Tuesday, May 27, 2014

An Applied Introduction to Regional Trading: Part II - Items to Sell


Way back when, I started an introduction to regional trading, one that gave specifics on what and where to sell. Here, finally, I talk about what to sell—with specific examples, but also a focus on how to find a market niche.
In part I we introduced the basic ingredients of setting up a regional/inter-regional trade market, and picked a suitable location. Here's what we have at this point:


Sell Location: Simela, Genesis
Buy Location: Usually Jita, but Dodixie is an option as well (we might also buy up orders in systems nearby Simela and pool them into the market there).
Profit Goal: Make a stable 1b a month with infrequent order updating.
Investment Goal: 10b, on the modest assumption we will make 10% of that a month.
Product Goal: Find at least 10b in suitable items to sell.



What to Sell?


Let's start by making a list—a big one. Were going to list, first, the main activities players engage in in Simela and surrounding areas. Then, starting with the most popular activities (so far as we can tell) we are going to list all the main items people use in those activities and, more importantly, all the items people lose in those activities. At that point, we will look at the actual market details in Simela and see which items make for potential trade opportunities.

We already know what the most common activity is in Simela: missions. Level 3 missions are available for the SOE faction, but there are also level 4 agents available in system as well. Hang around the stations for a while in Simela, or the gate leaving system, and you will notice few use the two non-SOE stations. You will also notice that the majority of ships leaving the SOE station are level 3 mission ships—battlecruisers, primarily. However, try hanging around Bherdaspot at the Simela gate or at the sun using dscan for a while, and you will notice a decent amount of level 2 mission ships out (like cruisers), as well as level 4 mission ships like battleships.

We are going to start our market, then, by building around the mission runner population. But what else do players do in this area? PVP probably comes in second. If you spend some time looking at the killboards for systems around Simela-Gonditsa, you will notice that very few loses are from PVPers fighting PVPers. Search through the kills in Gonditsa on any given day and you will find only a few PVP ships dying for every few dozen non-PVP ships. This tells us that PVP-specific goods might not be the best market in this area, but is perhaps still worth stocking later on.

Mining is also a common activity no matter where you go in high sec, but scanning the belts around Simela every so often suggests the miner population is relatively low. Exploration is also quite common, particularly leading into the low sec area. While it might not seem like it, Simela is also next to a travel route. The pipe from Gonditsa leads into Van (Aridia) which leads to Solitude, so it is likely that some players as far away as Solitude use Simela as a nearby hub for buying and selling.

So, first we focus on items relevant to missions. Then we move to PVP-specific items, then mining and then exploration items.

Where I usually start when brainstorming what items to sell is by thinking about what people lose. If they lose it, they will likely seek to replace it. The starting place is probably obvious: Ammo and drones. Ammo gets used up, drones get destroyed or left behind. However, I've tried trading in ammo and drones elsewhere, and the competition in intense. But something strange happens when we look up common types of ammo on the Simela market. There is not much competition, even in the most frequently used ammo types. As a general rule, it isn't usually worth trading in T1 ammo and drones given the massive amount that needs to sell in order to make a profit. That leaves us with T2 ammo and faction ammo.

Take missiles as a test case. Experimenting selling all these kinds, as one might expect, heavy missiles are the fastest movers while rockets and light missiles are the slowest, with the rest in between. Scourge missiles of all types tend to move more quickly than those of other types, and javelin/precision variants are the slower of the T2 types. There are trade offs at every point, however. T2 and faction light missiles have almost no presence on the market. They won't move fast, but 1) the orders will rarely require updating in 0.1 bid wars, and 2) the profit margins will be determined largely by you. As market order slots becomes an issue—we have around 300 total on a character fully skilled—these two features might be less attractive, but market order capacity ceases to be an issue when you use more than one character for trading. So, I experimented in the following items:

Heavy Missiles
Caldari Navy Nova / Inferno / Mjolnir / Scourge
Precision Nova / Inferno / Mjolnir / Scourge
Fury Nova / Inferno / Mjolnir / Scourge

Heavy Assault Missiles
Caldari Navy Nova / Inferno / Mjolnir / Scourge
Javelin Nova / Inferno / Mjolnir / Scourge
Rage Nova / Inferno / Mjolnir / Scourge

