Posts Tagged ‘isk’

Little Red Crosses

It should not shock anyone to know that eve is not the only game that I frequently play. Anyone who has read a monthly update (when I do them), will also know that I make my money in eve through trading. Furthermore, if some poor fool has frequently read my Monthly updates, they would also know that in the past I have had several other tributary revenue streams in addition to my trading.


Should you possess all of this information, you would know that PvE has never been an income source for me for any serious length of time in the last 3 years. This is not for a lack of trying. Indeed, I began my eve carrier as a mission runner, working with the Dirties to slowly climb the mission levels, and along with it my ships. Later after moving to Null Sec, I did a fair amount of ratting for my living, and this almost became what I would now classify as a main income stream, but never lasted. At several points, I have tried to re-invest in mission running as an income, and have even dabbled once or twice into running incursions to earn the big money. The issue is however, that so far I have found none of eve’s moneymaking PvE content entertaining to the point of preferring to play it over another game.


Why would I suffer through worlds collide, when I could instead play a round of World of Tanks? Why would I traipse between incursion sites rather than have some fun in Elite Dangerous? The simple fact is that the money earned in PvE and the enjoyment to had do not outweigh higher level of enjoyment I get from doing other things. I say all this because I am on the verge of having another go at trying to make incursions a secondary income stream. But every time I think about doing it, I find myself saying “when are you going to pick PvE over something else?”, at what time am I going to prefer playing an incursion rather than just firing up a better game? Have I missed something? Is there a fun way to play PvE? Is it just me that hates the monotony of shooting red crosses in any guise?


Fly like the damsel,





Year in Review 2014: Trade

New Year 2014 Posts:


This one is going to be a lot of numbers, charts and spreadsheets. Where to start? I guess point 1 should be the revenue streams for the account in 2014 (not including Region Trading). These were:

  • Faction Warfare (around 1bn)
  • Ganking (around 400m)
  • Industry (900m)
  • Exploration (130m)
  • PI (400m)


All of these ventures were profitable past their original investment (except arguably ganking, which caused me to loose 500m’s worth of implants, but I don’t count that :P). None of the revenue streams remains active at time of writing, although I do have plans to activate PI and industry again at some point, and I suspect that ganking or faction Warfare might make an appearance again one day. This gives me an “other investments” total of around 2.8bn this year. Not bad considering I had some fun learning and executing all of the streams to some extent.


However as it has been since around  2009 my main income has been generated via the trading character I run. An, the trader has recorded trade data in my spreadsheet 67 times this year (an average of 5 times per month), which is… crap. Although not entirely unexpected in what has been a turbulent year. With next year hopefully being less demanding on my time, I hope to increase this number to 96, which is an average login of 2 twice per week in 2015.


Still it’s not the amount I log in that matters, but instead the amount of ISK that has been made, and that figure is far more healthy. Let’s get the big number out of the way: this year I made a total of 10.5bn ISK, after all deductions. That is a % increase of 53% since 2013, or an average increase of 0.58% per day. Not bad all things considered, and has moved me firmly into space upper-middle class. Looking back at last year’s posts it seems I was only just shy of meeting my goal of 11bn profit in 2014, I can only hope that I do as well meeting this year’s goals. But I promised that I would give you some sexy charts and so on, so let’s see the years profit broken down by quarters:



I find it interesting that I seem to always have a bad month just once every quarter before returning to a better figure. I think it’s less of a reflection of any accounting, or market trend and more on that of my psyche.


  • Month 1: log in lots, earn lots of money
  • Month 2: log in slightly less, earn lots of money
  • Month 3: log in hardly at all, and send money to hark to buy something big
  • Go back to Month 1


I guess it could be worse, and at least the cycle is sustainable, rather than draining my cash. Indeed looking at the spreadsheet even taking into account the bad months I earned around 28m isk/day and 859m/month in 2014, after expenditure on nullsec. Up from 25m/day and 750m/month in 2013. Projecting this onto 2015 I hope to average 38m/day and 1.1bn/month (based on average % increase per day from all records and current wealth). Should I succeed this would end 2015 with ~44bn Isk in the bank and increase of 45% on this year’s wealth. Certainly feasible. However rather than aiming for the trend already forming, I would like to set myself the goal of reaching 50bn (~58m/day) banked cash in 2015 an increase of around 20bn in the next year.


Returning to looking back however, here is what the year in trade looked like in chart form.



