Abyssal Deadspace now live on Singularity for testing

Just another friendly pop in from me. We’re definitely reading through all this feedback and are figuring out critical balance points.

I want to say a big thank you to everyone who supplies their fits or types of ship when you go up against something. It really helps us figure out the context of whether you were going to survive or not.

I’ll have a talk tomorrow with CCP Larrikin and see if we can do a quick update reply on the status of the NPCs and where we are.

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I really hope you can bring this to a successful launch. It is beautifully done, imaginative, and has such an amazing potential. It may be the best thing ever brought to EVE, it is that good!

Or it could flop, and die at birth. And then that would be an absolute tragedy.

PLEASE Make sure the RNG spawns, are not an instant I lose button for the majority if not all ships that are brought in, or possibly allow an Eject from site mechanism, even if it means losing all loot gained up to that point in the site, for when it goes horribly wrong.

The timers on L4 and 5 are really tight when fighting the strong NPC challenge as well, Whilst time pressure is exciting, it is too much of a “good thing” when it isn’t that realistic.

Having a challenge for well skilled players, with good fits is a admirable thing, but a Billion+ loss when the slightest divergence from an unknown “perfect choice” coupled with additional RNG instadeath, isn’t going to get people committing to these. Especially as one will not discover that perfect fit without throwing losses at the problem (if there is even such a thing as a perfect choice for all RNG spawns)

The ideal balance is challenging without being totally overwhelming, so that people can LEARN for themselves.

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the bigest general issues as far as balancing and tweaks are effective hp of some spawns the big battleship+ cruisers or multiple bs spawns and the randomised neuting amount of some spawns you can end up not holding up capacitor reliably even with an injector and a very conservative fit as far as cap usage.

for example 10 neuting drifter spawn why isnt it mixed or the 2-3 neut vedmaks+ 3 demavik neuting why isn’t it 1 vedmak 2 demavik or 2 vedmak no demavik that neuts.More and more medium slots end up goign to utility and defence the heavy neuting forced us into using batteries with cap injector for defence alone a wasted mid slot,already having a web is mandatory aswel as a prop mod ships with less than 4 mids or shield ships come in at a huge disadvantage you alocate slots to mandatory items or are forced out of the sites.

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Suggestion’s, limit webbing/neuting ship’s to 1 at most 2 so the player have a chance to remove these threat’s, same for tracking disruption as 1 ship that get’s under your gun’s with it will send you to a long and painful wait till the timer run’s out.

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Thanks for the update - Honestly, I’ve only had a really bad time a few times, and not with the EWAR ships - the neuting and webs are manageable. The trig BS fleet spawn, though, landed me right near their optimal & had me dead in two volleys - the Drifters are also more-or-less managable, though landing in a bioluminescent cloud again let the sole BS volley my Vedmak off of the field in a few seconds.

This is the fit I’ve been running with, mainly - and though it isn’t related to the sites themselves, I’d absolutely say the ammo for EDs takes up far too much space - I don’t even carry a full load of the ammo I use.

[Vedmak, Vedmak]
Medium Armor Repairer II
Medium Armor Repairer II
Reactive Armor Hardener
Energized Adaptive Nano Membrane II
Entropic Radiation Sink II
Entropic Radiation Sink II

10MN Afterburner II
Fleeting Compact Stasis Webifier
Medium Capacitor Booster II
Medium Compact Pb-Acid Cap Battery

[Empty High slot]
Small Tractor Beam II
[Empty High slot]
Medium Entropic Disintegrator II

Medium Capacitor Control Circuit II
Medium Ancillary Current Router II
Medium Auxiliary Nano Pump I

Acolyte II x5
Hammerhead II x5

Meson Exotic Plasma M x400
Baryon Exotic Plasma M x400
Occult M x400
Navy Cap Booster 400 x24

For loot distribution try something like this:

A = Basic mat’s , B = Ship BPC’s, C = Module/Ammo BPC’s, D = Mutaplasmid.

c1: A = 0.2X Resource’s, B = 0.5% chance, C = 1%, D = 10% chance to drop 1.
c2: A = 0.6X Resource’s, B = 1% chance, C = 2%, D = 25% chance to drop 1.
c3: A = 1X Resource’s, B = 2% chance, C = 5%, D = 50% chance to drop 1.
c4: A = 2X Resource’s, B = 5% chance,C = 10%, D = 100% chance to drop 1, 50% chance to drop 2.
c5: A = 5x Resource’s, B = 10% chance, C = 15%, D = 100% chance to drop 3, 50% chance to drop 5.

