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You might also consider the “[[The_Magic_14|Magic 14]]” and the skills necessary to fly an [[Interceptors|interceptor]] (or a similar slippery [[Ships|ship]]) to carry small cargos (like skill injectors) through risky areas. (And what areas in [[New_Eden|New Eden]] ''aren’t'' risky?) Skilled and fit to use the [[Cloak_trick|cloak trick]], it can avoid ''most'' [[Gate_camps#Hostile_Gatecamp|gate camps]] (though it will still be vulnerable to [[Smartbombs|smart bombs]] and other [[Bombs|area-of-effect weapons]]). I keep one with each of my jump clones. | You might also consider the “[[The_Magic_14|Magic 14]]” and the skills necessary to fly an [[Interceptors|interceptor]] (or a similar slippery [[Ships|ship]]) to carry small cargos (like skill injectors) through risky areas. (And what areas in [[New_Eden|New Eden]] ''aren’t'' risky?) Skilled and fit to use the [[Cloak_trick|cloak trick]], it can avoid ''most'' [[Gate_camps#Hostile_Gatecamp|gate camps]] (though it will still be vulnerable to [[Smartbombs|smart bombs]] and other [[Bombs|area-of-effect weapons]]). I keep one with each of my jump clones. | ||
Purchase and [[Skills_and_learning#Injecting_Skillbooks|inject]] the necessary [[Skills_and_learning#Skillbooks| | Purchase and [[Skills_and_learning#Injecting_Skillbooks|inject]] the necessary [[Skills_and_learning#Skillbooks|skillbooks]] (probably Accounting, Broker Relations, and Infomorph Psychology), either from the market or “[https://www.eveonline.com/article/pnjc8z/skills-on-demand-changes-coming-to-the-skill-system on demand]”. Then edit this [[#Skill plan|skill plan]]. For example, you may find [[Skills:Trade#Margin_Trading|Margin Trading]] unnecessary. If so, delete those skills from the plan (and don’t bother purchasing and injecting their skillbooks). Copy the edited plan into your skill queue (using the menu button at the top left of the queue) and click “Start”. The EVE client will edit out the “* Remap” lines and the skills you’ve already trained. | ||
Don’t [[Skills_and_learning#Neural_Remaps|remap]] yet. You’ll have to wait a year before you can remap again (unless you have bonus remaps available), and you may need to remap for your ‘farm’ skill. | Don’t [[Skills_and_learning#Neural_Remaps|remap]] yet. You’ll have to wait a year before you can remap again (unless you have bonus remaps available), and you may need to remap for your ‘farm’ skill. | ||
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You can also farm a group of skills, which lets you harvest less frequently, but slightly complicates extracting and reloading your skill queue. If you do so, all skills in the group should have the same primary and secondary attributes for maximum efficiency. | You can also farm a group of skills, which lets you harvest less frequently, but slightly complicates extracting and reloading your skill queue. If you do so, all skills in the group should have the same primary and secondary attributes for maximum efficiency. | ||
As an example, for my ‘farm’ skill I chose [[Skills:Engineering#Capital_Capacitor_Emission_Systems|Capital Capacitor Emission Systems]] in the [[Skills:Engineering|Engineering]] category. This character will never fly [[Capital_ships|capital ships]], the | As an example, for my ‘farm’ skill I chose [[Skills:Engineering#Capital_Capacitor_Emission_Systems|Capital Capacitor Emission Systems]] in the [[Skills:Engineering|Engineering]] category. This character will never fly [[Capital_ships|capital ships]], the skillbook is inexpensive, and I only had to train 4 levels of [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] to meet its prerequisites. Their attributes match, so I can use my remap and enhancers early to accelerate training the prerequisites. Training time for all 5 levels of my ‘farm’ skill is almost 40 days (256,000 base skill points x skill multiplier of 10 ÷ 64,800 maximum skill points per day = 39.5 days), so I only have to jump to my ‘market’ clone and [[#Harvest|harvest]] once a month or so. If I can’t log on for a couple of days, no worries. Moving that single skill into extractors is quick and easy, as is reloading my skill queue. In total, I invest ''maybe'' 1 day of game time per month to pay for my account. | ||
Once you’ve trained the [[#Helpful skills for skill farming|helpful skills]], purchase and inject the necessary | Once you’ve trained the [[#Helpful skills for skill farming|helpful skills]], purchase and inject the necessary skillbooks for your chosen ‘farm’ skill and its prerequisites. Train the prerequisites. | ||
== ''' Market ''' == | == ''' Market ''' == | ||
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As an example, below is an excerpt from the spreadsheet I use for my market searches. Obviously, it’s incomplete and out of date, but it should give you an idea of how to conduct your own search. All prices and volumes were obtained using Evernus, though that software is no longer supported. | As an example, below is an excerpt from the spreadsheet I use for my market searches. Obviously, it’s incomplete and out of date, but it should give you an idea of how to conduct your own search. All prices and volumes were obtained using Evernus, though that software is no longer supported. | ||
