The Mittani Grew the Eve Community
Posted: 2012-11-16 Filed under: eveonline 11 CommentsI leave for a week on vacation and the bloggers have a meltdown? Take a deep breath, relax, and let it all happen.
This post is a direct response to Rixx Javix’s post The Mittani Killed the Eve Community on Eveoganda.
In the last two years the number of active Eve Blogs has dropped from about 300 to about 100.
Rixx Javix
I would argue that this trimming of the fat is a good thing for the community. Blogs with an unfocused voice, lackluster content, or passion have been reduced. The amount of noise has been reduced and the true pearls of the group have been formed(1).
You go to Jester’s Trek if you need up-to-date commentary on anything happening in the community, The Altruist for PVP and ship analysis, or Ardent Defender for industry and production details — there are many, many more core blogs so don’t feel alarmed if you were left out. These are a sampling of the top tier ones to serve as examples.
The powerhouse blogs are going to remain standing and themittani.com is going to do nothing but grow the power of the community; I said ‘power’ because I expect the blog count to get reduced.
The outlet that themitanni.com has created is a collection of well written stream from various authors. Content creators that lacked an established site can now contribute to a known, powerful brand. Readers can go to one consolidated source in addition to the established blogs.
1. On vacation I visited a pearl farm in Vietnam. The local guide told me it takes 5-6 years to form a viable pearl with a 10% success rate of perfection (nice sphere, unified color). I’ll equate a 10% perfect success rate to the 300 or so blogs that Rixx estimates were out there to what we are now seeing in the community.
Optimal Carrier Blueprint Ratios
Posted: 2012-11-15 Filed under: eveonline, industry, ships | Tags: archon, chimera, nidhoggur, thanatos 6 CommentsCarriers use a lot of Drone bays, especially the mighty Thanatos. This large requirement leads to a bottleneck in production so I wanted to know the optimal number of Drone Bay blueprints needed to remove this problem.
Using a ME2 Thanatos BPO, I found the optimal ratio of blueprints needed to complete the construction of Capital parts needed for one carrier in around 5.9 days.
Having 6 Carrier Drone blueprints removes the Drone Bay bottleneck and pushes that problem onto 3 other components. I started to adjust the other components to shift the bottleneck around, but it just seems to increase the same radio of problematic blueprints. From my work it seems that the 1:6 Drone ratio is the simplest ratio.
Carrier Production Using Compression
Posted: 2012-11-06 Filed under: industry, ships | Tags: archon, chimera, isogen, megacyte, mexallon, nidhoggur, nocxium, pyerite, thanatos, tritanium, zydrine 10 CommentsJump capable ships have a fairly easy production workflow; common minerals are made into capital components that then get combined into the ship hull. There is no invention process, no reliance on moon reactants, or even a multistage reaction process like Tech3 hull/subsystem production.
The con to the production process is that there is a high barrier of entry and a ISK sink into blueprints. I estimate that I moved around 30 B into BPOs and starter minerals to begin producing the 4 racial carriers.
My first stage is to start up Carrier production, which is coming along nicely. Carrier blueprints have been purchased, researched Tech 1 module blueprints that are mineral compression friendly were bought on contracts, a highsec compression office was rented, and a cyno chain to the production system was mapped out.
The second stage of the plan is to eventually expand into Dreadnought production, which require a few more Capital Component BPOs. Once I start to sell Carrier hulls and Capital modules, I’ll move more ISK into blueprints for these heavy hitters.
The initial purchase was for a researched set (ME 100/PE 20) of every Carrier Capital Component, 4 Racial Carriers, Fighters, and Capital Module BPOs.
Using the magic of mineral compression, I transported 206,500 m3 of modules and produced 1,608,535 m3 of minerals after the refine process. The modules’ volume was only 12.8% of the expanded mineral size.
Here’s a screenshot of my Industry Dashboard that I built in my Wallet Manager program to help keep track of all the different jobs bring run by different characters in various locations.
This pane helps keeps a nice overview of the manufacturing and research process, which I can bring up on a computer, mobile, or even a tablet device.
Fansite Registration
Posted: 2012-11-05 Filed under: eveonline 1 CommentI finally felt that I needed to solidify my claim on the Community Fansite list and join the ranks of other top notch sites. Thank you to all the supporters and people that comment.
High Volume PVP Items
Posted: 2012-11-02 Filed under: eveonline, industry, market, ships | Tags: arazu, basilisk, drake, eris, guardian, huginn, hurricane, rokh, sabre, scimitar, tempest 16 CommentsThe ability to produce order from chaos gives us direction. There is a lot of data out there for the Eve universe; kill reports, market prices, and player content all contain information that we can use.
In order to give my trading ventures some direction, I produced a report out of the large amount of kill report data that is publicly available.
After setting up an instance of EDK, I pulled data from various sources including eve-kill.net, TEST, Goon, and AAA killboards. I then ran some filters on the dataset in order to exclude some cases that don’t contribute to my target PVP environment:
- Ignored duplicate mails when importing (attempt to sanitize the input).
