Abyssal Deadspace now live on Singularity for testing

Some sleeper rat feedback:

They have too much rr it’s not that they facetank or even barely tank you it’s causing their total effective hp to go up when you have 20 or so mixed seekers and sleeper drones miss 2-3 shots on one and you have to fire 2 extra shots to finish it off thats lost time.
Ewar amount is kind of fine they don’t neut as crazy as vedmaks or leshaks did also their speed and orbits are manageable you can run through a large pack with an ab fit at about 650m/s and just heat web to 13km catch one kill it rinse repeat reliably and fast.

That’s kind of it all in all they seem ok.

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I can kinda see the level 5 filaments requiring bling or mutated mods etc., but not 3s or 4s which is unfortunately the case now. 3s need to be doable in T2s at a reasonable success rate.

If your ship costs 400 mil, and pod with implants another 600 mil, and then another 100 mil in boosters for example, thats 1.1 bil. You can drop the “per instance” reward numbers to lets say average 50 mil a piece, but then you have to lower the chance that players ship and pod will be destroyed down to 1 out of 22 or 24, so that the player can come slightly ahead. 100-200 mil in total reward after loss after running 20+ sites is perfectly reasonable considering the amount of time and effort to do it.

Currently this is not the case. If you’re really lucky you can run as many as 8-9 sites in a row and then get popped, and you can still not make back that ISK even then because of loot RNG on top of that.

While I was running sites, I had runs where I ended up with a bunch of filaments, including ones higher then what I was running, and 2-3 mutaplasmids. On the flipside, I had entire strings of sites I ran where it would only give me same filament, and no mutaplasmids whatsoever for 10+ sites.

So this is just too much, not doing it on TQ.

Also, the vast majority of players do not run these on Sisi. Just look at the Sisi player numbers when you bring up your launcher. So this is going to hit them all after it goes live to TQ. So is there anyone actually here that can’t predict the player response and outcome ?

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I think you and I see this largely the same way.

L1 - Alpha clones should be able to do these in T1 cruisers - any T1 cruiser.

L2 - Heavily invested Alpha clones should be able to do these with T2 mods, in T1 cruisers.

L3 - Alpha clones should probably struggle here. This should require Faction cruisers and/or low end T2 cruisers.

L4 - Alpha clones probably shouldn’t be able to succeed here, as this tier should require strong T2 cruisers.

L5 - This should be bling tier.

At no point in the progression should any specific cruiser become “the” cruiser. Right now the sites show a pretty strong bias toward armor, and that’s a problem. You’re going to exclude a significant number of ships. I really hope there are some serious balancing discussions going on right now @CCP.

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Don’t forget how burner missions started

https://twitter.com/ccp_fozzie/status/504610152973344768

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You know what bothers me about that? Fozzie is acting like “Op success! The content is winning!” That’s not a win. That’s a development failure. Does any developer really think that when a player population meets with 12% success they’ll feel like it was a good experience? Did the players have fun?

Developers should celebrate when massive numbers of their players engage in and enjoy new content they create. If fewer than 2000 players engage in Abyssal Deadspace on day one, that’s a failure. I don’t want that to be the result, I want this content to be well received and show us a way forward for PvE content.

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Ow yes another bit this one kind of embarrassing I got killed for the first time by drone swarm because HAMS can’t hit a damn thing even if you try to make them better through guidance comp or enhancer or rigs

Ow yea 1 frustrating fight had like 10 td seekers in a spawn of 20ish kind of exagerated i feel.

Only did tiers 4 tho today electric,firestorm and exotic

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What was your survival rate?

I have noticed that some drones are actually controlled by other rats and go inactive when the controlling rat is destroyed. Rogue Drone ones need to be destroyed to unlock the gate but trig ones do not. It would be cool if the trig ones were more trig looking instead of a variant of the hobgoblin (Info says they are reprogrammed Rogue drones or something though but still trigs should have their own drones). Also it would be great if they could be scooped and used by players.

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At the time, developer’s goal was not to make broadly engaging content, but a niche mission for players seeking a harder challenge. (That you can skip without a standings penalty.) The statistic was proof the new content was indeed very challenging. Call it a disconnect from the general player-base if you like, but whenever CCP gets on stage and talks about ships getting destroyed, the crowds go wild. That tweet seemed aimed at those people.

Developers in general are disappointed when players have their puzzles and designs solved on launch day. I doubt I’ll be running any T4’s or 5’s , but CCP may be perfectly happy if only a few players can run them, it will keep high level loot rare.

I’m disappointed the content is win or lose, it has no “draw” condition where you escape with nothing. But its not a surprise to players: the filaments tell you.