Cruise Missiles
Caldari Navy Nova / Inferno / Mjolnir / Scourge
Javelin Nova / Inferno / Mjolnir / Scourge
Rage Nova / Inferno / Mjolnir / Scourge

Torpedoes
Caldari Navy Nova / Inferno / Mjolnir / Scourge
Precision Nova / Inferno / Mjolnir / Scourge
Fury Nova / Inferno / Mjolnir / Scourge

Light Missiles
Caldari Navy Nova / Inferno / Mjolnir / Scourge
Precision Nova / Inferno / Mjolnir / Scourge
Fury Nova / Inferno / Mjolnir / Scourge

Rockets
Caldari Navy Nova / Inferno / Mjolnir / Scourge
Javelin Nova / Inferno / Mjolnir / Scourge
Rage Nova / Inferno / Mjolnir / Scourge

12 in each category, 6 categories—if we traded in all missiles, we'd already be up to 72 orders, with sell orders totaling around 1 billion isk depending on how many of each ammo type you stock. As an example of the sorts of profits I made in my first month trading, with no more than one update / restock per week and from buying directly off sell order in Jita:
Mjolnir Fury Heavy Missiles were at the high end, netting me 47m in profit from a sale of 111k. Caldari Navy Heavy Missiles tended to require more babysitting to keep my orders the lowest, so I made less than other areas where less competition was found. 
Light missiles--on the low end of profits--still generated around 30m profit from all the orders and I only needed to update the scourge missile orders a few times. 
HAMs made a similar amount as a whole, with a comparable lack of competition. 
In total, I made around 200m in missiles in the span of a month (a statistic somewhat complicated by the fact that I did not get many of the orders up until part of the way through the month). Not bad at all for what was largely passive--a few updates and a few trips to restock in sum.

I've since pulled out of some of those markets--they were done largely as a test, as I've never traded in ammo before. But they sum up a general lesson: profit can come even in areas of a market that look empty, with no past history.

For this reason, I would seriously caution relying on the market table/graphic pages for planning trades. Why? Because it is limiting and misleading in a lot of ways. The main is this: the market history does not tell you the key trading counterfactual conditional: IF I sold item X at this station for X isk, how often would it have sold? Many of the items I traded simply had no presence on the nearby market until I listed them, so their trade history gave me almost zero relevant information. Finding good trades, in other words, is less about looking at the market's past history of trades, and more about accurately predicting its future trades. Many of my favorite items to trade are those that are not usually listed in regional markets, and I would have never learned to trade them without simply experimenting with assortments of items based on my best guess about what activities people do and what they buy and lose in the system.

Next we move to other ammo types. Hybrid charges—large, medium, and small—of all the above types (faction, T2 such as void and null), then projectile charges, then laser crystals. Browse the market in Simela and you will find that many ammo types are not on the market, and many more are not in Simela in particular. There is easily a few hundred good items to sell just in terms of ammo alone!

Besides ammo, there are a few other types of items commonly used by mission runners which are lost or depleted. These items include T2/faction drones, navy cap charges, and mobile structures--particularly mobile tractors. Unfortunately, I've not have much success in any of these markets, as even in Simela they are highly saturated. I have a suspicion that someone manufactures T2 drones and sends them to Simela, in fact, because the margins are very frequently at or near major hub prices.

Mistakes Will Be Made

A final point is worth making. Mistakes will be made. Sell orders will be put in at 1 billion isk rather than 100 million. I lost around 250 million isk in brokers fees at a single time. Digits will also be dropped, rather than added, causing you to sell items to a buy order for tens of millions rather than list the items for hundreds. Mistakes like this happen and should simply be calculated into the costs of running a market. Here's is a personal habitual example:


I seem to screw up orders on mobile tractors once a month in Simela--no idea why. This is simply a feature of not being a bot, I suppose.
In the next post in this series, I will detail more potential trade opportunities. Instead of disposable items, we will look at T2 modules.





1 comment:

  1. What do you generally shoot for as a starting markup for items that don't have much of a presence / competition in the market you're testing?

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