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Thursday, 16 May 2013

Crashing Neocoms

Posted on 22:00 by Unknown
About a month ago I wrote that certain planetary products are much less profitable than others, making them a loss in opportunity cost. I started making Neocoms (T3) using Silicate Glass (T2), biofuels (T1) and precious metals (T1). It promised 1B/month with very little work. Now look at the price graph of Neocoms:
Ouch! You might be tempted to say "bad luck", but it had very little to do with luck. An advanced factory produces 3 units of Neocoms an hour. 7 factories, 6 planets, 24 hours : 3024 units/day. Now look at the traded amount on the chart! Only 5-10K/day, meaning I produced about half of the Jita-marketed Neocoms! No doubt that such supply boom ruined the price.

This is something we don't see often in a player scale. Honestly, I did not think of it either, and paid with lack of profit for it. Sure, Goonswarm can manipulate an item, but a single pilot (no alts were involved)?!

The problem was that Neocoms isn't a common item. Most PI producers go for "all by myself" production, they produce P4 without buying anything, they extract everything and combine it on different alts. Only a few players bought or sold Neocoms, making it a very sensitive product. I've learned from this mistake, so shall you. Check the volume of the item before starting mass production.



Finally a business tip: if you are a jump freighter pilot who jumps a lot (doing it as a serious business), I'd suggest to use the training changes of Odessey to train the JFs of all four races, so you'll be able to switch to the JF that operates with the cheapest isotope. Fuel prices will be very hectic and likely to rise significantly.
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Blog Archive

  • ▼  2013 (242)
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