Hmm, over the years, market is probably the most fun for me including setting up the harvesting and manufacture of resources. After the setup though if you were tired or bored with the operations redundancy, you can also set up in high security blueprint research facilities, there's an added federation cost for doing this, but it seems last time I did this it didn't seem so bad. Then there's running missions to build standing with npc corps that offer things like research agents. The higher your standings alongside your skills training opens up more research agents that you can utilize for gaining access to datacores which I believe are used in generating potentially tech II bp limited run copies (not originals...these aren't infinite consumables). If you don't mind gopher/industrial types of trading, you could work on more complex things like high end logistics working between buy and sell orders in high sec space. Here modest industrial haulers make smaller profits, I hadn't investigated the potential of larger bulk shipments here whether this were technically cost effective and feasible could be a math problem in its own right. I've done some mining in high sec and a little in low sec, but got bored with this after awhile. Aside from the NPC generated trade good buy and sell orders, then there's the player generated aspects of the markets. For some there's public trading aspects dealing with actual player corps themselves. Offering either public bonds or stocks in their player corporations, I had never gotten into this aspect of the game personally. Last I remember and probably as of to date the same, tech II items manufacturing is generally low securities endeavor. Potentially anyone could do this, although you'd have to resolve all manner of logistics doing so. Supposedly so much lucrative speculation abounded in the history of the game, that many isk farmers were looking for big profit ventures in low security space, and left after while finding that profit margins were smaller then expected and certainly setting up shop in low sec space would require work. Basic research that I could tell for working in low security space with a pos at one time entailed something like carrier training and knowing how to man and triage the station if it were under siege, and then maybe something like a jump freighter could come in handy likewise, but there's probably lots of mixed opinion there.
There's wreck salvaging. If you thought a couple salvager's on a burner outfitted ship were decent, you could do way way better there, Marauder's topping the scales for assists, but also tech III ships have some outfits for 1k per sec tractors.
There's running complexes which I never really got into which potentially open up nice loot drops from what I've read. There's to this extent incursions which appears small group/larger fleet oriented ventures depending on what were being run.
Eve Markets honestly have been the most fun for me in game, especially given the diversity of any number of things which can be bought and sold coupled with way longer order time frames that go beyond typical trade exchanges in other mmos, added to this csv data exports which provide players the ability to create and use customized analysis on such.
While there's lots of equipment, not as in other mmo's equipment rat race, generally commodities/materials types have remained stable in market.
DUST looks fascinating on the console side, although it looks like this maybe strictly PS3 not sure. Hopefully there will be segways, as I had read suggested sometime ago, between DUST and Eve.
Honestly though with the idea of space to roam and the culture of space used, it seems sort of funny to me that any square inch of turf that weren't accessible should be an issue...reality is like this way though...you probably wouldn't catch me setting foot on some other turf as likely many others would do the same...if we could be used to it in some ways in reality, why is it so difficult to accept in a game? Is it only because we have this cultural mindset that any potential area that could be a place to be traveled to should be traveled to, and any place that we could setup shop at, should be a place that we set up shop? And then unlike other MMOs which don't pit so much of expense and risk in game to the player, allows for all sorts of somewhat obscene risk taking game play behavior that would likely translate into, your ass got capped and now you're dead and really not coming back this time. Sure, clones exists but at least it costs in the wallet...if there's risks I'd offer at least you learn to play around risk, meaning take some leadership to form a decent big enough corporation, form alliances, and then set aside some of that hard earned isk in high sec for low sec ventures and call it a 'write off' if need be. If you don't like taking too many jumps into some forbidding territory, there's always jump clones if you can find a medical outpost, or if someone just so happens to have a clone vat bay handy. And if need be setup a pvp jump junker jump clone that won't cost you tremendous isk if you hadn't wanted to lose precious implants and then setup a junk ship, that's modest in terms of costs. I would guess anyways...but maybe its all wrong.
It seems though in terms of loss, even if you pit the best equipped and most skilled competitors against one another where the margins are smaller in terms of win and loss, narrowing loss gap to something like fifty percent while not bad, means you'd be losing fifty percent of the time all the money that you poured into your toon, gear implants and the whole kit and kaboodle. If you increased their odds of survival marginally only decreasing your expenditure for implants, gear and all else, you could still feasibly punish even if they won a majority of the time. Of course, you could get into more complex risk/loss analysis, but there maybe the 'junker' equipment optimization factor which puts you more or less in front despite a higher death toll on better economic footing. You just need to hold your margins of loss and know what the margins are...
There's wreck salvaging. If you thought a couple salvager's on a burner outfitted ship were decent, you could do way way better there, Marauder's topping the scales for assists, but also tech III ships have some outfits for 1k per sec tractors.
There's running complexes which I never really got into which potentially open up nice loot drops from what I've read. There's to this extent incursions which appears small group/larger fleet oriented ventures depending on what were being run.
Eve Markets honestly have been the most fun for me in game, especially given the diversity of any number of things which can be bought and sold coupled with way longer order time frames that go beyond typical trade exchanges in other mmos, added to this csv data exports which provide players the ability to create and use customized analysis on such.
While there's lots of equipment, not as in other mmo's equipment rat race, generally commodities/materials types have remained stable in market.
DUST looks fascinating on the console side, although it looks like this maybe strictly PS3 not sure. Hopefully there will be segways, as I had read suggested sometime ago, between DUST and Eve.
Honestly though with the idea of space to roam and the culture of space used, it seems sort of funny to me that any square inch of turf that weren't accessible should be an issue...reality is like this way though...you probably wouldn't catch me setting foot on some other turf as likely many others would do the same...if we could be used to it in some ways in reality, why is it so difficult to accept in a game? Is it only because we have this cultural mindset that any potential area that could be a place to be traveled to should be traveled to, and any place that we could setup shop at, should be a place that we set up shop? And then unlike other MMOs which don't pit so much of expense and risk in game to the player, allows for all sorts of somewhat obscene risk taking game play behavior that would likely translate into, your ass got capped and now you're dead and really not coming back this time. Sure, clones exists but at least it costs in the wallet...if there's risks I'd offer at least you learn to play around risk, meaning take some leadership to form a decent big enough corporation, form alliances, and then set aside some of that hard earned isk in high sec for low sec ventures and call it a 'write off' if need be. If you don't like taking too many jumps into some forbidding territory, there's always jump clones if you can find a medical outpost, or if someone just so happens to have a clone vat bay handy. And if need be setup a pvp jump junker jump clone that won't cost you tremendous isk if you hadn't wanted to lose precious implants and then setup a junk ship, that's modest in terms of costs. I would guess anyways...but maybe its all wrong.
It seems though in terms of loss, even if you pit the best equipped and most skilled competitors against one another where the margins are smaller in terms of win and loss, narrowing loss gap to something like fifty percent while not bad, means you'd be losing fifty percent of the time all the money that you poured into your toon, gear implants and the whole kit and kaboodle. If you increased their odds of survival marginally only decreasing your expenditure for implants, gear and all else, you could still feasibly punish even if they won a majority of the time. Of course, you could get into more complex risk/loss analysis, but there maybe the 'junker' equipment optimization factor which puts you more or less in front despite a higher death toll on better economic footing. You just need to hold your margins of loss and know what the margins are...
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