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Thursday, 3 May 2012

Funding Your PVP Habit

PVP can be an expensive activity, particularly when you're starting out. For many people, this is one of the major worries preventing them from getting involved in a life of PVP. In this post we're going to look at some of the popular methods for making isk as a PVPer, as well as how we can manage our costs to maximise the time we're able to spend PVPing.

Before we begin, a few quick disclaimers - firstly, this isn't intended to be a comprehensive guide to isk-making in Eve, nor am I trying to say anything about the relative merits of each activity in of itself. For the purposes of this article, we're looking at each of these activities purely as something you do 'on the side' to support your PVP, and how it complements (or doesn't) that lifestyle. Additionally, this is all based on my own opinions - I'm far from an expert when it comes to PVE, so take these as general guidelines rather than hard truths.


Managing Your Expenses

Unfortunately there's no magic bullet that will make your isk woes go away, however you can make the job easier by managing your expenses a little.

The first thing to realise is that PVP does not have to be expensive - while a larger budget opens more doors, it's perfectly achievable to PVP on the cheap. Rather than picking all the ships you want to fly and then trying to figure out how to pay for them, I recommend starting off by asking yourself how much effort you're willing to put into making isk, and then setting your PVP budget accordingly.

The easiest way to reduce costs is to fly cheaper ships - just because you can fly a HAC doesn't mean you need to fly one, especially when you can lose three battlecruisers for the same price. Try to be sensible about this - don't go fitting t1 mods on a premium hull, but consider flying cheaper hulls and drop modules for cheaper variants where the performance gain from t2 might not be necessary. Do this right, and you can get an effective ship for a significantly lower price tag - a good example is the ferox fit from my recent AAR.

Some corps and alliances will also offer reimbursement for some or all PVP losses, which can make things much easier. This might be limited to particular ship types or ships lost on corp ops only, or it might be wider. Remember of course that this tends to come with a certain kind of PVP - you're unlikely to find a lowsec pirate corp reimbursing ship losses for example. In a similar vein, some corps will provide free frigates or other cheap ships to new players, which can make your first steps much easier.


What Makes a Good Isk Source?

When choosing your income stream, there are a few important things to consider:

Isk per Hour - This is a measure of how much isk an activity produces for a given amount of time invested. This is probably the most commonly used metric when deciding on an isk-making activity, and it's definitely in keeping with the slightly min-max attitude that's common among Eve players. While there is a reasonable amount of variation in isk per hour between activities, most of the common ones fall into a similar medium-to-high ballpark. Isk per hour is most important to people who are willing to dedicate a significant amount of time and effort to their isk making, and want to be as efficient as possible with that time.

Effort Required - This is the question of how much work you need to put in in order to make a given profit. If something takes two hours but you can do it semi-afk, that has a greater isk to effort ratio than something which takes one hour fully at the keyboard and produces the same isk. If you plan to dedicate a certain amount of time to isk making regardless then effort will probably only be a minor consideration for you. However if you'd rather multi-task, making your isk while your attention is elsewhere, then choosing an activity with a low effort requirement can be advantageous. Some activities are almost completely passive, generating isk while you're not even online!

Convenience - Some activities are much more convenient than others. If you can do an activity on your main account without leaving your usual PVP stomping grounds, that's very convenient; nobody likes to be stuck 25 jumps away in hisec when their corpmates are getting an awesome fight. If you can make isk while you're PVPing (or in a PVP-fit ship so that you can join a fight at a moment's notice), that's even better! Unfortunately some isk-making activities will require you to travel away from your usual PVPing areas (for example to hisec market hubs, or to wherever your POS, PI installations, or mission agents are based) or use an alt in order to make them practical.

Fun Factor - You'd expect this one to be obvious; Eve is a game after all. Is your chosen activity actually fun to do, or is it a soul destroying exercise that feels like a second job? Whether this is important to you depends on your mindset, but if you're going to be spending a significant amount of time grinding isk it's generally easier to stay motivated if you're having fun while you're doing it.

Startup Requirements - Some activities require significant skill training, standings, or startup capital before you can really make good isk from them. While this isn't a problem if you already meet those requirements, it can be a barrier to new players. This is particularly true if you're required to train skills or grind standing on an alt.


