-align: center;">
</div>
Industry - 4% reduction in manufacturing time per skill level.
<br />
Advanced Industry - 3% reduction in all manufacturing & research time per skill level.
<br />
Mass Production - Ability to run 1 additional job per skill level. <br />
Advanced Mass Production - Ability to run 1 additional job per skill level. <br />
<span style="white-space: nowrap;">Supply Chain Management - </span><span style="white-space: nowrap;">Skill at running manufacturing operations remotely. </span> <br />
<br />
<hr noshade="" />
<span style="font-size: large;">The Equipment:</span><br />
<b>Industrial ship</b> to haul your minerals or goods.<br />
<b>Blueprint</b> of the item you want to build.<br />
<b>Minerals</b> (See cost layout below to find out how much you need.)<br />
<b>Station</b> with open manufacturing slots. Note: Even if slots aren't
open you may choose to "Get in Line" if for some reason you can't move
your minerals to a new station.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">Total Costs:</span><br />
<br />
<img border="0" height="304" src="http://3.bp.blogspot.com/-Gc-QlrZxe88/UecNtcBmQbI/AAAAAAAAAcg/f6uas5BF4tc/s640/Spreadsheet.JPG" width="640" /><br />
I use simple excel functions to create these spread sheets. After I
enter in the mineral amount from the BP in cell B4 for Isogen, I type
=(B4*D1) in D4 cell. This function allows me to change my batch number
and buy exact amounts of minerals. You can use =sum() to add up the
amounts to get a quick grasp of how much things are going to cost. Like I
mentioned before you can use some of the various online tools. When I
started out I wanted a little bit more control than some of these web
applications give you. <br />
<br />
<hr noshade="" />
<span style="font-size: large;">Time Required:</span><br />
Five minutes to buy the materials five minutes to ship the minerals to
your station. 10 seconds to start the manufacturing and five minutes to
finish and haul back to market. So in total 15 minutes every time your
manufacturing job finishes. Again watch the videos below to better
understand how to really invest in manufacturing.<br />
<br />
Note: As you build more items per batch you will have to wait for those
items to manufacturer. For example I currently run 10 slots, 24 hours a
day, 7 days a week. I renew my BPO cycles one day a week and I am
building enough units per batch for a 7 day cycle time. This practice is
similar to <a href="http://evesimplified.blogspot.com/2013/05/investment-guide-intermediate-plantary.html">Planetary Interaction </a>cycle times. <br />
<br />
<hr noshade="" />
<span style="font-size: large;">Other Resources:</span><br />
<a href="http://wiki.eveuniversity.org/Manufacturing">UniWiki Manufacturing</a><br />
<a href="http://eve-industry.org/calc/">Eve Industry.org's Blueprint Calculator</a> < The manufacturing calculator I use most.<br />
<a href="https://www.fuzzwork.co.uk/blueprint/">Fuzzwork's Industry Tools</a><br />
<a href="http://eve-platoon.de/index.php/me?filter_string=&search=Search">Eve Platoon.de's Industry Calculator</a><br />
<a href="http://eve-cost.eu/calculator">Eve Cost's Industry Calculators</a><br />
<a href="http://www.eve-market-guide.com/invention.php">Eve Market Guide.com's Manufacturing Calculator</a><br />
<a href="http://www.jitonomic.com/Manufacturing/">Jitonomic's Manufacturing Calculator</a><br />
<a href="http://sourceforge.net/projects/eveiph/">Eve Isk per Hour Download</a><br />
<a href="http://industry.darkshadowindustries.com/">D.R.K. Industry Tracker</a><br />
<a href="http://www.evemanufacturing.co.uk/manufacturing-guides/t1-manufacturing-guide/">Danny Centauri's Tech 1 Manufacturing Guide</a><br />
<br />
<hr noshade="" />
<span style="font-size: large;">Video:</span><br />
<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="400" src="https://www.youtube.com/embed/5qxZFmIaynE" width="600"></iframe>
</div>
<br />
<br />
<div style="text-align: right;">
<a href="http://evesimplified.blogspot.com/p/blog-page_25.html">Find Other Eve Online Guides Here >>></a></div>
Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-56741074406866436202015-06-11T00:00:00.000-06:002015-06-11T00:00:01.238-06:00Back in the PodEnter obligatory getting back into Eve blog post here. Also lots of empty promises that I will post more content and consistent updates.<br /><br />Yep I am back in game more posts to come specifically <a href="http://evesimplified.blogspot.com/p/blog-page_25.html">guides</a> and other <a href="http://evesimplified.blogspot.com/search/label/Raynor%27s%20Ramblings">random ramblings</a>.<br />
<br />
Thanks for your time.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-29234766374520982232015-04-09T00:00:00.000-06:002017-10-26T21:21:17.587-06:00 Blueprint Research Guide<span style="font-size: large;">The Goal:</span><br />
<a href="https://4.bp.blogspot.com/-F3Wtc7yWSIw/WfKmFBXLU9I/AAAAAAAAALU/XCvz3Fr8rvY92IOgE3kdUqSkv2UbZKcpACLcBGAs/s1600/blueprint.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="98" data-original-width="97" src="https://4.bp.blogspot.com/-F3Wtc7yWSIw/WfKmFBXLU9I/AAAAAAAAALU/XCvz3Fr8rvY92IOgE3kdUqSkv2UbZKcpACLcBGAs/s1600/blueprint.PNG" /></a>In <a href="http://www.eveonline.com/">Eve Online</a> researching blueprints
