When abandoning a drone in a pocket by not waiting for it on the gate, it is not abandoned but set to “drones in distant space” and has to be abandoned manually to launch new drones.
I’ve done around 4-5 runs of every difficulity tier in the past day, and it seems that tier 1 - 4 are solvable in 15min now. For tier 5 i have not figured out a way to get enough DPS on a sufficiently tanky ship to grind through the total amount of EHP (+speed tank) of all enemies combined yet and died once per two filaments due to lack of time. The successful runs also take 15-20min. If it is just me not being smart enough to figure a sulution, disregard this. The Renewing Leshak in the battleship wave consumes the most time to grind through, while the 4 vedmark + support wave is the most scary DPS wise.
Other than my previous post indicated, the filament droprate issue is not fixed and the droprate of filaments per filament invested seems to still be greater than 1, with around 2,2 in all tiers atm. The multiplasmid droprate also remains marginal with non-decayed versions being rarer than DED loot.
A difference between tier 1 and tier 2 is noticable.
While EHP and DPS of the abyssal rats rise with rising tier, the environmental effects do not scale with them sufficiently. Automatica Supressors damage to drones is so little that their existance or non-existance has no effect on my decitions when running a pocket. The same is true for clouds, since the benefit they provive is a lot smaller than the cost of the time investment needed to use them / drag enemies into them.
My emotional reaction and sentiment when running these sites is stress due to the time pressue. The unnaturaly deformed view caused by the extended field of view causes me to mostly focus on the overview. The content feels repetitive quickly since once i found a working engagement behaviour for a certain type of encounter, it comes down to reproducing the same behaviour every time it reappears. The lack of need to interact with the environment contributes to this. My very first impression when first doing these sites after they were released on SISI was disappointment, since i realised that the basic mechanic of the site is just killing some NPCs to get to the next room with NPCs to kill, which i did not expect. After the Fanfest presentation i expected a varitiry of different tasks to complete in these pockets which do not all come down to min/maxing tank and DPS to kill rats.
From the point of its mechanics i think that with minor tweaks, you could release the content in its current from. It might not live up to what you wanted to create judging from fanfest, but it should work. I am personally not happy with your apparently desired target price of good abyssal modules. I expect only supers to carry them with the current setting and was hoping for you to aim for target prices of 200-800m a good module, with 3-8b for the 99%^x modules. Knowing i won’t get my hands on them hyped me down the most about Into the Abyss.
I see the issue of you only having like 10d left to do fundamental changes to the feature, which is not going to happen.