PVE Combat

As the name suggests, these activities focus on killing NPCs in exchange for isk. In general, they are highly active isk sources where you make money as you go - the profit you make scales linearly with the amount of time that you put in. While time-consuming, these are natural isk sources for PVPers since they generally require skills and ships that you already have available. These are good choices when you have time to spare and are mainly interested in a solid return on the hours you invest.


Missions (Excluding Pirate Missions)

One of the most common isk sources, missioning is a fairly steady if uninteresting income stream. Most people mission in hisec, which gives you the relative safety to grind isk without concentrating too hard. However, hisec is often quite out of your way as a PVPer, so mission runners either use an alt for this or set up a jump clones to travel between their missioning location and their PVP HQ. You can also run missions in lowsec and NPC nullsec - while requiring more concentration given the potential for hostilities, lowsec missions are more convenient for lowsec PVPers (particularly if your main is flashy) and pay out more than their hisec equivalents, although still significantly less than pirate missions. Level 5 missions are also available in lowsec. NPC nullsec missions are not significantly more valuable, unless they are for pirate factions (see below).

Isk per Hour - Moderate to high, particularly once you're running level 4 (or 5) missions.

Effort Required - Moderate for hisec, moderate to high for lowsec. It's possible to run missions semi-afk depending on your ship, but it's less efficient and will net you less isk. You generally have to be at the keyboard and paying some attention, but you can get away with multitasking. In lowsec, more attention will be required to avoid hostile players.

Convenience - Low for hisec, moderate for lowsec. You're generally tied to the locations where you have available agents, and running missions in hisec means moving away from your PVP grounds or using a mission running alt.

Fun Factor
- Moderate to low. Missions are fairly repetitive and don't really offer much a great deal of challenge.

Startup Requirements
- Pretty high for level 4 missions since you'll need good standings. Low for more basic missions, but the payout there is significantly lower. Since many new PVPers already have a background in missions, this is often a moot point. Lowsec missions (in particular level 5s) will require more experience and usually a slightly better ship and/or fit than hisec missions in order to run them safely and effectively.


Pirate Missions

Similar to the above, except these take place in nullsec out of the systems where the pirate factions (Angel Cartel, Serpentis, Guristas, Blood Raiders and Sansha's Nation) have sovereignty. The rewards are much higher, but so is the danger.

Isk per Hour - High. Running missions for the pirate factions generates much more LP than hisec missioning, and rewards such as faction ship blueprints and pirate implants can be lucrative.

Effort Required - High. You can't really run these afk since NPC owned nullsec tends to be fairly well populated with neutral pilots looking to kill mission runners. However in the right ship and with a bit of concentration you should be fairly safe, and the isk more than makes up for any losses.

Convenience - Moderate to high, depending on where you live. These are only available in specific regions, generally deep in nullsec (Curse is the most accessible such region from empire). However, the areas where these missions are available are often active PVP hubs and if you base nearby they can be a very convenient source of isk without requiring you to move around or use an alt.

Fun Factor
- Moderate. In themselves these aren't much different from regular missions, however the added factor of evading other PVPers can make this more exciting than it would be otherwise.

Startup Requirements - Quite high. These require standing with the pirate factions much like regular missions do with the empire factions, which most people do not have.

On a related note, I should mention the pirate epic arcs - these are epic mission chains run for the Angel Cartel and Guristas based in nullsec space. They have fairly low entry requirements - you can access the starting agents simply by having standing with one of the empire factions, and they can be completed in a t2 or faction frig. These arcs are very lucrative, although you can only run them once every three months. They will also boost your standings with the relevant pirate faction, making Angel/Guristas pirate missions much more accessible from then on.


Incursions

Despite their profitability recently being nerfed, incursions are still a solid income stream. Perhaps their biggest benefit is that they are both social (involving fleets of 10 or more) and challenging (incorporating an improved AI and generally employing PVP-like tactics) which makes them much more engaging them simply running missions.

Isk per Hour - Moderate to high. It's difficult to say exactly how much the payouts have been nerfed until people have really figured out how to run them effectively in their new state.

Effort Required - High. Running incursions is probably the most active isk-generating activity there is, and requires full concentration to do it effectively.

Convenience - Low. Most incursions are run in hisec, and they only exist in a small number of specific locations which change on a regular basis. They also can't be run solo - while their group nature is one of their big selling points, it does mean that you can't simply log in and grind some quick isk - you need to travel to the incursion's location and also find a fleet willing to take you (and you can't always log off at a moment's notice either, since your fleet will be relying on you).

