I was under the impression that you had to win some sort of lottery for them or something.
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Do I absolutely have to post there to get help on this? I've already labeled the thread with the game so I'll probably get more help that way.Mutantsteak wrote:
http://forums.bf2s.com/viewtopic.php?id=100347
I think you have to research em somehow I dunno
That's after you get them. It reduces the parts or time to make it or something like that when you research it but you have to have the blueprints themselves before you can do that.MECtallica wrote:
I think you have to research em somehow I dunno
/me coughs
You had to have won them to get blueprint originals - there was a lottery. Long story short, the lottery stopped, the blue print originals that remain today are the last ones that will ever exist.
The more common way of getting tech 2 blueprints is through invention. You have to get Interfaces (Non-consumable, used to be pricey but no longer), the racial skillbook, datacores, and a BPC of the tech 1 item you're trying to invent. You can also use decryptors, which increase your chance of success and result ME/PE. You either get (or don't get) a blueprint copy of t2 item after you put all the aforementioned stuff in the cooker. It has negative ME and PE. You then need some standard materials, the t1 item (higher meta level is supposed to help..), and a part of a RAM tech to actually build it.
Maybe the t1 item is in the datacore/BPC part of it. It's not quite clear... I've never "actually done" it.
TL;DR, You need to have craploads of industry skills and a good idea of what you're doing before you get a t2 BPC, which is incredibly inefficient compared to the BPOs.
You had to have won them to get blueprint originals - there was a lottery. Long story short, the lottery stopped, the blue print originals that remain today are the last ones that will ever exist.
The more common way of getting tech 2 blueprints is through invention. You have to get Interfaces (Non-consumable, used to be pricey but no longer), the racial skillbook, datacores, and a BPC of the tech 1 item you're trying to invent. You can also use decryptors, which increase your chance of success and result ME/PE. You either get (or don't get) a blueprint copy of t2 item after you put all the aforementioned stuff in the cooker. It has negative ME and PE. You then need some standard materials, the t1 item (higher meta level is supposed to help..), and a part of a RAM tech to actually build it.
Maybe the t1 item is in the datacore/BPC part of it. It's not quite clear... I've never "actually done" it.
TL;DR, You need to have craploads of industry skills and a good idea of what you're doing before you get a t2 BPC, which is incredibly inefficient compared to the BPOs.
I know that the originals can be researched but does that alone make them better than a copy?MadKatter wrote:
/me coughs
You had to have won them to get blueprint originals - there was a lottery. Long story short, the lottery stopped, the blue print originals that remain today are the last ones that will ever exist.
The more common way of getting tech 2 blueprints is through invention. You have to get Interfaces (Non-consumable, used to be pricey but no longer), the racial skillbook, datacores, and a BPC of the tech 1 item you're trying to invent. You can also use decryptors, which increase your chance of success and result ME/PE. You either get (or don't get) a blueprint copy of t2 item after you put all the aforementioned stuff in the cooker. It has negative ME and PE. You then need some standard materials, the t1 item (higher meta level is supposed to help..), and a part of a RAM tech to actually build it.
Maybe the t1 item is in the datacore/BPC part of it. It's not quite clear... I've never "actually done" it.
TL;DR, You need to have craploads of industry skills and a good idea of what you're doing before you get a t2 BPC, which is incredibly inefficient compared to the BPOs.
Much better. In fact, you can't even get ME 0/PE 0 with invention, and going into the negatives hurts, a lot. You can still make a good profit, but you have to have the skills.. there are people out there inventing for a loss, so you have to choose the right things._j5689_ wrote:
I know that the originals can be researched but does that alone make them better than a copy?
I guess it might just be better to buy the ship itself then, though that's gonna be an assload of money from my point of view.MadKatter wrote:
Much better. In fact, you can't even get ME 0/PE 0 with invention, and going into the negatives hurts, a lot. You can still make a good profit, but you have to have the skills.. there are people out there inventing for a loss, so you have to choose the right things._j5689_ wrote:
I know that the originals can be researched but does that alone make them better than a copy?
Yup, there's an initial investment cost, a few months of training, and a market full of idiots who will undercut you below build cost, so building them isn't really worth it._j5689_ wrote:
I guess it might just be better to buy the ship itself then, though that's gonna be an assload of money from my point of view.
What is worth building in your opinion aside from pos equipment?MadKatter wrote:
Yup, there's an initial investment cost, a few months of training, and a market full of idiots who will undercut you below build cost, so building them isn't really worth it._j5689_ wrote:
I guess it might just be better to buy the ship itself then, though that's gonna be an assload of money from my point of view.
Anything you can buy a blueprint for and find a competitive market for. (2 dangling participles in the same sentence... niiice)_j5689_ wrote:
What is worth building in your opinion aside from pos equipment?