Fly what you can afford to lose,




The Hero we need?

Wow, what a month it has been. Despite what has been a crazy few weeks, I have had a wonderful month in eve. With our new deployment only calling for Slowcats once so far, we have been out and about in all kinds of fun little ships, including the brilliant Talwar/Harpy/Crow mixed missile fleets with which we have fought the HERO coalition.


Let me just say now that until a few nights ago, I would have bad mouthed the Talwar fleets as a failed experiment. Based on the last time we used them (pre-Halloween War) they just got bombed to hell by Pizza/Bombers Bar, rarely ever firing a shot. A lot of PL were raving about them, however I just couldn’t see the appeal of being bomb-podded home every night. I get it now. The simple fact is that a Talwar fleet needs to operate within Lowsec (where bombs are not allowed). Fighting with these things in Sendaya over the past few nights has been amazingly good fun. Pretty too with the fleet fitting about like a flight of starlings fitting about the grid throwing missiles out. It’s been pretty much a free for all out there with 1000 pilots in local, including Razor, Test, BNI and even BL. (I’m sure he didn’t want that carrier anyway, and it was replaced immediately…). Despite dying once in each fight, it’s been such as blast, I love that HERO are up for fights in this way, and I hope we can fight again soon!


The result of all this has been a record-breaking month for me, with 284 kills recorded (Eve kill seems to be missing 20-odd), beating my previous best monthly kill count by 40 odd (that was back in 2010 during the Russian/NoCo war in Etherium Reach). I also managed to scrape in at the 4th highest killer in the corporation (at time of writing) this month, so no worrying about participation issues this month!


Xa has also been busy continuing to liquidate unused assets. It looks like the group is taking a bit of a temporary break from FW at the moment, so the corporation has left in order to help us towards each of our goals (without the issue of war targets to contend with). Xa has personally contributed 2.2bn towards this month’s trade total (not included items given to the dedicated trader to sell). Which certainly helps. I calculate that I have about another 1bn left in assets to sell spread across 9 more systems, hopefully I can mop them up next month to allow me to decided what to do with Xa next.


Speaking of trade, it’s been another slowish month. When life is busy at work, I get less chance to pop online over lunch to update orders and/or PI. This is reflected by the fact that this month I have only logged into that account 6 times this month, but I have managed to make a good 1.1bn through trade alone (added to the 2.2bn made from asset liquidation on Xa). Slow, and not as much as I would like to make, but at the same time enough to keep me going at my current rate of ship loss.


Lastly the industrialist has been working hard to sell my first mass manufactured item. I made a bulk batch of my usual trade item, and am now having issues selling it on for a reasonable price, due to intense market PvP in my sell area. I think that the number of items I have up for sale make it less likely for others to ignore my orders and instead .01isk me. As a result I am reluctant to build any more of the item until this batch has shifted. From this I take the message that I need to expand to multiple items to allow me to continue building even while I am waiting for my mainstay to finish selling. Still from 0 to 650m isn’t bad so far, and there is certainly room for improvement!


This month I also managed to mail in a reputable 24 hours of eve online out of a total of 54 hours gaming. Not too bad considering I lost two weekends too overtime.


Fly shagged out,



Tuesday Training: Command Center Upgrades

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.



This week’s Choices:

  • Minmatar Defensive Systems V
  • Amarr Battleship IV  (out, as I covered  the Amarr Cruiser  one last week)
  • Gunnery V
  • Command Centre Upgrades IV


It was a tough call on which one to talk about this week. I would really like to cover the T3 Sub systems skills in another broad stroke at some point, but in the end I have chosen Command Centre Upgrades as the Skill for this week’s discussion. I’ll likely cover another T3 Sub system next week as an excuse to talk about T3 skills in general.


As usual I’ll start off by giving the actual skill notes from the game:


Command Centre Upgrades (x4) Charisma, Intelligence

Each level in this skill improves the quality of command facility available to you, in turn allowing for a greater number of connected facilities on that planet. Cannot be trained on Trial Accounts.


This is another skill where the true value of its training, cannot be found in the skills description itself, instead we have to look into the properties of the Upgrades available on the Command Centres themselves. First however its worth doing a quick overview of Planetary Interaction (PI from here) and what this skill means for it.


