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Showing posts with label Blueprints. Show all posts
Showing posts with label Blueprints. Show all posts

Thursday, February 2, 2012

ROCKTROPIA: Why I Recommend Crafting Here

The blueprints that drop are going to be related to the planet on which you are crafting. Rocktropia has not had very many blueprints drop. It is my opinion that Rocktropia has had WAY less new blueprints drop than on any other planet, and all that hunting loot eventually will be used in something. The only way to discover these prints, is to craft on Rocktropia. I know, it is still a long shot, but... The odds are better given the low number of crafters here.

The main opportunity I see is, so far, the items are proving superior to their counterparts from other planets because of their ingredients required to produce, versus their efficiency. For example... The D Class mining amplifier on Rocktropia, is equivalent to a Level 8 from Calypso. But the TT cost per click is only a third of that of the Level 8. Though you will have quite expensive markup trying to get the parts, but it STILL comes out cheaper than the Caly version. Though it is quite possible that your successes will have a lower TT value, therefore increasing the amount of residue needed, but no big deal right? Have you tried buying a level 8? I'd much rather pay for the residue to make a full TT D class... But the other side of the coin is, the description suggests that the D class MIGHT only work on Hell and Rocktropia, but I have not confirmed this.

If you can get a high value item print to drop, and if you have the peds, you can capitalize on it quite nicely before it becomes wide spread.

I further advise crafting at locations other than Lagoon, several people have reported crap luck there including myself. I do best crafting in Hell or on Studio Street at the old club. Good luck!

Tuesday, November 22, 2011

ANNOUNCEMENT: 100 QR BSM and Simple I Conductors BPs On Auction

I will delete this post after most of these have sold... But I wanted to put the word out that I have the following blueprints on auction...


100 QR Basic Sheet Metal, Buyout 100 Peds
100 QR Simple I Conductors Buyout 95 Peds
62   QR Mann MPH Dlx Buyout 70 Peds
48   QR Simple I Plastic Ruds 12 Peds
46   QR Basic Screws Buyout 15 Peds


They are listed for 7 days, so if you want them you better get to them before someone else does!

Friday, September 16, 2011

Update On The Economy in Entropia: Major Price Changes Open Up Opportunity

Because I am dedicated to the crafter and miner, though more and more I am hunter friendly, the prices in the market place and auction house affect us all. When Thrusters first came out, they were around 500 peds with markup! A great many were sold and used at those astronomical prices! Gungnirs were 1500 peds without any weapons when they came out!

Well... In the past month or two, prices have changed a LOT.

ON CALYPSO:
Thrusters are going for about 30 to 50 peds now, so what, about 700% markup instead of the 7000% they used to be!

Gungnirs and Sleipnirs are going for 300% or so now. So you can pick one up for about 75 Peds.

However, on Arkadia, thrusters were selling for around 80 peds, meaning there is room to make some money if you want to make the long flight.

Alicenies is rockbottom at very nearly TT food prices. However, it still selling for a nice premium on Arkadia and who knows where all else. This is one resource that might be worth just buying a bunch to wait for prices to go back up. It is used in so many blueprints, and for high demand components like Basic Sheet Metal.

Narcanisum is cheap now as well, at around 125%.

The time hasn't been better for buying things, in general, prices on most things have dropped, so nows the time to hit the market and auction and see if you can turn a buck!

And no, this isn't a promotion for Mind Ark LMAO... Instead, this is your wakeup call. The early bird gets the worm... And the first man gets the oyster and the pearl, the second one the shell! Go show the world what Free Enterprise can do for you! Where there is opportunity, there are profits!

Sunday, June 19, 2011

Cheapest Items To Craft In Entropia

From time to time I will look through my statistics and see what my readers search to find my blog. If I see something I don't feel I have covered, I write a new post on it. Such is the beginnings of this post.

I know some of you don't want to spend 5 or 10 peds a click but may not be sure what the low cost options are. So I will do my best to list some of them. This is all from memory so please bear with me.

COMPONENTS:
Basic Filters are the cheapest to make requiring one lysterium and one oil at a tt cost of 5pecs per click. And yes, they do global and hof.

Standard Dampers require one Lysterium and two Oil for a tt cost of 7pecs per click.

Basic Screws use only one Iron per click which I believe is 24pecs in TT cost and It has been TT food lately. Chances for global or hof are good but the market is so small for these that if Iron can't be purchased for a small markup not to bother.

Basic Sensors require two Belkar and one Blausarium requiring fairly close to 50pecs tt I believe. Demand is ok but again watch material costs or they won't be worth making.

ARMOR:

Settler armors tend only to require Lysterium and Iron which comes out to 50pecs a click and is the cheapest armor I know to craft. After that it starts going up pretty good.. But there can be lots of opportunity for making some good peds if you have the right blueprint.

WEAPONS:

Jester D-1 or Mann MPH are the cheapest weapons to craft but require around 80 pecs to a ped per click if my memory is accurate enough.

FURNITURE:
An interesting profession is the carpenter... While the demand is rather low for most furniture, the blueprints are somewhat uncommon and the right furniture can command a high price... I dunno why but as long as someone wants to buy it who cares :)

I'm not sure of what the costs are for the Nallo Ceiling Lamp but it does require a few copper ingots to make and not sure what the other ingredients are but suffice to say it's at least a ped per click or more. The pall stool is probably a similar cost to make as well but requires boards.

Attachments:
OA-101 Light requires about 5 peds per click... 101 is awful close to 10 peds per click... So 1000 peds will buy you 100 clicks or so.

There are all kinds of attachments but I feel the best value is in ore and enmatter amps.