Doesn't really matter, though you have to play the market to it's strengths. Selling ammo at mission hubs is always a good idea, but the market is competitive and somebody might undercut your 30k of ammo at 25% markup with their 250k of ammo at 5% markup. On the other hand, building at a very small mission hub you're likely to be one of few/only seller, but you won't sell nearly as much. Building isn't so much about converting materials into items for sale, but more about building items for trade.
selling ammo in 0.0 works tbh
everyone hates going to empire for it and yeaaa
but its hard to find a good spot in 0.0 to freight all of it AND not get blasted AND find a spot thats always warring
everyone hates going to empire for it and yeaaa
but its hard to find a good spot in 0.0 to freight all of it AND not get blasted AND find a spot thats always warring
Is that what you do typically?MECtallica wrote:
selling ammo in 0.0 works tbh
everyone hates going to empire for it and yeaaa
but its hard to find a good spot in 0.0 to freight all of it AND not get blasted AND find a spot thats always warring
Spend more US dollars._j5689_ wrote:
How do you get Tech II blueprints?
EVE is not a good game
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slanderMutantsteak wrote:
EVE is not a good game
Heh, I'm gonna be spendin enough as it just paying for the 60-day time card, and I think when you go from a trial account to a full account, they deduct 30 days from it so I will have paid 35$ for a month of gameplay. I could be wrong about that though. If I'm not, then these new 60-day cards really suck compared to the discontinued 90-day ones.unnamednewbie13 wrote:
Spend more US dollars._j5689_ wrote:
How do you get Tech II blueprints?
It's so hard to buy stuff without a fuckin debit/credit card, if I was just charged montly, it'd be cheaper. Instead I have to get one of my friends to order with their parents card.
The new time cards are massive fail. 90 Day timecards were like 38.5 dollars... They used the timecards so they can fluctuate isk/ timecode trade._j5689_ wrote:
Heh, I'm gonna be spendin enough as it just paying for the 60-day time card, and I think when you go from a trial account to a full account, they deduct 30 days from it so I will have paid 35$ for a month of gameplay. I could be wrong about that though. If I'm not, then these new 60-day cards really suck compared to the discontinued 90-day ones.unnamednewbie13 wrote:
Spend more US dollars._j5689_ wrote:
How do you get Tech II blueprints?
It's so hard to buy stuff without a fuckin debit/credit card, if I was just charged montly, it'd be cheaper. Instead I have to get one of my friends to order with their parents card.
I would be a lot happier with the paygame scheme if the time was more flexible. My job is massively seasonal, which means that I hardly have time to play a few rounds of CoD 4 each day, let alone level an MMO (which by nature is a huge time investment) character to significant stature. Therefore, I wouldn't do myself justice if I paid monthly fees during the summer. Instead, I have a time card that's sitting on top of my monitor for Age of Conan, mocking me until work slows down towards the end of the year.
Back to flexibility: I would be a lot happier with a system whereas:
a) $x/mo or $y/hr. If $y equals or exceeds $x during one month, payment caps and locks in at $x for the duration of the month.
b) $z% variable discount for 1, 2 and 3-year contracts, still paid by month.
c) Contract discount discontinues if no time is logged in a single month.
Assuming I'm going to play a game for a few years, I would be allowed to select a three-year contract, which would cut a small amount off of $x. $y is unchanged, but still caps at my $x. I benefit in that I get to play the game for a few hours during summer months without the grumbling nagging feeling that I threw $15 down the drain (even though it's relatively cheap as far as entertainment goes). The company benefits in that they retain me as an ongoing customer, drawing a charge during my work season for only a few hours of server time.
Back to flexibility: I would be a lot happier with a system whereas:
a) $x/mo or $y/hr. If $y equals or exceeds $x during one month, payment caps and locks in at $x for the duration of the month.
b) $z% variable discount for 1, 2 and 3-year contracts, still paid by month.
c) Contract discount discontinues if no time is logged in a single month.
Assuming I'm going to play a game for a few years, I would be allowed to select a three-year contract, which would cut a small amount off of $x. $y is unchanged, but still caps at my $x. I benefit in that I get to play the game for a few hours during summer months without the grumbling nagging feeling that I threw $15 down the drain (even though it's relatively cheap as far as entertainment goes). The company benefits in that they retain me as an ongoing customer, drawing a charge during my work season for only a few hours of server time.
Last edited by unnamednewbie13 (2008-08-05 05:37:16)
Yeah, that's what I was saying on another forum, it's a rip-off now. Why do they punish people who aren't capable of paying monthly? And why can't they sell these timecards in U.S. retailers like Bestbuy, Gamestop, or even 7-11? I'm pretty sure Europe has them in their stores.cyborg_ninja-117 wrote:
The new time cards are massive fail. 90 Day timecards were like 38.5 dollars... They used the timecards so they can fluctuate isk/ timecode trade._j5689_ wrote:
Heh, I'm gonna be spendin enough as it just paying for the 60-day time card, and I think when you go from a trial account to a full account, they deduct 30 days from it so I will have paid 35$ for a month of gameplay. I could be wrong about that though. If I'm not, then these new 60-day cards really suck compared to the discontinued 90-day ones.unnamednewbie13 wrote:
Spend more US dollars.
It's so hard to buy stuff without a fuckin debit/credit card, if I was just charged montly, it'd be cheaper. Instead I have to get one of my friends to order with their parents card.