[[File:Injector Profit Margins.png|||center|]] | |||
== '''Clone Bay''' == | |||
You’ll want to keep a jump clone at or near your preferred market to simplify transportation. If your market’s structure doesn’t have a clone bay, look for one at an NPC station in the same system. Carrying valuable cargo (even your enhancers) through ''any'' [[EVE_Lexicon#Stargate|stargate]] in a hub system is asking for trouble; you may as well sprinkle a trail of PLEX behind you! Set instant dock and undock [[Bookmarks|bookmarks]] at both your market and clone bay structures, ''and use them every time''. That should be sufficient precaution to avoid all but the most determined of [[Suicide_ganking|ganks]]. | |||
While you’re there, buy your first set of extractors. To determine how many you’ll need, calculate the skill points you anticipate at your first harvest (256,000 base skill points times your ‘farm’ skill’s multiplier). Divide by 500,000 (the number of skill points required to fill an extractor) and round down. If you buy them on the open market, expect to pay about 356.8M ISK each. Leave them at your preferred market, then install your ‘market’ jump clone. Consider leaving an equipped interceptor (or other appropriate ship) with your jump clone. | |||
== '''Enhancers''' == | |||
Plan on one [[Implants#Attribute_Enhancers|attribute enhancer]] for your ‘farm’ skill’s primary attribute and another for its secondary attribute. Enhancers with “Improved” in their name will give you the greatest benefit (+5 to that attribute’s points) at the greatest cost. Buy a pair for your ‘market’ clone, and another pair for each clone you may jump into while you’re training (to maintain maximum efficiency). They’ll cost between 8M and 112M ISK each, depending on the level you choose. Take them to each of your ‘farm’ clones and plug them in. To protect your investment, these clones should spend 99% of their time safely docked at an NPC station, and rarely use a stargate. Certainly, you can use them for other station-based activities (I do Planetary Production with mine), just remember that they’re each flitting around with 200M ISK in their heads! | |||
You might also consider advanced (or ‘pirate’) enhancers, which offer additional bonuses and effects at additional cost (starting at about twice the cost of simple enhancers). However, their bonuses tend to be modest (compared to +5 simple enhancers) and their additional effects are generally oriented toward PvP (which you shouldn’t be doing with your ‘farm’ character). Calculating their net effect and value is beyond the scope of this article, but this forum post will help. | |||
Cerebral accelerators are largely impractical for skill farming. Though their attribute bonuses are attractive, the duration of their effect is limited, they’re expensive, and supply is unpredictable. If you have one, by all means use it, but don’t count on their benefits for the long term. | |||
== '''POSs''' == | |||
Using markets or clone bays at a player-owned structure (POS, as opposed to an NPC station) is one of those risk-versus-reward things that only you can decide. POS markets generally have lower sales volumes than NPC markets, so extractors might not be immediately available. You may have to discount your injectors to move them. How long can you afford to let 3,200M ISK worth of injectors gather dust? If you choose a POS that’s well-located, you might sell your injectors at a nearby trade hub instead, but that defeats the purpose of using a POS in the first place. | |||
The benefits of the Broker Relations skill don’t apply at a POS, as detailed here. Jump clones might be considerably cheaper at a POS. Sometimes they’re even complimentary if you have good standing, but they’re a relatively small expense. | |||
Consider that POSs are run by other players. Everything depends on your standing with them. That favorable tax rate, the free clone, even your docking privileges, can vanish overnight. The POS might be attacked, which has a chilling effect on its market. It might be destroyed in that attack, which means you lose your clone and everything else you had there. (Asset Safety may preserve most of your stuff, but recovering it without a clone nearby is a whole ’nother hassle!). Maybe the owner decides to decommission their POS, or quit the game entirely. Where does that leave you? | |||
Investigating markets at POSs is a bit more difficult. You must travel to their system to determine what sales tax they charge. If you decide to go that route, try starting with the trade hub systems and their neighbors. Or work from another angle and use your market tool to see where injectors are selling well, then investigate those markets. | |||
On the other hand, POSs sometimes offer tempting prices on injectors, so don’t discount them completely. A corporation that needs a steady supply of injectors out in Delve should be willing to pay handsomely for them! | |||
You pay 5% at NPC markets for a reason: they’re more active, predictable, secure, and stable. But a 0.1% sales tax means you save almost 26M ISK per large injector (assuming you’ve trained Accounting V). Where’s the tipping point? Your call. | |||