allows you to run more efficient production jobs by having higher levels
of Material Efficiency or ME and Time Efficiency or TE. Your manufacturing
jobs will require less minerals and components giving you better margins. Alternatively you could sell the researched blueprints for profit or use them to create blueprint copies. Copies can also <span style="color: #0000ee;"><span style="color: black;"></span></span>be used for Invention.<br />
<br />
What is ME and TE?<br />
ME or Material Efficiency reduces a blueprints required materials by 1% per level to a max of 10%.<br />
TE or Time Efficiency reduces blueprint manufacturing time by 2% per level to a max of 20%.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">The Skills: </span><br />
<div class="separator" style="clear: both; text-align: center;">
</div>
Laboratory Operation - Ability to run 1 additional research job per skill level. <br />
Advanced Laboratory Operation - Ability to run 1 additional research job per skill level. <br />
Research - 5% bonus to blueprint manufacturing time research per skill level.<br />
Advanced Industry - 3% reduction in all manufacturing and research times per skill level.<br />
Metallurgy - 5% Bonus to material efficiency research speed per skill level.<br />
Scientific Networking - Skill at running research operations remotely.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">The Equipment:</span><br />
Blueprint Original or BPO<br />
NPC Research Station or a Player Owned Station (POS) with lab modules. <br />
Optional: Implants<br />
Zainou 'Beancounter' Research<br />
Zainou 'Beancounter' Metallurgy<br />
<br />
How to buy a Blueprint Original (BPO)?<br />
You can purchase BPOs form the market from NPC orders with fixed prices. One of the few items in the game you buy from NPCs. These BPOs will be unresearched and have a ME and TE of zero. You can also purchase BPOs from contracts. Other players sell BPOs through contracts and are sometimes already researched. Buying BPOs through contracts is a good way to get around researching your own BPOs and saving time. <br />
<br />
Where to run research jobs? Finding a station.<br />
You can find stations to do research in either by using the in game map and looking under the info window of the station or by using <a href="http://evemaps.dotlan.net/">dotlan maps</a>.<br />
<br />
Consider the building index of the system or how
many people are doing that activity in system. The job costs will
scale up as more players run jobs in the system. Areas like large
trade hubs will have higher building indexes as compared to less populated areas further out from major hubs. Go to your star map, choose the
industry folder and you can see the various levels of industry
activities in various systems there. <br />
<br />
<hr noshade="" />
<span style="font-size: large;">Time Required:</span><br />
Set up and starting a research job takes only a few minutes. The research job time itself will scale up depending on the level of research and the type of blueprint. Tech 1 module blueprints will research to max levels in only a few days. Where as a capital ship blueprints will take months or even years to research perfect ME and TE levels.<br />
<br />
<hr noshade="" />
<span style="font-size: large;">Other Resources:</span><br />
<a href="http://wiki.eveuniversity.org/Research">UniWiki Research</a><br />
<a href="http://wiki.eveuniversity.org/Industry_Overview">UniWiki Industry Overview</a><br />
<a href="http://eve-cost.eu/research">Research Calculator</a><br />
<a href="http://eve-fail.blogspot.com/2012/08/capital-blueprint-research-income-part.html">Eve-fail's Capital Blueprint Research Guide </a><br />
<a href="https://youtu.be/P-kdAM0I1EE">Youtube Blueprint Research Tutorial </a><br />
<br />
<hr noshade="" />
<span style="font-size: large;">Video:</span><br />
<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="400" src="https://www.youtube.com/embed/P-kdAM0I1EE" width="600"></iframe>
</div>
<br />
<div style="text-align: right;">
<a href="http://evesimplified.blogspot.com/p/blog-page_25.html">Find Other Eve Online Guides Here >>></a></div>
Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-7087322792565464632015-02-23T21:38:00.003-07:002015-02-23T21:38:37.464-07:00Eve Online Trial Accounts Extended to 30 DaysEve Online <a href="http://community.eveonline.com/news/news-channels/eve-online-news/30-day-trials-now-available/">announced</a> today that its <a href="https://secure.eveonline.com/trial/?_ga=1.162882687.2140220371.1418273500">trial account offers</a> will be extended from 14 days to 30. The <a href="https://secure.eveonline.com/trial/?invc=4c7ad4c0-f0f6-404d-abd3-f671e2251df6&action=buddy">referral trial account offer</a> will also be extended from 21 days to 30. These extensions come on the heels of the trial account restrictions being <a href="http://community.eveonline.com/news/dev-blogs/trials-and-tribulations/">reduced significantly in Oct. 2014</a>. For a full list of trial account restrictions and other details <a href="http://community.eveonline.com/support/knowledge-base/article.aspx?articleId=444">check out this article</a>.