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	<title>Comments on: Building something new</title>
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	<link>http://eveblog.allumis.co.uk/?p=937</link>
	<description>A blog about life in the Eve online universe</description>
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		<title>By: Dino</title>
		<link>http://eveblog.allumis.co.uk/?p=937#comment-10381</link>
		<dc:creator>Dino</dc:creator>
		<pubDate>Wed, 09 May 2012 12:21:53 +0000</pubDate>
		<guid isPermaLink="false">http://eveblog.allumis.co.uk/?p=937#comment-10381</guid>
		<description><![CDATA[WH residents are flying BC, BS (for pos bash, rerolling wh), T3 and capitals. The only T2 used a lot are logi, rapiers for cap escalation, covops and maybe marauders. Add to the list maybe Ishtar since Gallente doesn&#039;t have any ships that shines at PvE except that one.

T3 outclass most HACs. Recons are better at what they do but can&#039;t really range tank since people usually flight or a wh ready to follow or on site under sleepers fire. In those situations, an ecm tengu will be more useful than a falcon. They are still used, but not has much as you would think.]]></description>
		<content:encoded><![CDATA[<p>WH residents are flying BC, BS (for pos bash, rerolling wh), T3 and capitals. The only T2 used a lot are logi, rapiers for cap escalation, covops and maybe marauders. Add to the list maybe Ishtar since Gallente doesn&#8217;t have any ships that shines at PvE except that one.</p>
<p>T3 outclass most HACs. Recons are better at what they do but can&#8217;t really range tank since people usually flight or a wh ready to follow or on site under sleepers fire. In those situations, an ecm tengu will be more useful than a falcon. They are still used, but not has much as you would think.</p>
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		<title>By: A scientists life in Eve</title>
		<link>http://eveblog.allumis.co.uk/?p=937#comment-10366</link>
		<dc:creator>A scientists life in Eve</dc:creator>
		<pubDate>Tue, 08 May 2012 23:03:47 +0000</pubDate>
		<guid isPermaLink="false">http://eveblog.allumis.co.uk/?p=937#comment-10366</guid>
		<description><![CDATA[Although this might sound far too simple, I tend to stick to producing items that will sell well.  This, therefore, usually means things that get blown up, or used to blow things up.  I also almost exclusively produce T2 items, with the exception of Capital Ships and some T1 Battlecruisers and Battleships.  Other than that, basic things that will always be fitted to a mining barge or a PvP ship are always going to sell well and return somewhere between a reasonable and very good profit margin.  For example, Warp Disruptor II&#039;s (and Scrambler II&#039;s), Damage Control II&#039;s, T2 shield and Armor modules and so on.

Before you build anything, use a production tool like Evemeep to check build costs, and also look at where you&#039;re going to try and sell your goods.  A major hub will yield faster throughput but lower margins, whereas a market hub (other than the big ones like Dodixie, Amarr, Rens, Hek and Jita) will result in slower sales, but usually better margins.

Also, keep rotating what you&#039;re making.  Although I tend to invent so that I have blueprints for between 1,000 and 2,000 T2 modules, I only produce maybe 100 or so at a time before I switch to a different module for a couple of days.  By rotating around maybe 4 or 5 things at a time I almost always find my sell orders completed before I take more of the same thing to the market.  Just today I&#039;ve taken 1.5 billion ISK of T2 guns and launchers to Jita and half of that has already sold within 3 hours.

Basically, I always look at the table in the market window for that item.  I check how many have sold each day for the past 2 to 3 months, and how the price has changed during that time too.  Then, when looking at the number of different sell orders already in place and volumes available, I can judge how many that market can stand me putting up for sale, and also how fierce the competition is likely to be.  Sometimes it&#039;s worth holding your stock for a few days as prices can jump and you can then make 2 to 3 times the profits you would have made if you&#039;d put the sell order up earlier.

Hope that helps a bit.]]></description>
		<content:encoded><![CDATA[<p>Although this might sound far too simple, I tend to stick to producing items that will sell well.  This, therefore, usually means things that get blown up, or used to blow things up.  I also almost exclusively produce T2 items, with the exception of Capital Ships and some T1 Battlecruisers and Battleships.  Other than that, basic things that will always be fitted to a mining barge or a PvP ship are always going to sell well and return somewhere between a reasonable and very good profit margin.  For example, Warp Disruptor II&#8217;s (and Scrambler II&#8217;s), Damage Control II&#8217;s, T2 shield and Armor modules and so on.</p>
<p>Before you build anything, use a production tool like Evemeep to check build costs, and also look at where you&#8217;re going to try and sell your goods.  A major hub will yield faster throughput but lower margins, whereas a market hub (other than the big ones like Dodixie, Amarr, Rens, Hek and Jita) will result in slower sales, but usually better margins.</p>
<p>Also, keep rotating what you&#8217;re making.  Although I tend to invent so that I have blueprints for between 1,000 and 2,000 T2 modules, I only produce maybe 100 or so at a time before I switch to a different module for a couple of days.  By rotating around maybe 4 or 5 things at a time I almost always find my sell orders completed before I take more of the same thing to the market.  Just today I&#8217;ve taken 1.5 billion ISK of T2 guns and launchers to Jita and half of that has already sold within 3 hours.</p>
<p>Basically, I always look at the table in the market window for that item.  I check how many have sold each day for the past 2 to 3 months, and how the price has changed during that time too.  Then, when looking at the number of different sell orders already in place and volumes available, I can judge how many that market can stand me putting up for sale, and also how fierce the competition is likely to be.  Sometimes it&#8217;s worth holding your stock for a few days as prices can jump and you can then make 2 to 3 times the profits you would have made if you&#8217;d put the sell order up earlier.</p>
<p>Hope that helps a bit.</p>
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		<title>By: Thighzen</title>
		<link>http://eveblog.allumis.co.uk/?p=937#comment-10355</link>
		<dc:creator>Thighzen</dc:creator>
		<pubDate>Tue, 08 May 2012 18:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://eveblog.allumis.co.uk/?p=937#comment-10355</guid>
		<description><![CDATA[I mentioned in previous comments that you have inspired me to start up some PI. I don&#039;t remember if I mentioned that you&#039;ve also inspired me to try out some industry. I have already purchased some blueprints and started production in a very small scale. I was wondering how you pick which item you will produce? How do you figure out how many of said item to produce? Do you ever run into problems with producing too much and then having the market dip because of the influx of goods or do you not sell them all at once then?]]></description>
		<content:encoded><![CDATA[<p>I mentioned in previous comments that you have inspired me to start up some PI. I don&#8217;t remember if I mentioned that you&#8217;ve also inspired me to try out some industry. I have already purchased some blueprints and started production in a very small scale. I was wondering how you pick which item you will produce? How do you figure out how many of said item to produce? Do you ever run into problems with producing too much and then having the market dip because of the influx of goods or do you not sell them all at once then?</p>
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