# Dev blog: Abyssal Deadspace - What Lies Beyond The Filament

**URL:** <https://forums.eveonline.com/t/dev-blog-abyssal-deadspace-what-lies-beyond-the-filament/76890>\
**Category:** Dev Blogs\
**Tags:** official, devblog\
**Created:** [May 17, 2018, 5:24pm UTC](https://forums.eveonline.com/t/dev-blog-abyssal-deadspace-what-lies-beyond-the-filament/76890 "2018-05-17T17:24:45Z")\
**Posts on this page:** 1\
**Showing post:** 180

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**Author:** ![erg\_cz](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/erg_cz/32/392645_2.png) [@erg\_cz](https://forums.eveonline.com/u/erg_cz)\
**Post date:** [May 22, 2018, 7:18am UTC](https://forums.eveonline.com/t/dev-blog-abyssal-deadspace-what-lies-beyond-the-filament/76890/180 "2018-05-22T07:18:26Z")

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As I see Abyss space right now, reasonable balance (almost withtout additional programming) would be so:

- Tier 5 is current tier 3 with loot table adjusted correspondingly. With random spawnes you have really good chance to lose any ship with any implants / boosters cause of time / unpredictable NPC spawns
- Tier 4 is current tier 3 with 40 minutes cap instead of 20 minutes. At least time will not kill you. Random NPC spawn still do.
- Tier 3 is current tier 2. You should be really good to run this with 99 % chance of success. Cause timer is still 20 minutes cap and thats is not much.
- Tier 2 is current tier 2 but with 40 minutes cap instead of 20 minutes.
- Tier 1 is ok as it is now.

TL;DR - skip current tier 4 and 5 as totaly unpredictable, almost no oone will run them. Good job at tier 1-tier 3, just adjust time limits on some of them to break the tiers from 3 into 5.

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