PI, simply defined is a capsular’s ability to build installations on planets, which extract, process, store, import and export materials. These materials, referred to as Planetary commodities are used in a number of products including, but not limited to; nanite repair paste, structures and P.O.S Fuels. The centre of any PI installation network is the Command Centre, which is the first module placed on a planet allowing further development.  Command Centres also define the CPU and Power grid available to a planet’s colony, which all other installations consume.


So with this ground work in mind, how does the skill work? Quite simply, a Command Centre has 6 levels. The base command centre starts at level 1 (when placed on a planet), and can be upgraded 5 times to reach level 6. Each upgrade has a cost (in a bell curve increment), but in return increases the maximum CPU and PG available to your colony. Fully upgrading a colony to level 6 will cost you 6.4m Isk.


My aim in this post is to give you an idea of the value of PG/CPU to a colony, as well as showing the Time taken per unit of PG/CPU each level in the skill will give you. Armed with this I will present my conclusion of each levels increase in potential value, and you can make your own choices on how important each level is to you. As an aside to this post, there is an assertion I should like to make: Any player, who has a character who stays relatively still somewhere in the universe (for more than a few weeks at a time), should have a PI colony set up. Even a simple Colony with, one or two login’s per week will net the player a few million isk each log in, although mileage will vary. My colonies with a login per day, across 1.1 characters earns me around 20m/day, 140m/Week or 560m/Month, that’s the cost of an account in exchange for 30 minutes a day, your stupid if you are not doing it.


But anyway, back to the main point. Let’s start giving a value to PG/CPU. PI is all about maximising efficiency CPU/PG, directly control what Structures you can place on the planet, which effect this efficiency. Let’s looks at some case points to give you an idea of the value of a unit of each type:


  • 500 Mw (PG) and 110 Tf (CPU), will allow you to place a new extraction head on an Extraction Control unit, increasing your raw material extraction.
  • 800 Mw and 200 tf will allow you to build a Basic Industry Facility which will allow you to process more raw product into T1 and T2 materials (worth more) and T2 into T3 materials.
  • 9200 Mw and 1720 tf  will allow you to build a new Extraction Control Unit and fill it with all 12 extractor heads, dramatically increasing your raw material extraction.


I’ve made a series of wild estimations (some high and some low), based on what you could add with more CPU and PG, and how much extra that will earn you. I’ve then taken these estimates and averaged them to find a good middle ground for these guesses. From this I estimate that, based on my earnings, a Unit of CPU and a Unit of PG are worth  1434.34 isk/unit and 716.21 Isk/unit respectively. Please note that this is a terrible way of estimating, and I am a terrible estimator, so this really is a massively ballpark figure, designed simply to give a rough idea.


So now let’s look at how much you get per level of upgrade in the Command Centre. Based off the Eve wiki chart:


PI Command Isk


Again, note the terribleness of my estimation abilities, but at the same time except that the according to this estimation (based on my personal experience of PI production in Highsec) a fully upgraded Command Centre should earn around 21m every 24 hours, damned close to what I see being produced by my colony every day (p.s. I am amazed that worked). Please note that this assumes all the other skills for PI are at Lvl 5, and doesn’t take into account any taxes or other costs involved in PI so again, mileage may vary.



So all that done, is Command Centre upgrades worth it? To what level, and to whom? Well this doesn’t really depend so much on your character age, as it does your personal engagement with PI, and exactly what you need. If your fully committed to making money through PI, and are ready to commit to a schedule of updating your miners, then the chances are that yes, its worth training it as high as you can. Its also worth checking that you are going to have a use for the extra fitting space on your planners, after all there is no point in spending 20 days training level five, only to find that there is nothing useful to do with the extra PG/CPU. For someone entering into the market however, I would recommend aiming for level three to begin with, and seeing what you can do with that. At only 17 hours training, your not going to feel lost if PI doesn’t work for you, and its enough to get started with a good colony. Once you have that up and running, you’ll also spend some time learning and understanding the system, so you’ll know what to do with the extra PG/CPU once you train it. If you do its 3 days for level 4 then another 20  to Finnish it at level 5.


Have fun, and fly into the ground,



Further reading on PI can be found at the Eve Wiki, and Eve University

100M SP: Can you have my stuff?

January 15th, 2014
Our eve Life
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Last in the series of landmark posts as I have now achieved 100m SP. These have taken a while to produce as Christmas is as always a busy period. Normal service will now resume!