- Ignored ammo as I have found that the ammo trade is very hit-or-miss as far as profits are concerned.
- Filtered to only null and lowsec kills.
- Removed losses that contained NPCs (lols Ratting Ishtar).
My query produced a list of top ships and modules that turnover. Here is a nice list of 154 items you should be trading based on my filters if you want to stock the war chests of PVP players.
10MN Afterburner II 10MN MicroWarpdrive II 1400mm Gallium Cannon 1400mm Howitzer Artillery II 1400mm Prototype Siege Cannon 150mm Light AutoCannon II 200mm AutoCannon II 220mm Vulcan AutoCannon II 425mm AutoCannon II 425mm Compressed Coil Gun I 425mm Medium Prototype Automatic Cannon 425mm Railgun II 720mm Howitzer Artillery II 720mm Prototype Siege Cannon 800mm Heavy Prototype Repeating Siege Cannon 800mm Repeating Artillery II Adaptive Invulnerability Field II Adaptive Nano Plating II Arazu 'Arbalest' Cruise Launcher I Armor EM Hardener II Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Ballistic Control System II Basilisk Blackbird Broadsword BZ-5 Neutralizing Spatial Destabilizer ECM Cap Recharger II Capacitor Power Relay II Compulsive Signal Distortion Amplifier I Conjunctive Magnetometric ECCM Scanning Array I Conjunctive Radar ECCM Scanning Array I Co-Processor II Covert Ops Cloaking Device II Curse Cynosural Field Generator I Damage Control II Devoter Drake Dual 180mm AutoCannon II E50 Prototype Energy Vampire ECM - Ion Field Projector II ECM - Multispectral Jammer II ECM - Phase Inverter II ECM - Spatial Destabilizer II EM Ward Amplifier II EM Ward Field II Energized Adaptive Nano Membrane II Enfeebling Phase Inversion ECM I Eris Experimental 10MN Afterburner I Experimental 10MN MicroWarpdrive I Flycatcher FZ-3a Disruptive Spatial Destabilizer ECM 'Gloom' I White Noise ECM Guardian Gyrostabilizer II Heat Sink II Heavy Electrochemical Capacitor Booster I Heavy Electron Blaster II Heavy Ion Blaster II Heavy Missile Launcher II Heavy Pulse Laser II Heavy Unstable Power Fluctuator I Heretic Huginn Hurricane 'Hypnos' Ion Field ECM I Improved Cloaking Device II Interdiction Sphere Launcher I Kinetic Deflection Field II Lachesis Languid Phase Inversion ECM I Large Anti-EM Screen Reinforcer I Large 'Arup' Remote Bulwark Reconstruction Large Core Defense Field Extender I Large F-S9 Regolith Shield Induction Large 'Notos' Explosive Charge I Large 'Regard' Power Projector Large S95a Partial Shield Transporter Large Shield Extender II Large 'Solace' Remote Bulwark Reconstruction Limited 1MN MicroWarpdrive I Low Frequency Sensor Suppressor I Maelstrom Magnetic Field Stabilizer II 'Malkuth' Heavy Missile Launcher I Maller Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I Medium 'Arup' Remote Bulwark Reconstruction Medium Azeotropic Ward Salubrity I Medium Capacitor Booster II Medium Capacitor Control Circuit I Medium Core Defense Field Extender I Medium Energy Discharge Elutriation I Medium Energy Locus Coordinator I Medium Energy Neutralizer I Medium Energy Neutralizer II Medium Ionic Field Projector I Medium Particle Dispersion Augmentor I Medium Particle Dispersion Projector I Medium S95a Partial Shield Transporter Medium Shield Extender II Medium Targeting System Subcontroller I Medium Trimark Armor Pump I Medium Unstable Power Fluctuator I Nanofiber Internal Structure II Oneiros Onyx Oracle Phased Muon ECCM Caster I Phobos Power Diagnostic System II Prototype 100MN MicroWarpdrive I Prototype Armor EM Hardener I Prototype Armor Explosive Hardener I Prototype Armor Thermic Hardener I Prototype Cloaking Device I Reactor Control Unit II Remote Sensor Dampener II Rokh Sabre Scimitar Scorpion Sensor Booster I Sensor Booster II Shadow Serpentis Armor EM Hardener Shadow Serpentis Armor Kinetic Hardener Signal Distortion Amplifier II Small Capacitor Booster II Small Core Defense Field Extender I Small Diminishing Power System Drain I Small Nosferatu II Stabber Fleet Issue Standard Missile Launcher II Stasis Webifier II Tachyon Anode Particle Stream I Tachyon Beam Laser II Tempest Thermic Dissipation Field II Tornado Tracking Computer II Tracking Disruptor II Tracking Enhancer II Type-D Attenuation Signal Augmentation 'Umbra' White Noise ECM Warp Disruption Field Generator I Warp Disruptor II Warp Scrambler II Zealot