Then attempting 5’s in an expensive ship is worth the risk, since the market price will be based off of c3. Actually like the idea of an almost impossible mode that is extremely rewarding :] but It should be stated as such then. “Try at your own risk but be rewarded like a king if you some how succeed!” :stuck_out_tongue:

Let’s say someone run’s 3’s for 4 hour’s at 50% drop chance and 20 min per run, that’s 1.5 muta’s an hour 6 muta’s in a farming period. If the people farming them don’t use them they will probably sell them for about 20mil per so they can make around 50mil an hour.

If you need 8 muta’s to roll one semi decent mod with a slight improvement that would value that mod from t2 at about 160mil 2x-3x that of faction, but you have a chance of getting a really epic mod so it’s worth the higher price, seem’s like a decent drop rate.

That would put C4 farming close to 100mil/hour and C5 at 250/hour which is pretty damn decent for the risk that you take, so 2 hour’s, 6 run’s risking a t2 fit HAC costing 500mil to pay it off again. Or 18 run’s to pay off bling’ed + implant’s.

Not good.

You need to realize that 1 Mutaplasmid of any of the 81 different types will never be enough to be useful. Having looked at the available numbers, I personally wouldn’t start mutating anything with less than 10 of the exact same type, probably not less than 100.
A 1% chance in Tier1 means you find 1 in a 100 goes. 1 in 1.000 minutes of playing. That’s completely useless.

Module/Ammo BPC and modules themselves drop a bit too often at the moment. I don’t think the chance should ever get as high as 20%, not even in Tier5. They should be well below Mutaplasmids.

Ship BPC: that depends on how quickly you want the sites to become left alone. The numbers you propose don’t look bad though.

Basic mat’s: much too high.

There should be a progression in loot as the risk rises. However, you’re overdoing it quite a bit. Start lower on Tier1 for everything apart from Mutaplasmids. No need to end up with 20 times the chance of Tier1 in Tier5 to make them worth the while.

One way to balance this would be to exclude Ship BPC’s entirely from Tier1 to 3 and have BS exclusively drop from Tier 5.

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Noone will lose a ship in tier 1, but in tier 5 ppl will welp ships a lot. The loot will have to reflect that. I’m not 100% sure i got you right, sorry if i didn’t.

You’re right, the risk should somewhat reflect the loot. However, I suspect CCP will somewhat nerf the danger of Tier4 and Tier5 to a point that they become consistently doable by high skilled pilots without losing ships. If my assumption regarding that nerf is wrong, I guess I’m okay with 20 times more loot in Tier5. If not, we’d end up with a large influx of Ships and Mats rendering them pretty much worthless in a short time.

I should have made the “if” and “when” clear in the other post, thanks for pointing that out.

I should be able to interact with players doing t1-t3 abyssal deadspace.

Atm unlike missions no player can interact with the players there. You cannot scan them down and they will have no suspect timer, you cannot loot their items, it is completely closed off, anathema to what this MMO means.

Give t1-t3 missions the suspect timer too.

This is yet another example of CCP not understanding their own game and going in the wrong direction
from what eve is intended to be.

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Since you are referring to suspect timers, you must talk about Highsec.

Now, as far as I know people who run Missions in Highsec don’t get suspect timers. While you can scan them down in their sites, the way to pop them is to gank them. The same will be possible at the exit of Tier 1 - Tier 3. You even get the advantage of having the suspect timer for Tier 4 and 5., without moving your ass to Low/Null.

I mean effectively you are asking for victims delivered on the plate. Go live in non-Highsec or try to lobby for Highsec being abolished - I’d support that. But this Highsec PVP carebear stuff, I don’t get it.

The reason these sites are 1 player only atm has nothing to do with keeping them safe. On the contrary, it is that limit which makes certain tiers so hard. If you could run them with logi or more ships, the very same content would be laughably easy.