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-42138781642735250172015-02-08T09:31:00.001-07:002015-02-08T09:31:10.582-07:00Eve Online Flight Academy tackles Planetary Interaction [Video]CCP has set up a new youtube channel: <a href="https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw">Eve Online Flight Academy</a> to post informational videos about Eve Online. The first game mechanic they have chosen to tackle is Planetary Interaction(PI). They have released four short videos covering the basics of planetary interaction. The videos serve to provide a basic tutorial for starting a small PI operation.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="400" src="https://www.youtube.com/embed/EXvw9EtWPGw" width="600"></iframe>
<br />
<a href="https://www.youtube.com/watch?v=EXvw9EtWPGw">Eve Online: FA - Planetary Interaction(1 of 4)</a><br />
<a href="https://www.youtube.com/watch?v=tF0BxxzOJ2k">Eve Online: FA - Planetary Interaction(2 of 4)</a><br />
<a href="https://www.youtube.com/watch?v=IolPQPEKbSw">Eve Online: FA - Planetary Interaction(3 of 4)</a><br />
<a href="https://www.youtube.com/watch?v=gi7Xew9fgDk">Eve Online: FA - Planetary Interaction(4 of 4) </a><br />
<br />
If you would like a more in depth information be sure to check out my posts on <a href="http://evesimplified.blogspot.com/2013/02/investment-guide-planetary-interaction.html">basic</a> and <a href="http://evesimplified.blogspot.com/2013/05/investment-guide-intermediate-plantary.html">intermediate</a> PI production as well as my own <a href="https://www.youtube.com/watch?v=4zU6hmUdKBM">PI video tutorial</a> that goes a little more in depth into fine tuning PI production. Even these tutorials are basic referencing guides when considering the complexities of PI as a whole.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-50571142569362158162015-01-10T18:50:00.001-07:002015-01-25T08:21:50.529-07:00Weekly Market Analysis Eve Prosper [Video]<a href="https://www.youtube.com/user/EVEProsper">Eve Prosper</a> has been putting out some great market analysis videos. The simple fact is if you need more graph porn in your life you need to check these videos out. If you call yourself any kind of an industry player or trader in Eve you need to check these videos out. I will post <a href="https://www.youtube.com/watch?v=OZZk6aIxwRI">this weeks episode </a>below.<br />
<br />
<a href="http://eve-prosper.blogspot.com/">Eve Prosper's blog</a> has been notable for it's third party development and industry analysis and guides.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="400" src="//www.youtube.com/embed/OZZk6aIxwRI" width="600"></iframe>
<a href="http://eve-prosper.blogspot.com/"></a>Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com1tag:blogger.com,1999:blog-6354629724792408229.post-44113225333028591482014-12-23T00:00:00.000-07:002014-12-23T00:00:05.033-07:00Eve Online Year in Review<span style="font-size: x-large;">January: </span><br />
<span style="font-size: large;">The Battle of B-R5RB</span><br />
This year in <a href="http://www.eveonline.com/">Eve Online</a> started out with a boom, the <a href="http://www.themittani.com/features/halloween-war-massive-scale-astronomical-cost">Halloween War</a> was in full swing. Everyone was still analyzing the <a href="http://evenews24.com/tag/hed-gp/">Battle of HED-GP(Jan. 18)</a> when only a week later it was quickly overshadowed by the <a href="http://community.eveonline.com/news/dev-blogs/the-bloodbath-of-b-r5rb/">bloodiest conflict</a> to date in Eve Online the <a href="http://en.wikipedia.org/wiki/Bloodbath_of_B-R5RB">Battle of B-R5RB(Jan. 27)</a>. The battle was widely covered by the <a href="http://www.polygon.com/2014/1/30/5360208/Eve-Onlines-Bloodbath">gaming press</a>. All this press found Eve with a <a href="http://eve-offline.net/?server=tranquility">surge of new players</a> curious to discover this strange game where players numbering in the thousands battle for hours with ships reported to cost thousands of real world dollars.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="400" src="https://www.youtube.com/embed/3O56g8KC6CM" width="600"></iframe><br />
<br />
<span style="font-size: x-large;">May:</span><br />
<span style="font-size: large;">2014 Fanfest </span><br />
This years <a href="http://fanfest.eveonline.com/en/default">Eve Fanfest</a> offered the usual hints of <a href="https://www.youtube.com/watch?v=k07Uu7qUEa0&list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_">amazing new features</a> and <a href="https://www.youtube.com/watch?v=yFTUazuGdTw&list=PLF614A7A6461E61E1">gorgeous game trailers</a>. None of these announcements can compare to the shift in CCP's<a href="http://community.eveonline.com/news/dev-blogs/from-2-expansions-to-10-releases-eve-onlines-new-release-model-explained/"> new development cycle</a> that for the last six months has been dropping patch after patch in quick succession. Players hardly have time to absorb the <a href="http://community.eveonline.com/news/patch-notes">patch notes</a> of the latest patch release when the next releases <a href="http://community.eveonline.com/news/dev-blogs/">devblogs</a> are already cropping up. <br />