Fun Factor - High. Incursions are the probably the closest thing you can get to PVP without actually PVPing - they're social, they're challenging, and they're satisfying if you can do them well.

Startup Requirements - Pretty high. Without joining a dedicated incursion community, the easiest way to get into incursions is probably to fly a t2 logistics ship. In general, getting accepted into an incursion fleet requires solid skills and a fairly expensive, well fit ship (as well as the capital to replace that ship should things go wrong, which they occasionally do).

For more information on Incursions, check out the guides on Jester's Trek.


Belt Ratting

Belt ratting is the practice of killing the NPCs which spawn at belts and stargates in exchange for bounties. In hisec belt ratting is almost worthless, however as the sec status of a system decreases, the quality of the rats (and thus the value of the bounties) increases. Even in the deepest nullsec belt ratting is generally worth less than other alternatives, however it's incredibly convenient - it can be done anywhere, in almost any ship, and can easily be combined with your PVP activities.

Isk per Hour - Poor, although it varies significantly based on the space you're in. While the rats themselves can have comparable bounties to missions, more time is spent searching for decent spawns. Occasionally in nullsec you might hit a jackpot by finding a rare 'commander' or 'officer' spawn, but these are few and far between. Due to the time that would be required to make significant isk, belt ratting generally works better as a bit of extra isk on the side, rather than as a primary isk source.

Effort Required - Moderate. You need to be concentrating since you'll be ratting in hostile space, and since a single spawn dies quickly you couldn't really afk rat even if you wanted to. However, it's very easy to rat casually by just killing a spawn here and there, which reduces the commitment required.

Convenience - High. Belt ratting can be done anywhere, and is easy to do in almost any ship while PVP fit. Particularly if you're solo, you can easily fit belt ratting into your day to day PVP activities - as you're roaming around, simply swing by the belts and pop any nice spawns you come across. This can have the added bonus of convincing other PVPers in the system that you're a simple ratter, and may even get you some fights!

Fun Factor - Moderate to low. As a pure isk source, belt ratting tends to be repetitive and the NPCs themselves present little to no challenge. It involves quite a lot of warping around, and you need to do a lot of it in order to make decent money. On the plus side, the fact that you can do it in hostile space and in a PVP-fit ship means that you can combine this activity with hunting ratters and trying to bait people into fights, which can make it more interesting (usually at the expense of isk generation).

Startup Requirements - Low. You can belt rat in almost anything, with destroyers and t2 frigates able to handle almost all regular rats.


Anomalies and Complexes

While anomalies and complexes are two different things, they have a lot in common. These are combat sites which you can scan down and run in exchange for bounties, loot, and so on. Anomalies can be found using your ship's onboard scanner, whereas complexes are exploration sites which need to be probed down. Complexes generally have a rating between 1/10 and 10/10 indicating the difficulty of the site, whereas anomalies are identified by names such as 'sanctum', 'haven' or 'hub'. Both anomalies and complexes increase in difficulty and reward in lower security space, with the best of each appearing in deep nullsec. As a result, these are a very common isk source for nullsec residents.

Isk per Hour - High. The higher end anomalies are generally slightly more profitable than running level 4 missions in hisec. High end complexes are more lucrative still, with the chance of faction loot giving you the possibility of a significant jackpot.

Effort Required - Moderate to high. Anomalies are easy to find and generally simple to run solo - they can even be run semi-afk (although since all but the most minor of them take place in hostile space, this is not recommended). Complexes generally require a bit more concentration, and should you get an escalation (a semi-random and usually quite lucrative follow on mission) they may involve travelling between systems. You should also take into account the effort of probing down complexes, which can be quite time consuming.

Convenience - High for anomalies, moderate for complexes. Anomalies and complexes can be found anywhere, but the best sites are found exclusively in nullsec in space with low sec status. Anomalies are more common in sovereign nullsec, due to some of the upgrades which can be installed there. Anoms are particularly convenient, since they are relatively short and can be found without probes using your ship's onboard scanner. Complexes will need to be probed down and are generally more difficult to find (at least if you're looking for a good one), however for nullsec PVPers especially you should be able to find these fairly close to home.

Fun Factor - Moderate. Quite similar to pirate missions, these are just predictable combat sites based in a hostile environment.

Startup Requirements - Fairly low. A battlecruiser should be enough for most basic anomalies, although a battleship or t3 cruiser is a better choice for the higher level anomalies and complexes.

