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blankseplocked Manufactuing Profits...?
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Rogue Souls
Posted - 2004.02.18 21:39:00 - [1]

I was told that you really can only make profit off of building ships. I figure that you should be able to make profits otherwise providing you have the right skills and whatnot. I will figure out what research and all I need.. I just was wondering what items make the most profit besides ships? Thanks in advance

Posted - 2004.02.18 22:02:00 - [2]

Edited by: Zarina on 18/02/2004 22:05:10
It really depends on the location of your shop. Try to figure out what kind of people hang out in your area or what the atmosphere is like (eg. pirate ganking indies, guerrilla warfare). If you're located on the highway, then you have to advertise your wares more.

Then put a wide range of items up for sale and evaluate how those sell. Once you find what items sell better, focus on building those.

Just remember, miners and haulers usually make better customers than pvp players as the former loses their stuff more often.

Baldour Ngarr
Black Thorne Corporation
Black Thorne Alliance
Posted - 2004.02.19 00:10:00 - [3]

One major disadvantage to producing equipment is that so much of it is dropped by pirates and therefore costs nil. Small drones, for example; I have acolytes and hobgoblins coming out of my ears, so I dump them on newbie markets at below mineral cost (I can't recover all the minerals, no scrapmetal processing). How can you compete?

Posted - 2004.02.19 03:34:00 - [4]

Make things that are hard or impossible to get except from manufacturers. Ships, large weapons and other battle ship sized gear.

Posted - 2004.02.19 03:55:00 - [5]

Here's to hopeing that tech two will never be tainted by loot. It really does kill manufacturers trying to make a buck.

Abandoned Child
Posted - 2004.02.19 05:35:00 - [6]

A simple rule:


Unfortunately, in EVE, you can never really maximize quantity, and margins tend to erode over time. So, the item with the biggest price [ships] make the most profit.

There's really no way to fix this, at the moment.

In the current "local region market" scheme, the margins are all right, but the quantity demanded is never all that much. Loot drops don't really matter that much, I think, in terms of demand, because the market is segmented.

If we switched to a "global market" scheme, and had some sort of delivery/postal service, the margins as a whole would shrink, due to both increased competition and loot drops having more impact. However, quantity would go up.

A global market scheme where smaller items have manageable shipping costs, while big items are pretty much too expensive to ship, may work ok; at the very least it would be different.

Posted - 2004.02.19 11:05:00 - [7]

Well to be honest I have made more profit from other areas of consumables then ships.

Ships give a nice lump-sum profit in one sale yes, but the margin is a lot lower then on some other items I sell. If I sell more smaller items over time then I do ships, then the smaller items making me a greater margin have made me more profit.

I completely agree though on the drop-front. Whilst items are dropped which are equal to or BETTER then players can manufacture, the basic market will always suffer.

If players were researching and producing these named items, then the market would be somewhat more comparible, as drops would be kept in line with prices builders would be willing to sell things for.

Hopefully Tech2 named derivatives will be researched items that make it to the market, otherwise it just repeats itself where named stuff is substantially better, but just appears from thin-air seriously impacting the players that build.Smile

Celt Eireson
Posted - 2004.02.19 23:09:00 - [8]

I'd say in future tech 2 modules will be more profitable than ship building. The high number of tech 2 components pushes the price up - but theres an upper limit people will pay for the likes of frigates, even tech 2 ones.

Modules on the other hand have far fewer tech 2 components, so easier and cheaper (even relatively) to build. Though in some cases, they are only just better than the best named tech 1 pirate loot versions.

Posted - 2004.02.21 11:22:00 - [9]

In my view, in % terms at least, ships are probably the hardest items to make a profit on. There is so much price competition, particularly around the highway systems that your % profit must be very small or you will be lucky to sell. There are other items where it is possible to regularly make 25-30% and although the prices are small, the turnover can be quite good.

It seems to me that the bigger range of items you can manufacture & stock the better are your chances of making a reasonable amount of isk from manufacturing. But as with everything in eve & life generally, what looks like easy money when somebody else does it, still turns out to be hard work for modest reward when you try to break into it yourself.

Deep Core Mining Inc.
Posted - 2004.02.21 11:48:00 - [10]

I agree. The clue to make a livable profit in EvE is having a waste range of products on market. Even the smallest things (i don't sell small stuff though) may be important if you want to have happy customers coming back to you. A bit of PR won't hurt either to make your "supermarket" location known either. The biggest challenge however, imo, is to keep market stocks filled up at all times. If you manage this, along with good prices, and some PR, you will have players coming back to you for more. And this will generate good profit over time.


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