<br />
<span style="font-size: large;">Jester's Trek Ends </span><br />
Also in May Riperd Teg author of the blog <a href="http://jestertrek.blogspot.com/">Jester's Trek</a> stepped away from his blog. Blogging is an exhausting effort and Jester's Trek was the best of us. As he stepped back from blogging I am sure not but a few of us paused to take note of our own priorities. He was a machine serving on CSM8 and keeping regular updates on his blog about everything Eve. His incites and influence is still felt strongly today.<br />
<br />
<span style="font-size: x-large;">June:</span><br />
<span style="font-size: large;">Kronos Patch: First Patch in the Six Week Cycle </span><br />
The <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos">Kronos patch</a> was marked by what it didn't have more than what it did. <a href="http://community.eveonline.com/news/dev-blogs/delivering-the-industry-new-eden-deserves/">CCP announced</a> that the planned industry revamp would be put off until the Crius patch for more fine tuning. The push back was the first fruits of the new development cycle that would come to dominate the last half of the year.<br />
<span style="font-size: x-large;"><br /></span>
<span style="font-size: x-large;">July:</span><br />
<span style="font-size: large;">Industry Revamp </span><br />
The <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-crius">Crius patch</a> brought about the industry revamp changing up the mechanics and UI of the research and manufacturing system. The new streamed line UI improved visibility of the manufacturing process.<br />
<img border="0" src="http://content.eveonline.com/www/newssystem/media/66065/1/Industry_Window_VisualTarget2_550.jpg" height="355" width="400" /><br />
<br />
<span style="font-size: x-large;">November:</span><br />
<span style="font-size: large;">Jump Mechanic Changes </span><br />
The <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-phoebe">Phoebe patch</a> saw the much talked about jump fatigue mechanic enter the game. The changes sparked a huge conversation within the community. I can't help but feel a strong sense of irony that <a href="http://www.themittani.com/news/ccp-greyscale-no-longer-ccp">CCP Greyscale doesn't even work for CCP</a> anymore. I don't fly capitals so I didn't have much to say about the issue. It seemed a double edge sword for sure. I wonder why they didn't absorb more feed back and push the release back until the next patch. <br />
<br />
<span style="font-size: large;">"This is Eve"</span><br />
Its hard to believe that a <a href="https://www.youtube.com/watch?v=AdfFnTt2UT0&list=PLF614A7A6461E61E1">game trailer</a> with only 1.5 million views created such a <a href="http://eve-offline.net/?server=tranquility">spike in new players</a>. I have long thought that Eve Online has a very limited presence on youtube. People just don't know what this game is about. Several years ago myself I tried the game out because I stumbled onto <a href="https://www.youtube.com/watch?v=XKnObxB9XCs">some youtube videos</a> about Eve it caught my interest and here I am today.<br />
<br />
<span style="font-size: large;">Input Broadcasting is Banned</span><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=387571">CCP puts an end to Input Broadcasting</a>. CCP has stated the following:<br />
<blockquote class="tr_bq">
Input Broadcasting and Input Multiplexing refer to the multiplication of
inputs, actions and events to multiple instances of the game. This includes, but isn’t limited to:<br />
<br />
• Activation and control of ships and modules<br />
• Navigation and movement within the EVE universe<br />
• Movement of assets and items within the EVE universe<br />
• Interaction with other characters </blockquote>
<blockquote class="tr_bq">
Input Broadcasting and Input Multiplexing of actions with consequences
in the EVE universe, are prohibited and will be policed in the same
manner as Input Automation.</blockquote>
Input Broadcasting is a feature of ISBoxer if you use multiple accounts at the same time you will now have to manually go to each account and push your buttons. <a href="http://www.themittani.com/features/eves-post-automation-economy">TMC posted an article</a> bemoaning the fact that this is going to really shake up the economy. I disagree, if you have gone to the trouble of setting up 20 accounts I think your okay going through and pushing a couple more buttons sure it might get a little tedious. I just don't see the mass exodus the article is calling for. People adapt and Eve Online players adapt even faster.<br />
<br />
<span style="font-size: x-large;">December:</span><br />
<span style="font-size: large;">Industry Teams Phase Out </span><br />
