Hello more feedback incoming attempted another 7 or so tier 5s died every time to not winning the dps race against the rats ehp managed to complete in due time only 1 site thanks to localised circumstances whiping out a small drone swarm faster than i could
So far my testing has taught me that yes the battleships do tend to run out of bounds making it a pain in the ass automata supressor dmg is too low i had one instance where 2 supressors stacked over each other they managed to kill a swarm of tiny drones in a decent time one supressor was heavy one was light.
Also tested a passive gila it did alrightish inside a tier 5 and got blown up in another the rng nature of the encounters speaks volumes about what the limits of what a build can do inside.
However through my trial and error i have found a succesful fitting able to tackle what the rats can throw at me as i stated above despite having good aplication and about 650 dps i still lose the hp grind race with the rats no wasted time in the pockets at all.
Some ideas for improving the experience would be to make the support drifter cruiser wing that accompany the drifter bs a mixed ewar and remove the 9-10 neut cruiser deathball(it really can feel unfair if you didnât experience it and inside a dark matter nebula theyâll catch you too)-more sensible option might be 3 webing 2 scrambling 4 neuting or soemthing for that wave
Reduce the armor ehp of the tier 5 rogue drone battleship shooting it feels more like structure bashing than shooting a rat itâs just too tanky the drifter one with max shield low hull is acceptable as far as hp,to compensate for the hp loss of the drone battleship perhaps add a small contingent of dps drones in the mix with it maybe 6-7.
Modify the rats bahaviour to stop them running out of bounds chasing after a bs that can do a wrecking shot on you for like 2000 while under constant abysal space damage is bad gameplay.
Give the rogue drone bs a heavy neut for self defence currently it only has a web and itâs tiny drone swarm for assisting ewar
And ofcourse sort the loot tables according to tier difficulty something like a leshak bpc or a faction disintegrator would be far more rewarding and enticing if it only droped in tier 4 and 5.
Also at the start of the whole abysal speculation it was mentioned we would be thrown back out into normal space if we cannot find a way out currently your ship just get squished,the inside encounters arenât fixed so if you happen to end up with a bad roll on encounters youâll die no matter how well you do,it can really put people off especialy since this is totaly new content and I am quite doubtful you guys at CCP have calculated to the second how much average damage a multitude of cruisers can apply on target or how much damage pressure they can witstand and so forth for every possible encounter type.
An important observation: drifter battleship ai needs improvement, they essentially run away till the hit the wall and then bug there around. While normaly even an AB can catch up itâs especially problematic if you over heat getting 2 drifter rooms. If one room has warp scramble drones so even a mwd wont help it will become very hard to complete the site at all. I hope this will be adressed and is not working like intended x.X.
8 minutes 8 seconds left when I finished, was the -% EM + cap T5, was still easy
1 BS in first room no significant clouds/structures
1 BS, 4 armour logi, 3 sensor damperners, 2 high tracking strucutres and 1 light, 1 heavy anti drone/missile structure, no clouds worth using
Large cloud of strong explosive resist small stuff + some sensor damp, sig radius cloud the only 1 used and briefly
2nd and 3rd room +80% for all of it
1st room surprised me so went down to 40%
T2 fit gila (did have compact MWD but got a very nice abyssal T2 one from an earlier site mutaplasmid)
[Gila, Gila]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Thermal Dissipation Amplifier II
50MN Abyssal Microwarpdrive
Kinetic Deflection Amplifier II
Auto Targeting System I
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Warrior II x4
Hammerhead II x2
Valkyrie II x2
Vespa II x2
Infiltrator II x2
another observation: If abyssal space is supposed to be an extension of the NPE then it has a fundamental problem. Deviant Automata surpressors while penalizing missiles are not enough to get parity with the turret maluses in dark space. If new players do abyssal deds, all they learn is that turrets are inherently inconvienient and missles are the âgoodâ weapontype. These sites should promote ship&weapon diversity and not push ppl into Gilas. In addition I think its alright if drones would switch targets to medium/heavy drones but should keep away form light scout drones as those are fundamental for non missile based platforms to deal with the smaller drones.
Can we get the chance of an item being âcursedâ during the mutation process? You wouldnât know until you tried to use it that it has some inherent flaw in itâs operation.
Balancing these modules used in gameplay is going to be a nightmare imho.
that idea sounds interessting it shows all good stats, but is secretly cursed and shows its real all negative stats when fitted and cant be unfitted untill ship destruction or repackaging, which destroys the module
So, Iâve run a bunch of these now to get a feel for what to expect, ship fits, etc. Generally, itâs interesting and will fill a nice niche for some quick PVE for short sessions. Iâm certain the loot tables will be adjusted to be more appropriate for the different tiers, and there are obviously some tweaks to be made. That said, I do have one issue.
There are two options to complete the sites right now- 100% success or 100% failure. That does not give me a warm fuzzy feeling. The problem here is going to be a player getting into a site and realizing that they have the completely wrong fit for the environment (a nice feature) or are completely outmatched by the NPC (also a good feature). ButâŚthen what? There is no choice other than to be podded. No dashing for the exit, no âoops, letâs rethink thisâ. Just wait to die and lose your ship, sometimes due to a nothing more than a bad roll.