I’ve always been interested in making money in MMO’s but never at the expense of gameplay. I Can remember when my flatmate and friend first got me into World of Warcraft I asked him for a loan of a few gold to get me started which he happily provided me with. About a month later I was richer than he was (him having played since beta), and I gave him the money back with interest. But even back then when I was playing the market (buying a selling cloth & ore mostly), it was always something to do in-between the meat of actual game play.


The same has always been true in eve. Ever since I was first taught the ins and outs of Station trading (the mainstay of my money making) by a friend, making money in eve has always been interesting to me, but never as important as PvP. As such, I am not one of Eve’s Space Rich 1% elite, I am instead decidedly space middleclass/Space Upper-Middleclass. Since finding a stable footing in station trading, I have always been keen to look into new avenues of income, hoping to stabilize my holdings by planting fingers in as many pies as I can keep up with. None have ever been as stable as station trading, but most has provided a little income here and there for me. The closest to a secondary income stream has been PI which I have been doing profitably for a good long time now.


At time of writing I currently have 13,745,600 isk in liquid (this changes on a day to day basis  as I buy and sell items. However I rarely drop below 10bn at any given time. Asset wise I have collected an awful lot of junk over these past few years, with an additional 17bn in non-war assets (read items which are not to be used in Null sec) and a further 15bn in ships I intend to use for combat (I usual exclude these from calculations of wealth, but note them here as an item of interest). I also have a further 7bn in sell orders, alongside 2.5bn in Escrow.


All this together brings my total current wealth to 39.6bn isk no including war assets or 54.3bn isk all in. It sounds great, but in reality nearly all of that wealth is either tied up in assets strewn across the universe, or is required as capital to allow me to continue trading and earning more. I estimate that I have around 3bn liquid cash which I could use without ant long term effect on my money making (co incidentally this is the total price of my most expensive ship, don’t fly.. Etc), In an emergency, I could spend as much as 5-6bn and still climb out of the hole with relative ease.


Growth wise things are looking pretty good: Considering that this year has been the first yeah where I have recorded my spending and station trading efforts, and the result has been a 6bn growth in my trading isk if you exclude the start of that year (where is spent a lot of capital to set myself up) the last 10 months saw a growth of 7bn. From my records, and percentage increases, I predict that I can almost doubt this next year hopefully pulling in 11bn with some extra effort.


Money wise the big experiments this year have been Exploration, Faction Warfare and Industry. But there will be more on that in the next post. Right now I believe that I am pretty comfortable in my wealth. I think that a loss of all or either my assets or liquid isk would force me to abandon Nullsec for a period of dedicated earning, but anything up to a 50% loss of either would only call of minor changes in my attitude. Hopefully of course neither will come to pass.


Fly what you can afford to lose,




Am I being lead Astro? Or is it just Cheetah-ing?

For a little while now my Faction Warfare alt, Xa, has been dabbling in 0.0 exploration, as an enjoyable income source. Since the market crash on exploration items, people seem to poo poo the profitability of exploration due to its risk and ish/hour income. However for me, most people fail to take into account a very important factor in their isk/hour calculations: enjoyment. If you don’t enjoy the money making process, you are less likely to log in and spend your time doing it.


Some people enjoy mission running, and likely do get very a high isk/hour rate because they enjoy it. But for me I find mission running (and indeed even 0.0 anom running) incredibly boring, and thus rarely log in to do them past a weeks’ worth of effort. Faction Warfare was another example of this. Here the theoretical isk/hour ratio is pretty stunning, but thanks to the main mechanic being watching a timer tick downwards and pressing a scan button, I bored quickly and stopped logging in for it.


0.0 Exploration so far has been a different kettle of fish:


Constant danger of death: check.

A good feeling of pissing someone off by invading their space and stealing ‘their’ money: check.

Gameplay which keeps me active from start to finish: check.

A good balance of Risk/Reward: check.

Sign me up.


So far Xa has been running around in one of my old haunts (where I happen to have a lot of bookmarks) doing regular sweeps of a large ring of Nullsec regions, running sites and earning money. It’s pretty good fun.


But now I am starting to wonder if I should start looking at upgrading my ship to the new Astro Frigate. So far I have been using a Cheetah fit like this:


[Cheetah, Exploration]

Nanofiber Internal Structure II

Damage Control II

Micro Auxiliary Power Core I


Data Analyzer II

Limited 1MN Microwarpdrive I

Cargo Scanner II

Relic Analyzer II


Covert Ops Cloaking Device II

Core Probe Launcher I, Core Scanner Probe I

[empty high slot]


Small Memetic Algorithm Bank I

Small Emission Scope Sharpener I


And it’s not bad. With Xa’s skills we have a 5 second warp time, a 3k sub warp speed with a virus at 40/120 for both Analysers. At 2.7k ehp It doesn’t tank (if you are caught your dead anyway). It also has the virtue of costing only around 30-40m fully fitted, should it get killed.