The <a href="http://community.eveonline.com/news/dev-blogs/industry-teams/">Industry Teams feature</a> which was released in the Crius patch was <a href="https://forums.eveonline.com/default.aspx?g=posts&m=5270309#post5270309">announced to be phased out</a> until further development can take place. A ground breaking move for CCP to take out a feature they thought wasn't working. As many perhaps unfinished or unused features have remained in the game for years.<br />
<br />
<span style="font-size: large;">New Space</span><br />
A 100 new wormhole systems are introduced in the <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-rhea">Rhea release</a>. The first time new space has been added to the game since the <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-apocrypha-1">Apocrypha expansion</a> more than five years previous. As the six week patch cycle keeps rolling into the next year hopefully things will only keep changing for the better.<br />
<br />
These are just a few of the things I thought of looking back through 2014. Enjoy your Christmas vacation and have a Happy New Year!Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-73841798679359800312014-12-15T12:00:00.000-07:002014-12-15T12:00:01.549-07:00Elite: Dangerous to Play or Not to Play?That is the question. I have been back and forth a hundreds times this month trying to decide if I should get <a href="http://www.elitedangerous.com/">Elite: Dangerous</a>. The major reason I haven't bought it out right and stopped thinking about it is time. Everyone's time is precious these days and I don't think I can squeeze enough time out of my schedule to try this one out and really enjoy it that being said the holidays are always busy. So perhaps come January when things settle down a bit I might have a little extra time for this gorgeous looking game. For everyone else out there hope you have a chance to check this one out I will be reading your reviews and watching to see what you all think.<br />
<br />
Check out this <a href="https://www.youtube.com/watch?v=DZeO-4F45WM">trailer with added honesty</a> it made me chuckle.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="400" src="https://www.youtube.com/embed/DZeO-4F45WM" width="600"></iframe>
Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-12449727012930402572014-12-08T20:16:00.001-07:002014-12-16T16:52:50.008-07:00Industry Teams Removal: The New Precedent?<a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-rhea">Rhea</a> has a host of changes that could be examined closer but this <a href="https://forums.eveonline.com/default.aspx?g=posts&m=5270309#post5270309">latest statement</a> regarding the phase out of Industry Teams I find most interesting. I for one thought of industry teams as a needless complication from the beginning and adapted the wait and see approach. It seems <a href="http://www.ccpgames.com/en/home">CCP</a> has waited long enough and have decided to take the steps to phase out the industry teams feature.<br />
<br />
First a quick background is in order. Industry Teams was first mentioned in this <a href="http://community.eveonline.com/news/dev-blogs/industry-teams/">devblog</a> spring of 2014 as part of the Industry Revamp. It was supposed to be the extra icing on the cake to change up industry game play I'm guessing? Either way the changes to POSes and blueprint changes have had a much more significant change on the industry landscape coming out of the <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-crius">Crius patch</a> which landed in July 2014.<br />
<br />
Fast forward to today and according to CCP's numbers manufacturing teams use is in the single digits and it isn't even used for research jobs. The feature in its current iteration is clunky at best and in my opinion adds a slight amount of add value at a cost of tedious time consumption. CCP had this to say about their plans for the Industry Teams feature going forward:<br />
<blockquote class="tr_bq">
Our rollout plan for this would be to disable the seeding of new teams by the end of 2014, and to disable the UI features in one of the first releases of 2015. That being said, we want your input and feedback on what is ultimately a fairly unprecedented course of action for us. While we feel we have done our due diligence additional context from you is always appreciated.<br />
<div style="text-align: right;">
-CCP RubberBAND</div>
</blockquote>
"A fairly unprecedented course" is right. Time will tell if other unpopular features released now and into the future are rolled back like the industry teams. I am of the opinion that if its not hurting anyone leave it be. I mean it only took ten years for a major industry revamp and if we have to wait another ten years why not leave teams be. If you want to take the time and isk to invest in them so be it.<br />
<br />
Anyway lots of other eye candy and new space coming out in Rhea check out the <a href="https://www.youtube.com/watch?v=glWbOZsC5Js&list=PLQvKSs1k6DLOkgakfPAyPgjsfBYLulYY4">development video </a>for a quick recap of everything.<br />