Now, I understand that the hardcore players are going to love this, but I am concerned that this is going to turn a lot of the less hardcore off, the sites will be ignored by many, and this becomes Resource Wars Part II. Not good for anybody. I think a couple of simple tweaks could address this:
The gates are unlocked to give people a chance to bail if they know they are hosed. Add more webs/neuts if needed to make that harder, but give people at least a chance to get out.
Move the loot out of the poppable structure into the NPC wrecks to eliminate blitzing. If you want the goodies, you have to kill things.
I think the goal should be to get peopleâs hearts racing and make them want to come back for more, but there is a big potential right now to really turn people off by losing ships to something they feel they have no control over.
I disagree
With decent loot it would be worth of risk and ppl will do it if they can earn nice profit
If u r hardcore player - try, win, lose
If u r not hardcore - use yr vni on anomaly and be happy with safe and constant isk
Seconding the above, I can appreciate why the sites are designed this way but I donât think itâs the correct one.
Once you enter the abyss, you must succeed or you fail and lose (everything). For tier 1/2 this probably isnât as dire as it sounds, T3/4 starts becoming more fit dependent and T5? If you enter with the âwrongâ fit, get an unexpected spawn, bad tower placement etc. you lose. Everything you have on your ship is lost and you get podded.
The only other activity I can think of that comes close to this level of âyou must succeedâ is w-space but even then, you can find another player to scan you out. Once in the abyss, youâre stuck there.
Assuming that each âroomâ has an equal chance of dropping something, I think having the gates enable after a set period of time in each room and having to kill things to get the loot would provide a way out. It would at least give the player a chance to reevaluate what theyâre doing or, if theyâve already picked up enough and are running out of a time, a way to get out with something rather than nothing.
A fair point, and thanks for being pleasant in your dissent
But, as you say, âtry, win, loseâ- I feel there is no âtryâ with the current mechanic. You win and get the loot, or you lose everything along with your ship and pod. I think more players will engage if there is a mechanic that is harsh, but gives them a chance to escape from a bad roll of spawns or environments.
To be clear, my concern isnât that itâs risky- itâs that players have a more limited way of mitigating the risk due to the random nature of the weather and the spawns. This combined with the âall or nothingâ approach makes it different from other âhardcoreâ PVE elements, where the player has at least a minuscule chance of getting away (honestly, those are some of my favorite moments in EVE- bailing on something I tried with 5% hull left and missing the loot, but having a great story).
I guess my thought here is if a player bails on a site, they have already spent their filament and are coming back into a potentially camped beacon with a damaged and impaired ship, there are no bounties on the NPCs, so there is already a penalty for not completing the sites.
To be clear, I will run these when they go live- I can replace the ships Iâll lose and like the challenge. But I want this to be popular enough that enough other people do as well so that this feature thrives and evolves.
Well it certainly helps but if you get a spawn that does damage that youâve not tanked for, unless youâre omni tanking or have brought a depot, youâre in for quite a wild ride and thereâs nothing you can do about it. You must kill them and continue or you lose everything.
I really hope that the targeted balance of the sites, are that you not expected to survive all the time, but that the reward is big enough to compensate for ship losses on the failed runs. As long as you are doing it in a reasonably cheap fit that is capable of finishing them most of the time.
This seems to be the case for the higher level sites (disregarding the cheap fit part), at least level 5 where even a Gila or Vigilant will have problems beating the timer in case you get 3 battle ship spawns in a row. However on the lower ones, the variance in difficulty is so small that there is no punishment for bringing going full out overkill blinged faction cruiser since there is no chance of loosing it and you can finish the sites much faster.
I think a higher difficulty variance already on the level 1-3 sites would promote running the lower sites in cheap fits, burning through a lot of faction ammo, cap charges and nanite paste, while overheating everything and finish of repairing modules before jumping to next pocket. I.e. keep the current low difficulty, but trow in some things more or less impossible to beat in the most powerful fits once in a while.
Yeah I understand it, but letâs be honest PvE in Eve is boring as hell
Itâs always the same, everytime u know exactly what u gonna c there, u know what to do, u know which fit u need.
I play for like 4 years and i hate PvE, no emotions at all, so i donât do any kind of ratting or mining. And for the first time i want to do some PvE
Itâs a bit early to discuss this whole abyss stuff and balance cause we didnât see all the npc and all setups yet.
And i donât want it to be popular like anomalies - if everyone can do it and they can do\try it all the time with no risk or at least peek and run - loot will be worthless.
Also got the PlayerAlreadyInAbyssal after being stuck in 10% TIDI trying to kill a drone battleship in an Abyssal pocket while the server went down yesterday.
Self destructed myself out of the Abyss system where the pocket had despawned since I read that people ran into this after using /moveme from Abyssal space, but that did apparently not work out any better.
Hopefully it fixes it self next time there is a SISI update.