Now let’s look at the possible replacement, you guessed it, the Astero:


[Astero, Exploration]

Damage Control II

Nanofiber Internal Structure II

Nanofiber Internal Structure II

Overdrive Injector System II


Relic Analyzer II

Data Analyzer II

Cargo Scanner II

Limited 1MN Microwarpdrive I


Core Probe Launcher I, Core Scanner Probe I

Covert Ops Cloaking Device II


Small Emission Scope Sharpener I

Small Hyperspatial Velocity Optimizer I

Small Hyperspatial Velocity Optimizer I


Warrior II x5

Hornet EC-300 x5

Hornet EC-300 x5


With this equivalent fitting, we have a 2 second align time(!). That’s crazy, simply crazy. To put that into perspective, let’s look at some locking times (all at level 5):


Instalock Cane (all sebo, T2 rigs + remote Sebo):

  • Astero: 2 seconds (2 second align)
  • Cheetah 1.8 seconds (5 second align)


Interceptor (1 sebo):

  • Astero: 2.6s (2 second align)
  • Cheetah:  1.5s (5 second align)


Interceptor (1 sebo +5 remote sebo)

  • Astero: 0.7s (2 second align)
  • Cheetah: 0.6s (5 second align)


This means that in a worst case scenario when you jump into a gate camp, the Astero only needs  the remote Sensor Boosted Interceptor to hesitate for a fraction of a second, whereas the Cheetah needs to sleep for a full 4 before it can escape, and against anything but a max boosted Interceptor, your chances of survival are almost 100%.


The Astero also sports a faster top speed at 3.5k under mwd, and you can pick one of your analyser modules to gain and additional 10 coherence over the equivalent Cheetah fit, or improve your scanning (you can only fit one of these rigs with calibration). The warp speed does suffer a little by comparison to the Cheetah at 5 au base, but in this fitting I have used the warp speed rigs to even this out at 7.5 (.5 au slower) incidentally these are some of the few rigs which will fit in the 150 calibration left. Not that it really matters, but the Astero does also have nearly 1k extra ehp at level V.


Drones are also an important factor, with the Astero sporting a fantastic 75m3 Drone bay allowing for either DPS drones, or GTFO EC drones.


All in all the Astero is pretty much better in every single way than the Cheetah (except hold space), except for one: The cost. Currently clocking in at 100m (at time of writing). Now no doubt this will continue to plummet as supply and demand begin to draw closer to each other, but just how far will it drop? I’m really no market analyst (nor an industrialist); so any prediction I might make is nothing more than guess work. But by comparison other popular Faction Frigates (the Dramiel &Daredevil) are around 50-60m each. So we are looking at a dramatic improvement, for roughly double (or even triple) the cost of the Cheetah.


Is it worth it? I’m drawn on this one to be honest. Yes the Astero would protect against Gate Camps, and has a better chance of survival if you are caught, but there is no bonus or module to improve capsular luck/skill. All it takes is a few seconds (with the new interceptor changes) of inattention to find a Tarnaris on top of you. Yes in this situation the warriors might help you kill a single frigate, or the EC drones might jam him long enough to escape, but if there is more than one ship on you, it’s “goodnight sweetheart”. Furthermore, if you are in Nullsec, there is nothing on board to escape a bubble camp, although the faster speed & align time will get you back to the gate quicker.


The question comes down to this: are you likely to lose three Cheetahs to fast locking gate camps for every one Stratios/Cheetah lost to inattentiveness? If so, the Astero might be a better choice. If not… well perhaps the Cheetah is good enough. That’s your call.


For me? Well. I don’t know yet. But the Astero is a very, very pretty ship…


Fly white,




BB49: As Croesus

Welcome to the continuing monthly EVE Blog Banters and our 49th edition! For more details about what the blog banters are visit the Blog Banter page.

* * * * *

This month’s topic comes from a few sources and focuses on that most important of measurements of an EVE Online Pilot: how much money do you have?