A similar but related option which falls under the same 'exploration' banner as complexes is day tripping into wormholes. While not usually as lucrative as actually living there with a group, finding a quiet low-class hole and running some of the sleeper sites for a while can provide you with a nice income, and is broadly similar to complexes in terms of accessibility.


Passive Income Streams

In contrast to the activities mentioned above, these income streams are largely passive - they require some setup work, but will otherwise produce isk for you without you even being logged in. These are great sources of isk for those people who don't have the time to devote to PVE and want to spend as much of their Eve time PVPing as possible. They also make good secondary isk sources to supplement another income (for example, you might combine piracy with a station trading alt).


Station Trading

Station trading follows one simple rule - buy low and sell high. Truly a profession for those who have embraced the spreadsheet, station trading can be a great earner thanks to low effort and high reward, providing you have the starting capital to back it up. Since the rewards of station trading generally scale with the isk you put in rather than the time or effort, it can potentially make you a lot of money. However be warned; station trading can be a frustrating practice and requires quite a lot of patience.

Isk per Hour - Variable, but potentially very high. The more isk you put in, the more profit you can get out.

Effort Required - Low. Aside from doing some research and setting up/updating your orders, station trading is largely passive and will bring in isk without any interference from you.

Convenience - Low. You really need to be in a trade hub to do this, which usually means using an alt which does nothing but station trade. Thankfully the skills required to station trade are fairly minimal, at least at a basic level.

Fun Factor - Low. Station trading can be very frustrating and requires a lot of patience - it requires competing with market bots and often playing the '0.01 isk game' whereby people will constantly undercut each other by tiny amounts to ensure they have the best order.

Startup Requirements - Fairly high if you want a good income. You can start trading from the ground up and potentially get established fairly quickly, but the isk you get out of it is proportional to what you put in - to make huge profits, you need to have the isk to invest.


R&D Agents

R&D agents provide you with a constant, passive supply of datacores for use in invention (or to sell on the market). While these aren't really worth enough to be a primary isk source, running R&D agents can be a nice supplement to your main income stream, particularly if you have them on multiple characters.

Isk per Hour - Overall income produced is fairly low even across multiple characters, but it will keep going without any action from you. Once they're set up you don't really need to do anything other than pick up and selling your datacores every now and then (which you can do as infrequently as you like with no penalty at all).

Effort Required - Almost none, providing you have the required standings.

Convenience - Moderate. The agents are generally in hisec and you'll need to haul your datacores to a trade hub to sell, but since you can do this whenever you like you can easily just put it off until you happen to be in hisec anyway.

Fun Factor - Low, but almost N/A. You need to spend a few minutes hauling and setting up market orders to sell your datacores, but that's all.

Startup Requirements - High. You'll need the same standing as for level 4 missions with a corp that has R&D agents, and you'll need that on every character that you want to produce datacores on. You also need to train a few weeks worth of skills in order to use the agents efficiently.


Reaction POSes (and other POS shenanigans)

A potential choice for more established players is to run a reaction POS chain or something similar (for our purposes, we'll include all POS related activities which you could realistically get into as a solo player under this heading - no tech moons here). While this generally involves more effort than the other 'passive' choices it's still a relatively hands-off process, with a couple of hours once a week being a fairly typical commitment.

Isk per Hour
- High, providing you have the necessary startup capital. Like trading, profit from this activity scales with the isk you put in (i.e. the number of reaction POSes and the value of the reagents).

Effort - Moderate. You'll need to keep the POSes fuelled and transport reagents to and from the market. Since POSes like these are generally in lowsec, that's not an afk activity. Effort required is reduced significantly if you have access to a jump freighter.

Convenience - Low. You'll need to haul things around empire, and you're tied to wherever your POSes are based. The fact that you're constantly on a timer can make this frustrating - you can't just not bother with it for a couple of weeks, or your POSes would go offline.

Fun Factor - Low. There's a reason people are always complaining about the POS interface.

Startup Requirements - High. In order to make an impressive profit, you need to be able to pour quite a bit of money into control tower(s) and high value reagents. You'll have quite a large proportion of your isk plugged into your silos at any given time, and you'll probably want a jump freighter in order to make this time efficient. In other words, this is a great earner if you're already rich, but not really a way to build up a fortune.


Planetary Interaction

PI is almost a half way point between R&D agents and POSes in terms of both effort and benefits. One thing which it does have going for it however is that it's comparatively easy to get into, even on multiple characters, and is available anywhere.