<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com1tag:blogger.com,1999:blog-6354629724792408229.post-71692702495317942852014-11-21T17:39:00.002-07:002014-12-21T18:21:23.277-07:00This is Eve [Video]<a href="http://www.eveonline.com/">Eve Online</a> just posted this yummy trailer on the <a href="https://www.youtube.com/channel/UCwF3VyalTHzL0L-GDlwtbRw">Eve Online youtube channel</a> <a href="https://www.youtube.com/watch?v=e2X1MIR1KMs">check it out</a>.<br />
<div style="text-align: center;">
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Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-80081175018673893202014-11-07T12:00:00.000-07:002014-12-14T20:22:59.424-07:0010 Reasons Why You Might Play Too Much Eve OnlineYou might play too much Eve Online if... <br />
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1. You use your calculator app on your phone to run isk per/hour calculations whenever someone asks you to go do something.<br />
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2.Your family and friends knows exactly what your talking about anytime you mention Jita (Or PLEX for that matter).<br />
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3. You have an excel spreadsheet with at least 10 different tabs all dealing directly with Eve Online.<br />
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4. You sit and read about the game for two hours, update your skill que in-game for fifteen minutes and then shut-down your computer and that's the end of your playtime (<a href="http://community.eveonline.com/news/dev-blogs/longer-queues-expected-skill-training-above-and-beyond-24-hours/">Now</a> you don't even need to log in, sweet now I can play on my phone).<br />
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5. You have a Google Plus account that sports your in-game avatars face.<br />
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6. You take time off work the week of Fanfest to watch the event stream (Hey who doesn't?).<br />
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7. You check <a href="http://themittani.com/">TMC</a> and <a href="http://evenews24.com/">Eve News24</a> more than real news sites (You know like the weather and stuff).<br />
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8. You gain some sick pleasure because you are space rich. <br />
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9. You want an EVE bumper sticker, t-shirt or hat with the Eve logo but <a href="https://store.eve.com/">can never seem to find one </a>(Is it to much to ask for a hat? maybe I just fail at online shopping).<br />
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And last but certainly not least...<br />
10. You might play too much Eve Online if you have an entire blog dedicated to the subject (Just sayin).<br />
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Thank you very very much ladies and gentlemen. Hope you had some fun.<br />
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Now carry on with your serious spaceship business... Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-85437515907257579182014-11-03T12:00:00.000-07:002014-11-03T12:00:05.375-07:00Quick Thoughts on Phoebe PatchProving to be one of the biggest changes in recent years Phoebe brings substantial changes to jump mechanics. Adding a jump fatigue mechanic that creates a compounding cooldown on your character after each jump. The patch is also packed with lots of other changes. I will link the <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-phoebe">patch notes here</a> as well as the <a href="http://community.eveonline.com/news/dev-blogs/">devblogs</a> explaining the long list of features and changes.<br />
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I'm not going to comment and speculate on the jump changes I don't use or fly these ships at the moment. I will point you to the <a href="http://community.eveonline.com/news/dev-blogs/phoebe-travel-change-update/">jump changes devblogs</a> and <a href="https://forums.eveonline.com/default.aspx?g=posts&m=5164562#post5164562">specific forums</a> if you want to read more into the jump changes for now I want to comment on a few of the other changes coming in Phoebe on Nov. 4.<br />
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<a href="http://community.eveonline.com/news/dev-blogs/longer-queues-expected-skill-training-above-and-beyond-24-hours/">Unlimited Skill Que</a><br />
At close second for biggest change in phoebe release is the unlimited skill que. Currently you manually enter skills into your skill que once a skill train time goes beyond the current 24 hour que you have to wait until that skill finishes training to add a another or manually change the skills in the que. After release on Nov. 4 you will be able to que up any number of skills for constant training out as long as you want 30 days 60 days a year as long as you have an active account your character will train skills. I have an interesting theory post about a future of Eve Free 2 Play model that ties in with these changes coming soon and ties into the next topic on my list.<br />