What is “rich” in EVE? Is it simply having more ISK than most everyone else, is it measured in raw numbers of some other ethereal quality? Can you actually be poor? Have you ever lost nearly everything and had to claw your way back? If you are rich, how do you know and how did you get rich?




I think Jester really nailed it when he writes about Rich begin a perspective thing, but at the same time, (he would approve of double think I am sure) I also believe that you can laydown Class boundaries in eve, just as you can (if you are so inclined) in real life. As I mentioned in my last update post, by the class boundary set which I like the most, I am somewhere around the upper ranks of space middle class. The personal perspective of your wealth is just as applicable as the grand-scheme-of-things scale. I can be middle class in the grand scheme of things, Rich from my personal perspective, and poor from the view of my Alliance all at once. Aren’t I clever? But the most important scale of wealth is your own perspective so let me explain what “Rich” is to me.


Apart from anything else, rich, is unfortunately an equilibrium I can’t seem to break out off. The more ISK I have the less I want to put effort into making money, and the more likely I am to buy flashy ships (see my monthly updates for details). The less money I have, the more inclined I am to play my trader I am, and the less likely I am to spend lots of ISK. As a result I bounce around the same money range like a rubber ball in the ISS.


But is that so bad? I don’t need to be (grand-scheme) space rich to feel like I have achieved something in eve, I don’t need 1 trillion Isk to win the game. My rule of thumb is that I would like to have enough money to re-purchase all the important ships that I own, and still have enough left over to restart my trader. That breaks down something like this:


1 Carrier (3bn)

1 Black Ops BS (1.6bn)

1 T3 (1bn)

1 Napoc (0.7bn)

1 Hic (0.3bn)

1 Freighter (1.1bn)

Assorted T1&T2 Ships (1bn)

Trader starting Cash (5bn)

Total: 13bn


Add a bit of a safety margin to this and you have the region at which my wallet tends to hover. I will often make a concerted effort to break above this level (right now for example I have a 50bn target set, but in all honestly I doubt I will ever reach it). The issue is that making “enough to get by” is about as much effort as I am willing to expend on the ISK making side of things, pushing higher is almost always a short term phase soon corrected by lethargy or a big purchase. But that’s fine with me, I’ve still got enough to cover my spending and cope with dire emergencies.


Over the years in eve I have made my cash through a lot of different avenues. Mission running being my starting profession. From there I went to null and tried some Complexes. About the same time I met a very successful station trader who helped me start my trader, who has since been the backbone of my funding. That’s not to say it’s been my only source of cash, the trick in eve is to diversify. In my career I have tried wormholes, Incursions, exploration, Faction Warfare, hauling, manufacturing (that’s recent), services (selling bookmarks) and even made a little money out of administrative roles. Through all of this, I would consider myself rich, certainly in the last few years of playing, I have never been limited in what PvP ships I buy because of a lack of cash.


But what about the flip side? Space Poor. In relative terms; I would class “poor” as the point when you are limited in what you can do (that you want to do) by your wealth. For example, if I were suddenly to develop a need/want to get into a Titan, I would be poor (my means do not cover my goals). Furthermore if a newbro was aiming to upgrade to a cruiser with 50m in their wallet, they are doing fine, if however they are aiming to get a Battleship, their poor.


In my early days I clawed my way out of “poor” several times, both through silly mistakes (it’s good to learn the golden rule when your still in frigates), and because my aims shifted faster than my wallet did. I was lucky in that I had a close group of friends to help me out when I made mistakes (the very same Dirties you know and love today), so the depths of despair always had a light at the end of the tunnel. But all the same I can remember the days when I lost a stream of frigates to hard missions, and had to go back to my Ibis to claw back enough cash to start again.


I can also vividly remember coming back to the game in a war deck and losing my (accidentally) poorly-pvp fitted rokh (p.s. to understand the true fail of that fitting, you have to know that I thought it was a PvE fitting) to Guiding Hand Social Club. As at the time I was attempting to break into Nullsec, and was only intending to fly frigates (Indeed I think I was on the way to Jita to sell the Rokh to fund a stack of Kestrels) the loss, despite being about 70% of my net worth didn’t make me poor.