Edit: If I’d see any chance to realize it, I’d personally lobby for Lowsec being the only point of entry for all of Abyssal Deadspace. For many different reasons regarding High and Null, but also to make Lowsec a viable location again. CCP is never going to do it though.

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It is not about ‘easy’ ganking as you call it. It is my worry about people being able to accrue ‘easy’ resources without any real risk [from what I have experienced of abyssal deadspace it is quite easy for some of them] and the lack of interaction with them. Though I am fully hopeful that people might end up being in the same abyssal deadsapce much like a wormhole.

Yes pvp in high-sec exists! Eve is a multi-faceted game where we should ALL be allowed to mingle.

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I think risk is good :slight_smile: We just need some balance with npc inside abyss.
I don’t want abyss to become “personal exp in personal wh” where every vni will grind it non stop with no problem and no risk

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it’s npt 20% chance, it’s 20% of c3’s chosen amount that ccp decides so that you get 1/5th of C3’s resources in C1.

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Aaaaaaah sorry, I completely misunderstood. Need more coffee, thanks for explaining :slight_smile:

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May be limit Tier 1-3 to highsec and Tier 1-5 to low/null/wh? This way you don’t have to mess with stupid suspect timer and will get the same thrill of the hunt in greater risk vs reward scheme.

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I believe the t1-3 loot is bascially so crap you don’t want to mess with players who are running them.

Sorry, but that is entirely your opinion not a statement of fact.

You cannot currently kill players in missions without consequences, you at least have to put your hand in your pocket to pay for a hopelessly broken wardec or lose a few gank ships.

What you are asking for is consequence free victims.

And THAT is NOT what this game is about.

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This is what CCP apparently do not want. The suspect mechanic is stupid, and just a placebo to appease players who still believe in EvE as a sandbox.

my gila after a tier 4 firestorm fight agaisnt vedmak cruiser group

Now it was a rly good fight as far as mechanical actions both from me and the rats they had no neuts just 3 vedmaks and 4-5 demaviks 2 demaviks had webs.

I started the fight by runnign away at start ended up somewhere near the arena edge deployed augmented hammerheads almost instantly despite my usual tactic i picked a demavik that was catching up fastest on me this time and the mixed missiles and drones munched it up albeit slowly.
rest of the demaviks caught up a web went on me and i cut mwd off no point in blooming my sig started banging on 1 vedmak which began melting rly good started heating the important mids the xl-asb and inv after 1st vedmak broke i noticed web fell off as frigs went on the drone i broke off with mwd broke the vedmaks weapon lock and reset their dmg 2nd vedmak began breaking quite okish but i had to recall drones as it began running away with them as another was on my tail.

After reseting the vedmak that was on me i finished the one that broke off earlier and my asb was runnign out i tried to reset the last vedmak again no chance heat on mwd was too high so i heated my web and slingshot back into him catching him and ensuring a kill as i was entering hull began reloading asb and made a break from the demaviks and finished the site.

[Gila, Gila]
AE-K Compact Drone Damage Amplifier
IFFA Compact Damage Control
Drone Damage Amplifier II

X-Large Ancillary Shield Booster
Small Capacitor Booster II
Supplemental Thermal Dissipation Amplifier
50MN Microwarpdrive II
Stasis Webifier II
Adaptive Invulnerability Field II

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher

Medium Processor Overclocking Unit I
Medium Polycarbon Engine Housing I
Medium Ancillary Current Router I

‘Augmented’ Hammerhead x6
Hammerhead II x4

Inferno Fury Light Missile x1424
Nanite Repair Paste x363
Caldari Navy Inferno Light Missile x1000

some of the mods didn;t fit so i had to make great sacrifices for the asb also had mid grade crystals and standard blue pill without them i’d most likely died.

Fit is very dependant on pilot skill it’ll die probably most certainly to the trig bs group but it has enough speed to zip inside their optimal and out while leting drones do the dirty work also it’s an offshoot from an old pvp kiting gila with some modifications.Again this is not what i’d deem a great fit it’s making too many sacrifices for the xl asb in my opinion.

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