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<a href="http://community.eveonline.com/news/dev-blogs/trials-and-tribulations/">Trial Account Changes </a><br />
While the unlimited skill que doesn't apply to the trial accounts which still have the 24 hour que a host of changes is coming to trial account restrictions. Most notably the removal of the isk transferring restriction. Eve devs will be diligently watching to see if isk transfer abuse occurs. Good change so you can help new bros get skills they may not have isk for etc. Which leads into the next change a complete revamp of skill restrictions on trial accounts. Much to my satisfaction industrial ship skills will now be allowed. As a new trial account I found it frustrating that I couldn't fly a hauler it ultimately lead me to buy the game because I wanted try out trading and hauling. All the trial account revamps are a welcome and long overdue shift.<br />
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<a href="http://community.eveonline.com/news/dev-blogs/sell-all-the-things-with-phoebe/">Multi Sell</a> and <a href="http://community.eveonline.com/news/dev-blogs/u-and-i-assets-overview-and-scanner/">Other Small Things</a><br />
Again welcome additions to the game and mind boggling why they wasn't put in sometime in the first ten years.<br />
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For all the changes check the <a href="http://community.eveonline.com/news/patch-notes/patch-notes-for-phoebe">latest patch notes</a> as well as the <a href="http://community.eveonline.com/news/dev-blogs/">devblogs</a> and <a href="https://forums.eveonline.com/default.aspx?g=topics&f=247">forums</a>.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-2601212942737485112014-10-31T12:00:00.000-06:002014-10-31T12:00:04.501-06:00New Development Video out for Phoebe PatchCheck out the latest features in-development video out for the Phoebe patch. Phoebe drops next week Nov. 4, 2014, you can find the <a href="http://community.eveonline.com/news/patch-notes">patch notes here</a> when CCP posts them.<br />
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Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-12847771494144280152014-10-28T00:00:00.000-06:002014-10-28T18:40:22.092-06:00Why now is a good time to get into Eve Online?<div class="separator" style="clear: both; text-align: center;">
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Well our friendly <a href="http://themittani.com/news/eve-vegas-2014-keynote">TMC commenter</a> we couldn't agree more. <br />
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On the eve of the <a href="http://community.eveonline.com/news/dev-blogs/coming-to-eve-online-in-the-phoebe-release-on-november-4th/">phoebe changes</a> why is now a good time to get into <a href="http://www.eveonline.com/">Eve Online</a>? It's not just the null sec shake up and it's not just the impressive list of other changes coming in this latest release on Nov. 4th. It is the entire cycle of patching that is bringing these rapid fire changes creating an inviting time to start playing Eve.<br />
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A ten year old MMO needs a lot of maintenance and the old six month expansion cycle just wasn't getting it done. Fine tuning comes every six weeks now creating content injections in the sandbox environment. In the sandbox tuning is vital to the continued health of the game. The quality of life improvements provides a healthy incentive to old and new players a like. Such as the addition of the unlimited skill que(this alone is a welcome addition).<br />
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So what ever your tastes whither your looking to get into some space piracy or become an industry tycoon it's a fair bet you can take, steal or build your own piece of the New Eden pie. After all, here at Eve Simplified we feel new players are <a href="http://evesimplified.blogspot.com/2014/06/the-most-important-commodity-in-new-eden.html">the most important commodity in New Eden</a>.<br />
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Looking into the future: Tech 3 Tactical Destroyers announced in the <a href="https://www.youtube.com/watch?v=OmNYWjHWwdg">2014 Eve Vegas Keynote.</a><br />
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Play now with the <a href="https://secure.eveonline.com/trial/?invc=4c7ad4c0-f0f6-404d-abd3-f671e2251df6&action=buddy">21 day free trial for Eve Online</a>. Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-71973885102629669902014-10-24T12:00:00.000-06:002014-10-24T12:00:01.507-06:00Operation: Market ConsolidationAt the start of July I had active market orders from <a href="http://evemaps.dotlan.net/map/Tash-Murkon">Tash-Murkon</a>, <a href="http://evemaps.dotlan.net/map/Kor-Azor">Kor-Azor</a>, and <a href="http://evemaps.dotlan.net/map/Domain">Domain</a> regions up into the <a href="http://evemaps.dotlan.net/map/The_Citadel">The Citadel</a> and then back down into <a href="http://evemaps.dotlan.net/map/Essence">Essence</a>, <a href="http://evemaps.dotlan.net/map/Sinq_Laison">Sinq Laison</a>, and <a href="http://evemaps.dotlan.net/map/Verge_Vendor">Verge Vender</a>. Feeling a little over whelmed and seeing that my operations where suffering from my market creep; I decided to consolidate my market orders. <br />