The income generated from PI isn't all that high, however with an efficient setup across multiple characters it can be quite a good earner. You could also choose to get into the POCO (player owned customs office) game, but I won't discuss that here.

I've never really tried PI myself, so the following is compiled mainly from reader comments.

Isk per Hour - Like R&D agents, PI produces a constant stream of income at a fairly low rate, without much time required to maintain it. Income can be quite reasonable if done efficiently and across multiple characters. PI in lowsec, nullsec and w-space is much more profitable than in hisec due to taxes and overcrowding.


Effort - Low to moderate. Setting up may require a reasonable amount of effort to ensure you have an effective system, but keeping your PI network running is a fairly hands off activity. It will require more involvement than R&D agents, but less than maintaining a POS network and much less than running the equivalent number of missions. You'll need to check on your planets fairly regularly and haul your outputs to the market every now and then, but once you're into hisec the hauling can be done fairly afk. Obviously, the effort will increase the more characters you have running PI.

Convenience - Moderate. You can find PI anywhere, but it's most profitable outside of hisec (which is good news if you're a non-hisec PVPer). More advanced PI setups with short extraction cycles will require you to stay close to your PI installations since you'll need to return to them quite regularly - with this in mind, many people prefer to keep a dedicated PI alt on location to allow their main more freedom of movement.

Fun Factor - Fairly low, unless you're a big fan of farmville. PI is mostly a solo activity which may or may not involve plenty of spreadsheets, and most of your time will be spent in a hauler.

Startup Requirements - Low. You'll need to train some basic skills, but they shouldn't take too long even across multiple characters. The PI network itself should be fairly easy and cheap to set up, and the main work is in designing your planets in the first place.



Profiting from Destruction

These income streams don't really fall under the above categories, but what ties them together is that they're designed around making money from your PVP environment (either directly or indirectly). They're also, generally, quite fun! These are good options for people who want to spend all of their game time PVPing and having fun, don't want to rely on alts for their isk, and don't mind living off a fairly low budget.


Piracy

There are many definitions of piracy, however for these purposes we're talking about any form of PVP where the primary goal is profiting, either from looting the wrecks of your victims or by the payment of a ransom. This covers traditional lowsec piracy, hunting ratters in nullsec, and hisec piracy activities such as suicide ganking and baiting mission runners. While you may not consider all of these to be piracy, they all share the common theme of preying on the vulnerable and the valuable for financial reward.

While piracy is not as lucrative as most other isk sources, it's one of the few ways in which you can genuinely make your PVP pay for itself, and that makes it incredibly appealing if you can do it well. Of course, some sections of New Eden society frown on these activities (usually more so the 'safer' the space you do it in), and not everyone is interested in such a lifestyle.

Isk per Hour
- Low. While you'll occasionally come across a real goldmine, most of your time as a pirate will be spent searching for targets and your income will be very unreliable. Even full time pirates usually just cover their operating costs and little more. Hisec piracy can be significantly more profitable, since people in hisec are much more likely to be flying around with expensive fittings and cargo.

Effort Required - High. As I mentioned above, piracy generally involves a lot of flying around looking for targets. And is not something you can do semi-afk.

Convenience - Moderate to low. You'll generally need to fly around a lot looking for targets, and must be prepared to move entirely if targets in an area dry up. Lowsec piracy and some forms of hisec piracy will damage your sec status, potentially leaving you unable to access hisec space (other than briefly and in a fast ship). Nullsec piracy generally involves roaming deep into enemy territory and can be very hit and miss. On the plus side, you can do this on your main as you're PVPing (obviously), which means you're not really sacrificing time from your usual PVP activities to engage in it (in which case it would be highly convenient).

Fun Factor - Very high. You're PVPing and making isk at the same time, what's not to like?

Startup Requirements - Very low. You can get into piracy with a t1 frigate or destroyer and a low skilled character with very little startup capital.


Salvaging

Wherever there's PVP there will be wrecks, and wrecks can be salvaged. Most PVPers will loot their victims but don't bother salvaging the wrecks, and t2 wrecks in particular can be incredibly valuable. By fitting up a fast or stealthy ship with a few salvagers and combing over battle sites once the participants have moved on, you can make a very tidy profit!