So to summarise, there are three scales of wealth; Your opinion of yours, Others opinion of yours, and the scale of the grand scheme of things (which is still based on opinion). But I feel that Isk is too often used as a scoreboard to players, null, low and high pilots alike. Honestly the only score board in eve is how much fun you have. If a player gets enjoyment out of bombing around Lowsec in frigates with only 100m in their wallet, who am I to declare them poor? Equally some of the Super capital owners in the Alliance would likely declare me poor, but from my point of view, I don’t need more than I have to continue, I might want more but I don’t need it. The most important scale of wealth should always be your own, do you have enough money to have fun? If so, don’t sweat it.


Fly Rokhs more,




A month on the Tiles

I have to admit that this is going to be an interesting monthly update to write. This is because quite simply, I am having trouble remembering the first half of this month. Unfortunately this is not because of some alcohol induced coma, but instead because I have been so busy out of game, I just can’t remember that much of what I’ve been up to. P.s. a tip for anyone thinking of tiling a kitchen floor themselves: don’t.


That said I clearly have been playing games, with my raptor account scoring 140 hours played this month (an average of 5 hours per day). If I am honest through, that’s a dramatically inflated number, as I have been using my Tablet to run games in the background while I am at work; steam badge collection, for the use of. I think it’s fair enough to say that a good 20-40 hours of that time is this background running. Of that inflated 140 hours of games, I have managed to rack up 40 hours of eve, and 73 kills across all my accounts (working out at just under two kills an hour average).


I also had the great pleasure of a weeklong visit from fellow dirties members Arian Blade and a weekend visit from Lore Solo. We took the opportunity to run some awesome group roams thought faction warfare experimenting with some crazy fun frigate fits. We are going to try and expand these roams, and make them a regular feature. Who knows, maybe you’ll see some reports on here of what we get up to at some point.


In-between laying tiles, I have been enjoying a lot of Dust, especially working on the triple XP event over the last weekend. I’ve had a great time overall, but I am still severally disappointed by the low level of investment I’ve been able to make. I have also developed a distinct hatred of Death Taxies, to the point where by I just won’t talk about them in this update for fear of a fevered rant. Needless to say I find them… aggravating.


Back on the eve front, the Dirties group has also been experimenting with some new ways of working together to make money. So far things are looking positive, with us making a few Hundred Million for just a few hours’ work. To me its highlighted once again just how much eve makes us invest in our accounts and characters. Although this new plan is in its infant stages, eventually it is going to require some skill training before we can take it to the next level. I have always been one of life’s “planners”, and eve tickles that itch like nothing else. Spending time planning something which is going to take a few months, then walking it through the stages, to perfection… It’s a feel good factor for me. Mind you, you may have already gathered that from my Attribute optimisation post. Anyway, well see if we can talk about those plans at a later date, for now it’s all opsec and jazz.


Site wise I have also been doing some *fun* changes. If you visited over the last few days, you might have noticed that the site has been changing its clothes more than a Eurovision song Contest host. I wish it were for good reasons, but recently I have been un able to ignore the extremely slow load times (please tell me it’s not in my mind, and that readers are getting this as well). So far I think I have narrowed it down to just a few possibilities, and the site is currently running in “Cut down” mode, so that I can test my theories. Sadly being the main contributor to this site, and also being its sole administrator does mean that I sometimes have to pick between writing new content for you guys to read, and updating/optimising and generally administrating this site. Sadly that has resulted in a slowdown of posts in the last few weeks. We’ll just have to hope this is still just the initial overhead to get this site running on its own.


Anyway, I’m back to trying to get more fleets again, as I have been lacking in my destruction duties for the last couple of weeks. I doubt that ill manage that to any serious capacity until I have finished my work in the kitchen.


Fly with sore knees,



Personal Exploration

Much like distilling, making what I want to say fit in 140 chars, can take a good few days.

Much like distilling, making what I want to say fit in 140 chars, can take a good few days.

In the last few days I have been talking a lot about the new exploration mechanics (and the changes being made to them). All the posts can be found below:

  1. personal exploration
  2. explorin gentitlement
  3. exploring exploration


Twitter really isn’t the best medium for communication. I never really got the bug for it, and to be honest I hate having to try to limit my expression to an arbitrary character limit. I hear the argument that imposing the limit distills the information to get you the interesting facts fast, but I disagree. Can anyone truly argue that this is better than the book?


“Little, hairy people + wizard/dwarves/elves take a really long time to triumph over evil.”


Could a religion (for better or worse) have sprouted from:


“God makes world. God makes people, gets angry with them & makes them follow rules.”