We may focus too much on higher tiers, I think they will see more than 2000 players trying out the T1 - T3 content, and that may be enough to promote a future expansion to multiplayer in sites.

CCP heard a ton of complaints after the announcements about how high level mutaplasmids were going to “upset the meta” and market for officer mods. (Cooler heads have observed that it will be too hard to assemble a collection of desired stats among RNG mods, to fit 50+ fleets with them. No contract search filters will be available at launch, to help you find desired stats.)

Mutaplasmid max bonus was nerfed, and high-end site difficulty is another kind of loot nerf. I imagine if TQ statistics show nobody is making it out of T5 with loot, they will tweak more knobs like the maniacal dungeon masters they are, until some secret desired success percentage is reached.

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Only died twice once to timer firestorm tier4 as last rat died,and once to trying hams which suck

Also noticed the tiny drone swarms do something cute if you stop your ship next to pylon or suppressor they sometimes go 0ms so they have perfect shots at your ship quite funny this means you can instapop a couple too.
@Loreline_Farcloud also tried your eagle it wasn’t bad at all however I didn’t find any vedmak cruiser spawn or leshaks but I’m pretty sure leshaks wouldn’t have been an issue as for vedmaks 3 should have been manageable.

Now for suppressors;

It’s starting to feel like there’s too many or rather too many heavy ones,for example:

Had 2 lucid deepwatchers within range of a heavy suppressor because they use torps the suppressor kept firing constantly blowing up their missiles.

Another example had 1 drifter bs getting firewalled from my own missiles for ages because it so happened the suppressor spawned between me and it.Now this wouldn’t be an issue for an mwd fit since you can circle around fast but for an ab fit that randomly generated suppressor can mean you die because of wasted time.

My suggestion would be have 2-4 structures in drone swarm room atleast 1 pylon and 1 suppressor.
Have only 1 suppressor at most in sleeper spawn room this way if you want anti missile and you are turret fit you can go under the suppressor,if you’re missile fit get hit but you can hit back without having to navigate 3 or so suppressor bubbles so you can land some hits.
Right now suppressors are acting as a hard counter to missiles being worried about drone ship spam is out because of npc drone agro so it’s up to the devs if they want to see missile ships work inside reasonably or not

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oh ok… so the renewing ones don’t only self-rep but also remote rep, so you’d have to pick them as the initial BS you kill? My past logic was killing the others first since they would not rep up that quickly… I’ll give this a try, thanks :slight_smile:

also - do you know if the renewing leshaks always stay in a group or if they can split up too?

A vagabond with a pithum a-type medium reaper doesn’t need a cap battery.

And an eagle has a monaterous shield tank even with just a t2 large repper. And would become extreme with a high end deadspace booster!

Shield tank ships just require you to be more hands on about flying them. Esp with the orange clouds which if you aren’t careful can splat your run!

Also given the 20 minute timer there are very few armour tank ships that have sufficient gank to burn through the ehp of the npcs due to all low slots going to tank. I can only think of 1 armour tanking ship that reliably performs if flown sensibly which is the Deimos and even that lacks in the gank department compared to the eagle!

No leshaks have local reps its that renewing have double the remote rep amount that’s it if you take 2 down at start of engagement you’re in a very good spot

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We will certainly have to be hot on our toes in terms of threat analysis upon jumping in, including taking the pocket and structure layout into account and move accordingly. Generally with a well tanked ship you can dive for the BS while taking down the cruisers and relying on your ADCU to assist.

There is a reason CCP put it in the game so close to this release and it’s becoming clear that this is why. If you choose the wrong time to use it, you die. But if you are rational and know the limits of your fit you can use it to great effect!

Must note I always fly with +3 Implants and antipharmakon/agency drugs, but could probably do the tier 3s+4s without the drugs. (Sometimes if up against a particularly tough spawn to landscape layout they are essential.

But to me it’s important to remember that tier 4 and 5 abyssal filaments are top end pve and therefore using drugs to compensate for a t2 fit ship is a small price to pay for that added security.

(And yes before anyone says I’ve tried using standard boosters but even with only a 16% chance of side effects those negs occur often enough to ether prevent a dive or seriously hamper the run and therefore aren’t worth the ~6m isk saving)

I take my pills before going in to check for side effects if any,barely get anything

I also have noticed that, 2 or 3 times the gate opened when I killed the controller rat while the drones were still up. I killed the drones anyways since they were very short range and I was picking up the loot pod. But I haven’t figured out yet which exactly are doing this and which aren’t.

They all are controlling drones demaviks have 3 per ship vedmaks 5

As do I, but even with level 4s for neurotoxin control and recovery the side effects are regular enough and often severe enough to stop you running them. Hence the use of antipharmakon drifter drugs.