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Earlier this year I had expanded into the Amarr market and moved my main operations into the Domain region with big plans to set up a POS(Player Owned Starbase) industry operation in the area. Shortly after I made the move the <a href="http://community.eveonline.com/news/dev-blogs/building-better-worlds/">industry change devblogs</a> came out and I was soon changing my plans. I scaled back my ambitious POS plans and ultimately dropped my ideas all together as the industry change speculation was driving blueprint markets into the ground. After treading water and waiting for the industry changes I continued selling products in the above mentioned markets. <br />
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Fast forward to September as market volumes slowed and real life pressures set in I decided it was time to consolidate what I was doing. I stopped stocking orders in all regions and withdrew my operating assets from Amarr space. So as it sits now I have sold off most of my stocks and am sitting on a huge pile of isk. It is now ready to be reinvested in my next internet spaceship ventures whatever those might be.Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-22288148137743716472014-10-19T19:53:00.002-06:002014-10-19T20:01:22.954-06:00Eve Vegas 2014: Keynote [Full Video]<div style="text-align: center;">
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"We take quality of life seriously." - CCP Seagull<br />
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Lots of yummy stuff in the Eve Vegas Keynote. Plenty of coverage of Phoebe patch release and beyond. Also a link to the above <a href="https://www.youtube.com/watch?v=OmNYWjHWwdg">video on youtube</a>.<br />
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<a href="http://themittani.com/news/eve-vegas-2014-keynote">TMC has a good summary write up of the keynote as well</a>. </div>
Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-31361077921961732312014-10-03T12:00:00.000-06:002014-10-03T12:00:01.418-06:00Out Sourcing Marketing: Clarion Call 4 is Must SeeOnce again the player base delivers with a video that sells the video game better than the company does. Check out <a href="http://www.rooksandkings.com/">Rooks and King's</a> latest installment of <a href="http://youtu.be/LNUu75fH8Uc">Clarion Call 4</a>, if you haven't already, it is worth every second.<br />
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Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-52795303613307422082014-09-29T12:00:00.000-06:002014-10-28T18:41:40.579-06:00New Development Video out for Oceanus PatchOceanus Patch releases tomorrow, Sept. 30, 2014, make sure and stay up to date by checking out the <a href="http://community.eveonline.com/news/patch-notes">latest patch notes here</a>. Also I will post the new<span style="font-size: small;"> </span><span style="font-weight: normal;"><span style="font-size: small;"><span class="watch-title long-title " dir="ltr" id="eow-title" title="In-Development: Features of EVE Online's Oceanus Release"><a href="http://youtu.be/-Zwf4F1saLU">In-Development: Features of EVE Online's Oceanus Release</a> below.</span></span></span><br />
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And below a <a href="http://youtu.be/A5Slrs2wn80">cloaking montage video</a> for a better look at the new cloak visuals. Enjoy.
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Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0tag:blogger.com,1999:blog-6354629724792408229.post-21000012678092096182014-09-09T00:00:00.000-06:002014-09-09T16:20:57.366-06:00Your Console Destiny<a href="http://www.destinythegame.com/">Destiny</a> launch day what are you up to today? Do you care? I don't. Why? I don't even own a console and am not looking for one in the future. Is there a PC upgrade in my future I sure hope so. <a href="http://www.gamespot.com/articles/why-bungie-s-destiny-is-not-coming-to-pc-at-least-not-right-away/1100-6419265/">Bungie is looking at bringing Destiny to PC,</a> and in that moment I might just set aside what I am doing and take a long serious look at this game for now I am just watching from afar as I have done with so many other console only based games. I guess the adage we win some PC only titles they win some console only titles works well. If you don't know what Destiny even is or haven't seen much about the game take a <a href="http://youtu.be/DS0BNxKWW_o">look at this beta review</a> which I think does a good job of capturing whats up with this game and what you might expect from it. I'll post the video below as well.<br />
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<a href="http://youtu.be/DS0BNxKWW_o">How the Destiny Beta Made Me a Believer</a>:<br />
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<br />Anonymoushttp://www.blogger.com/profile/09595024681264781233noreply@blogger.com0