I don’t think so. But I Digress. I do have a presence on twitter, partly because it is useful for publicising this blog, but mostly because I believe that twitter & tweetfleet are an important part of the eve community/meta. And both community and meta are important to me. The reason why I bring this up is because I had a good (if character limited) conversation with @MagnificentHaze yesterday evening surrounding my post on the Exploration changes (no I am not as mad as I made out honest). You can find the full conversation on twitter (if you know how to use it better than I do). But it came down to a discussion on what was, and what was not good multiplayer experience.

[edit] Thanks again to Haze, who has given me a link to our conversation:


In the end I described how we as a group run the sites, and why I feel that the Loot spray was good multiplayer. First let me reiterate why the loot spray was good for single players.

  • It made you make tactical decisions on what to scope (even more so now that containers are named for what’s in them).
  • It required you to be a good manual flying pilot.


Ok so now how we run the sites. As a group of three we fly from system to system scanning down signatures, if there are more than one in a system, we split them up to scan them down faster. Once we have a site we warp in and power towards the can. When we arrive we divide the cans up between us, and all start hacking at the same time. When someone finds their system core they generally say something to the effect of “I’ve got it, ready for me to pop?”. This way we don’t all finish the hack at the same time and get overwhelmed. Assuming everyone says yes, the person who found to core kills is, and the rest of us ignore our hacking screens for a few moments to help tractor loot. This continues until all the containers are popped and the site is done. We do have to be careful about not moving more than 5-6K off the active hacking sites (as this explodes them), but good piloting skills makes this easy enough to do. We also have to concentrate on not tractoring the same target (as this locks you out for a cycle), and ensuring we catch all the fastest moving cans before they stray too far. As a result of our teamwork we complete the site 3 times as fast as a solo player, and scoop 100% of the loot as opposed to the 50-60% of a solo player.


I just don’t understand how the change is an improvement over what the loot spray brought to the table.



Exploring Entitlement

In the last few days I have been talking a lot about the new exploration mechanics (and the changes being made to them). All the posts can be found below:

  1. personal exploration
  2. explorin gentitlement
  3. exploring exploration

So… Things have moved in the prenatal world of Odyssey Exploration and I am afraid to say that in my opinion some of the changes are for the worse. Let’s aim for the jugular first off: Loot Spew.


Previously in exploration when you hacked a container it would give you a seconds warning, and then ejaculate loot out in one, sometimes two directions. These directions appeared to be pretty random, and they did cause some issues (as I mentioned in the previous post). My reaction to this was that CCP should simply reduce the number of structures in the vicinity of the Loot throwers and use this as an excuse to find and refine rouge clipping issues, to make the sites less frustrating.


entitlementHowever, there was a more sinister plot afoot. You see a large part of our community feels that they are entitled to everything, now, if not sooner. It seems that to them the idea that they might have to fly tactically to collect loot, or make choices about which cans to grab, or worse yet, share the loot was just horrid. So using the Structure issue as a soap box, they seem to have persuaded CCP to slow down the loot spew to a crawl. Seriously!? This really sucks, I liked the fact that the can farted loot out at a rapid pace. I liked that the game encouraged pilots to be good at manual flying to collect maximum loot. Now we have to just sit there like a fat man at a buffet selecting which greasy morsel to shovel into our lazy mouths. Worse still this hasn’t even fixed the issue of the invisible clipping, it’s still there! The old method of spewing loot was also a further encouragement to bring friends. Our group would bring three people and position ourselves around the structure to ensure that at least someone was close to the main spew, ensuring we would collect all the loot. Now it seems one person can collect 80% of the loot by just sitting wherever they are, meaning that its less efficient to bring friends. As you might be able to tell, I am a little bit pissed by this; mostly because I saw the exploration changes as a step in the right direction. Content enhanced by group play, which encouraged pilots to develop useful skills for PvP.


imagesOk… Deep breaths hark.. That’s it. Ok.. Wooosaaaah.. Wossaaaaah… oook…. *sigh* With that done, let’s look at some of the other updates.


It looks like hacking itself is being made a little bit easier, while at the same time reducing the bonuses on Cov-ops frigates (another reason the last post was out of date, we didn’t even realise the cov-ops frigs got a bonus).


It’s also worth noting that currently the rigs that boost Hacking and Archaeology are different, so to get a bonus to exploration, you will need two rig slots on your ship.


Anyway, that’s the latest from the forums, I really hope that CCP changes their minds on the spew, or at least iterates on it in another patch.


Fly rubbing your earlobe,