Isk per Hour - Moderate. You're very reliant on finding good wrecks to salvage, however if you know that a fight featuring t2 ships has taken place nearby (for example, an AF gang has just been killed), grabbing a salvage ship and going to pick over their remains can net you a very nice income in a short space of time.

Effort Required - Moderate to high. You need to be concentrating since hostiles could turn up at any moment, however there's no significant time commitment involved and it's easy to do ad-hoc.

Convenience - High. Whether you created them yourself or not, the chances are there'll be wrecks all over your usual PVP haunts. You can even fit an offline salvager in one of your spare high slots and online it after fights to salvage the wreck.

Fun Factor - Pretty high actually. Since most wrecks are close to gates and other heavily travelled locations, you'll need to be sneaky and evade hostiles while you go about your business.

Startup Requirements - Very low. You need a salvager, that's about it.

Remember, wrecks aren't the only debris left by a battle! In nullsec especially, you'll often encounter flights of abandoned at the site of a battle. T2 drones can be worth quite a bit to a new player, and come in handy for experienced players too - it only takes a few seconds to fly over and scoop them!


Ninja Salvaging

This doesn't quite fit into piracy, and doesn't quite fit into salvaging (at least in the sense I'm talking about above). Ninja salvaging is the act of salvaging (and sometimes looting) other people's PVE wrecks in hisec, generally without their consent. This can be done for profit, or it can be done to goad the owner into fighting you. While ninja salvaging isn't particularly profitable for established players, it can be a good source of isk for newbies and can also be great fun.

Isk per Hour - Low. NPC wrecks are worth the same as t1 player ships, which is not all that much. Since you generally can't tractor wrecks owned by someone else (and you'll probably have the mission runner themselves to compete with), it'll also take you longer to salvage things than it would if you were simply salvaging your own mission. You can also make quite a nice income by selectively looting high value modules, although remember that this will allow the mission runner to shoot at you.

Effort Required - High. You'll need to scan down the mission and then actively fly from wreck to wreck, while also paying attention to rat aggro to make sure you're not getting shot at (mission runners will often warp out in an attempt to divert the rat aggro to you).

Convenience - Moderate. You'll need to go into hisec, but you can do this anywhere that there are mission runners.

Fun Factor - High. The fact that you're actively competing with someone definitely adds enjoyment, and there's an element of danger if you're not careful with rat aggro. If you loot from a wreck (as opposed to simply salvaging) and the owner opens fire on you, this can potentially lead to a PVP encounter too!

Startup Requirements - Low. You'll need probing skills in order to locate mission runners, but otherwise all you really need to start off is a frigate and a salvager.


Other Isk Sources

There are many ways to make isk, and this list can't possibly cover them all. If I've left something off this list, it's probably because I don't know enough about it to really make a proper assessment of it. A few examples are:

Production - Something I know very little about, but which I know some PVPers use for a living.

Selling supplies to PVP areas - Similar to station trading, there's good money to be made by buying things in trade hubs and then selling them in a more remote location where there's a lot of PVP. Having a good market in an area can also increase PVP activity there, as well as ensuring you have plenty of supplies for yourself.

Mining - Not a the best option for a PVPer since it requires completely different skills to combat, however it can be done afk and some PVPers do mine on an alt.

Scamming and corp infiltration - I've never really tried either of these - I'm too nice a guy and usually just end up feeling bad! However if you're willing to set aside your morals and play the bad guy, I'm lead to believe that both of these can be quite good money and good fun, albeit hit and miss for obvious reasons.

Faction Warfare - With major changes coming to faction warfare in the near future, I decided not to cover it here. Suffice to say, faction warfare missions and LP are another potential isk source, and in the past have been quite profitable.


PLEX

This deserves a section to itself, despite the fact that I don't have much to say about it. If you don't have the time or inclination to grind isk then selling PLEX can often be the sensible solution, particularly if you have spare change in real life - let someone else grind the isk for you.

My one caution is that given the amount of isk this provides for what feels like no effort (since the effort has already been done in RL and is not mentally associated with the isk), selling PLEX can cause you to significantly undervalue the ships that you fly. You won't get quite the same rush from flying a shiny ship if you can just replace it at the click of a button, and it's fairly common for people to sell a PLEX only to binge all the isk on things that they probably never would have considered flying or fitting otherwise. It's still a sensible choice in many scenarios, but overusing it can reduce the quality of your gaming experience.

So readers, I've talked long enough - tell me, how do fund your PVP habit?