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Crafting Tutorial

Discussion in 'Tutorials' started by rick_janson, May 1, 2012.

  1. rick_janson

    rick_janson Well-Known Member Pro Users

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    I'm still fleshing it out, so for now it's posted here: http://wp.me/P2kL3f-7g

    Crafting Tutorial

    This is a pretty good video explaining the basics:

    http://www.youtube.com/watch?v=jDHkRyKWKOE

    However, he is missing a few key points. First of all, you don't need thousands of PED to get started. Just some patience. You can get started with just a couple of things: A blueprint and a book. If you're looking for a cheap blueprint that gives pretty good returns using loot you normally get anyway, look at textures and some components.

    On Arkadia:

    • For Miners
      • O Rings (component)
      • Ball Bearings (component)
    • For Hunters
      • Simple I Conductors (can usually be found on auction for 1-2 PED)
      • Galaxy SI Ion Conductors (it does require Blausariam Ingot) (imported, looted, or bought)
      • Carabok Leather Texture
      • Large Striped Cotton Fabric Texture (has to be imported, looted, or bought)
    On Calypso:

    • For Miners
      • Basic Filters
      • Metal Plating
    • For Hunters
      • Simple I Conductors (can usually be found on auction for 1-2 PED)
      • Galaxy SI Ion Conductors (it does require Blausariam Ingot)
      • Large Striped Cotton Fabric Texture
      • Basic Pattern Shirt
      • Basic Pattern Pants

    Quantity Vs. Condition


    In the video above, the narrator discusses about Quantity vs. Condition. Since he never got a real good success on condition, here's an example of it:

    [video=youtube;KnKgIAD2Xn0]http://www.youtube.com/watch?v=KnKgIAD2Xn0[/video]

    This is generally not a recommended method of crafting because of its distinct lack of success. However, crafting certain items can (and frequently will) yield some more positive results. For example, a (L) blueprint will give more successes than a non-(L) blueprint. I have both (L) and non-(L) versions of the Breer M3a (L) blueprint, for example, and I got many, many more successes per (L) blueprint (I think I only had a couple on the unlimited blueprint).

    Condition is okay if you want to see what happens and don't have the residue onhand to make an item full value. However, NEVER use it on components unless, like me, you get toward the end of a run and just want to see what you can leech out of it. And don't bother using condition on unlimited items (such as the Jester D-1), either, as they can simply be repaired by the buyer (less PED required for you that way).

    On components and unlimited items you want to use full Quantity 99% of the time (unless you're really feeling lucky). Certain components (like Simple I Conductors and Heat Shields, notably) global and HoF on their own even on Quantity:

    View attachment 3939
    View attachment 3940



    Feedback and other ideas to put into it are much appreciated. If anyone has something they think should be added (screenshots, for example) post it here and I'll see what I can do.
     
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  2. Snape

    Snape Master of the BanHammer Staff Member PAF Administrator

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    Excellent

    *Thread Stickied*
     
  3. Kinnison

    Kinnison Active Member

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    Just a thought: I've found that with components, the average number you get over a run is about the same whether running on quantity or about 25% of the way towards condition; less successes, but more units crafted with each success. Also, on at least some condition, just every so often you get a big pile of residue; and blueprint drops are much more likely as well.

    Residue has better MU than many components, so it might be worth your while to put the slider to a place that makes the success chance bar just about go red. Just my 2 cents.
     
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  4. rick_janson

    rick_janson Well-Known Member Pro Users

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    Always great to get insight into expense of others.
     
  5. Xandra

    Xandra Active Member Pro Users

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    Hi,

    Great work, well done!

    I'm just a low skilled hobby crafter, usually recycling the low-MU loot for a "second chance" to get more loot, and to get some additional skills out of it.
    IMHO this makes sense - instead of selling the junk to the TT, or for a minuscule MU, do a crafting run with it, and sell/ TT the results. Often the result is better, and in any case you collect some skills that can be sold later.
    And sometimes you have a "good loot", containing nice amounts of residue, or BP's - this is when the "second chance" approach has worked.


    Quantity/ Quality? Depends. As mentioned by Kinnisson, the average number of crafted parts doesn't differentiate much between deep green "Full Quantity" and red-yellowish "Quality". The difference is what you get back in your loot from your material, and how much/ what residue you get. Example:

    Basic Filters, made from Oil and Lyst. You receive Oil or Lyst, as well as Enmat Residue or Metal Residue in the loot, besides the filters.
    Since Lyst has a higher MU than Oil it's desirable to get this one. This can be adjusted with going a bit more to "Quality". Takes some tries, but usually works.

    So, in short:

    1. Recycling low-TT loot in the crafting machine can give a second chance to get loot, and gives additional skills.
    2. The Quantity/ Quality slider also determines what of your material comes back in the loot, and can be used to achieve better results.

    Additionally, I believe that a "bright red"/ "dark yellow" setting improves the chance to loot better BP's, but this might be a myth.

    Have a good time!
     
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  6. Surek

    Surek New User

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    Excellent. Ideal for novices like me, we can now learn EntropiaUniverse
     
  7. IrishSailor

    IrishSailor New Member

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    Thanks for this. I am trying to get started and these tips have def helped a lot. I started out in arkadia and headed to calypso now so Ill keep this tagged.