VEHICLES:
I only mention this so you don't get your hopes up, the cost of the blueprints often reaches tens of peds per click since the blueprints are limited and the QR tells you how many clicks are in the blueprint. And then you have who knows how many peds in parts... So skill up and carefully research as just like GM or Chrysler, you've got a lot of production costs before you can stock your showroom.

I hope I've covered everything important enough to cover however entropedia.info can give you the whole database that you can examine any way you want to. Good luck!

Monday, June 13, 2011

What You Can Craft in Entropia

If you have never played Entropia, I wanted to put together a basic list of things you could craft in case you were curious... Sometimes it's little things like these that convince people whether or not they want to be in a certain game, depending on what they like doing. I am just going to give a decent overview of what kinds of choices a crafted can make and the categories of items to be made.

If you decide to craft there are a few plans you can pursue:
-Craft for no particular purpose except skill and maybe to hit it big.
-Craft high demand high markup components to supply other crafters.
-Or craft end products to sell to customers and someday maybe run a shop.

The general categories for crafting are furniture, weapons, components, armor, attachments, tools, enhancers, and who knows what all else. And I can't leave vehicles out :)

It is common fo a person to take up one main line of crafting. I tend to favor components. They are cheap enough to make that a bad run won't bankrupt me. But almost as big a favorite, is armor. Others choose to manufacture weapons. It is generally about where you seethe best opportunity for profits.

Another factor that made a lot of crafters happy is the auto click option being added to the craft terminals. Prior to that it was possible to rig up a third party auto clicker but when vu10 came out even those wouldn't work. If you want to do a 5000 click run now IRS no problem but back in the day it would have been a real job! The legitimacy of autoclicking was hotly debated for years but the addition of the feature to the game eliminated any doubts.

There are many hundreds of craftable items and different variations. Each requiring it's own combination of skills to challenge even the most seasoned crafter when entering into a new product line.

If you like lots of options and variety... If you want to try your hand at gaining real money in a virtual world... You should give EU a try.

Wednesday, May 25, 2011

Quantity Vs. Condition, Components or Items?

I apologize first and foremost for my extended absense. Due to circumstances beyond my control I have been away from my computer, and my blog. Do not fear, for Goldbaron is here!

The big debate is, what is better? Condition? Quantity? And does the slider affect only Items or Components too? Afterall, shouldn't "Quantity" mean you would get more of an item? You might be surprised at the answers that I have found over tens of thousands of clicks.

Quantity will ensure that you have the most successful clicks, while if you slide over to Condition, your item crafted will have a higher value but you will have fewer of them... EXCEPT, components have no condition, which leads to confusion... Even among my friends, I debate with them over the slider. Since they have no condition you would expect that Quantity is what you want to use... Well.... Yes and no.

If you craft components, say, Basic Sheet Metal, hereafter referred to as BSM, on full quantity, you may average 5 sheets per successful click. And you will get quite a few successful clicks, and residue drops will be smaller, say a few units of residue at a time. If you slide say, until your bar is in between green and yellow, your residue values will drop in the double and triple digits regularly. Your BSM per success on average would rise to say 8 to 10 sheets, but it will be longer between successes. Since you don't have condition on BSM, you are compensated through larger residue drops and more units of the item. So quantity doesn't mean that you will get more units of the item, it means you will get more successes. If you craft items, then yes, quantity really means quantity. Condition on items will give you a higher TT value success, but there is a strategy important to your success that I will reveal later in this posting.

When you craft items, you have some choices. Do I make L or non L items? Quantity or Condition? Well... It depends on your goal... If you are skilling, it perhaps is best to go with non L items. They tend to be TT food or at least easy to obtain materials for and cheap to make usually. My best returns have been with the highest available QR blueprint I can find, and with setting the slider at the point where it is at the bottom of the green, i.e. perfectly lined up with the bottom of the box to the right of the slider. This will give you a good shot at big residue drops and good globals/hofs, but won't give you such a bad success rate as to be a gamble whether or not you will make anything.

If you wish to try full condition crafting, which I have had great success with, but usually only when I have 80QR bp and higher, 100QR is recommended for best returns... Beware you can go 20 or 30 clicks without a drop... But on BSM, I usually get 3 peds worth of residue and 50 sheets of BSM per success on full condition. Full condition also earns you skills faster, and your bp skills up faster... But it can deal you devestating losses, but at the same time give you a shot at a much bigger hof or global.

If you see someone global spamming as it is called, they are likely crafting full condition, or else they have had a super long cold streak and it's finally warmed up for them.

If you craft limited items, check to see if their market value is good, and if they are in good demand. If so, you can profit by crafting on full quantity, and use residue... This will give you full TT limited items, and say you craft an ore amp worth 75 Peds, say 10 Peds was crafted value, and 65 Peds residue used. Say your residue cost you 105%. The amp sells for 115%. You have gained 10% of the TT value as profit over the cost of the residue. This is why people make limited items, and why residue is in demand. If you are crafting something with 500% markup, and paying 105% for residue, it is a no brainer... You are turning near TT food into uber profit!

If you craft at quantity, yes, you will global, but it might take you longer, however, globals usually mean profit for you. If you are crafting condition, you might need globals or hofs just to break even. It's kind of like a slot machine... The cost to play is more on condition but the rewards greater. Quantity would be equal to say, playing the nickel machines at the casino.

One more thing... Always try to get the most you can for your items. This benefits everyone by keeping prices up, including yourself. Do not TT anything that you can get markup for even if you have to visit a trader. Those few percents you will gain add up in the long run to much smaller losses.