Discussion about "Into the Abyss" update

I support Abyss RNG items.

As it is, solo and small-gang pvp is very cookie-cutter, and you usually end up in a predictable rock vs paper or paper vs scissor situation. There’s not much scope to WTFPWN someone with an unusual fit that they don’t see coming.

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I don’t see anything fundamentally changing before Into The Abyss is released. Maybe a few tweaks with the potential stat modifications, but that’s about it.

I am curious how much the filaments are going to go for through NPCs. Do you think they’ll be PLEX only?

They drop from data sites, so being dirt cheap.

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After skill injectors, FTP and now encanted modules and instanced areas … the slippery slope is too steep to stop EvE from going full WoW. RIP

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I think it should be like Invention with the success of mutating a module based on the level of multiple Science skills trained along with other items being consumed in the process to help boost success rate.

In other words, certain skills should be trained first in order to even attempt it.
Science
Mechanics
Laboratory Operation

And since it’s a new Faction, some new skills should be added:
Triglavian Encryption Methods (Invention)
Triglavian Technology (Production)

And then to actually do the mutation there should be a couple of Science skills for the specific module that is being mutated. According to the Fanfest presentation, there’s various types of Mutaplasmids for 5 specific module groups:

Armor Repairers
Shield Boosters

Armor Plates
Shield Extenders

Warp Scramblers
Warp Disruptors

Stasis Webifiers
Neutralizers

Afterburners
Microwarpdrives

So for the Armor Repairers and Shield Boosters group, depending on which type of module being mutated, have skills in Nanite Engineering and Mechanical Engineering for Armor mutation or Quantum Physics and Hydromagnetic Physics for shield mutation. Same for the Armor Plates and Shield Extenders group.

For the Warp Scramblers and Warp Disruptors group have skills in High Energy Physics and Electronic Engineering.

For the Stasis Webifiers and Neutralizers group have skills in Electromagnetic Physics and Graviton Physics.

For the Afterburners and Microwarpdrives group, have skills in Molecular Engineering and Rocket Science.

And since it’s basically invention, it should also require a Datacore for each Science skill being utilized in the mutation process to help boost success.

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Merged some posts from a new starting discussion to this already made one.

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Yeah, but CCP isnt going to do all that work it seems.

Will just be Player NS farming top tier pockets (exclusive there) with greatest reward, in the safest space, to apply plasmutids to T2 and officer mods they source in NS, and dominating the Trig BP market.

GJ NS.
You win again.

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Well, then CCP should hire developers who can code it because this game is about Skill and Technology, not myth and magic.

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Lets also address the elephant in the room - RNG is not a good thing, especially, like a friend of mine reminded me, in a game that is completely based order like EVE.

RNGesus will create really insane ships that break several points of the game. While I am not opposed to the idea of enhancing modules, I’d rather have it in a way, that isn’t completely out of proportion.

Enhancing T2 Mods should at most make these modules be as good as the weakest deadspace items.
And I also think that there should be a maximum number of stats that can get altered by them.

Using a Tier I to Tier III Item should only be ably to slightly enhance one randomly chosen attribute, whith a chance to negatively effect others. So a Best case roll would slightly boost the modules effectiveness while not reducing any other stats. And even for the tier V sites I’d think a maximum of 3 enhanced stats with minimum 1 negative side effect would be way “friendlier” on game balance. A Critical roll in the state it is right now, can too severely break the game in my opinion.

Another way of doing this would be to have a set amount of Different Abyssal Modules, that can be unlocked via a required input and a certain plasmid.

Upgrading a T2 Armor Repairer with an Mid Tier Plasmid would give you one of 15 different versions, while the best plasmid will give you a chance to a loot table of maybe 20 to 25
Most of those on the loot table will probably be bad, between meta 0 and meta 4, some of them good, similar to current faction. And some even slightly better than the current A-Type Reps.

Having a fixed loot table, while still being RNG will at least make it easier to keep track of, and also work with fits on pyfa/eft etc.
There would still be risk and reward involved. Lets say the absolute best rep still requires the input of at least deadspace level items into the slotmachine aswell as the best plasmid.

This would also allow all Abyss Items to still be tradeable on the market, while just adding more variety to the current modules. You could also add new modules onto the mix later on.
Having modules in there that excel at greatly reduced cap/pg or cpu need while not being much different from others would be way easier to balance.

My 2 cents on the whole RNG

Please introduce more structures like the ones in those abyss pockets into the rest of EVE. Those really are interesting.

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some of these concerns were addressed at the roundtables and presentations, and I’m sure CSM and dev people have more exact knowledge, but here’s my understanding of the current state:

  1. t’s not exactly RNG, more like an actuarial table: there are several stats that can change (not all of them; a limited number of specific stats), for better or worse, and the probability that stats get nerfed increases with the probability that others get buffed, with the weight of probability leaning more towards overall nerfing. So you might get a MWD with insane speed boosts that gimps your sig radius, or some similar tradeoff.
  2. The three types of mutaplasmids they’ve presented thus far have different likelihoods of outcomes, much like using decryptors on invention jobs: one has better overall outcomes, one is more consistent, and the one with the best possible outcome also carries the highest risk of bricking the mod.
  3. these modded items will (at least initially) only be tradeable on contracts, but the contract will show the modified stats so you know what you’re getting.
  4. if you want the best final product, you have to start with the best initial stats, so people are very definitely going to risk bricking officer mods to try and get something even better.

Honestly, I think there is way less RNGesus involved here than people fear, and the possibility to play around with some chaotic fits is going to make the fitting meta quite interesting. I have some faith in CCP, given how exceedingly careful they are with changing fundamental gameplay, that the’re going to proceed with extreme caution to avoid accidentally creating game-breaking mods.

Of course, as they say, the proof of the pudding is in the tasting, and the content is already out on SiSi. So if you want to see what kind of mutated mods come out of the process, the best thing to do is hop on the test server and start making some.

Fly risky!

o7

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Merged two posts that were better suited here then in the feedback forum.

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Since the majority of my last post was on topic I’ll re-iterate.

I find the whole running out of time thing to be far too punishing. Again what happens if someone gets disconnected whether its a d-dos or a storm or whatever the case? They’ll come back and find themselves in their nearest clone station.

Considering the requirements for the top tier sights are exponentially higher and a lot more punishing than the first 3 tiers, that makes it very difficult for players to even enter these sites, unless you’re already an established player. My suggestion is to eject the player from the pocket to system they were last in before they entered. Have the loot they grabbed destroyed so they can’t exploit the system. This means they still lose the filament they used to enter, and they’ll have to grab another one.

From what I understand is that these filaments can be found in relic/data sites so if you have to work to find these that’s a huge time sink right there.

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Good quastion, Altimo. Unfrotunatly, i think only DEVs can give direct answer on it. But problem, that i havent seen any CCP answer at this topic yet, so im not sure if they know that such topic and your quastion exist. Bur as far as i tested, looks like if you disconected (for whatever reason), your ship and capsule will be self-destructed after 20 mins.

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It takes like 3-4 hours of pve for 1 month plex 2 activities off the top of my head:running certain 10/10-drone 10/10s drops are pretty much fixed value or supercarrier ratting

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If you get disconnected you warp back into the Abyssal pocket (at least you currently do on SiSi, anyway). The downside to this is that it takes you through the boundary violations - incurring massive damage along the way.

unless your unable to login within the 20 minutes you are disconnected. You’ll be
treated to a nice quick scene of your ship exploding and your pod then right back in your clone station.

True. Still, some chance is better than none.

Agreed, if you can still have the chance to make it out alive when the timer is up that would be good enough for me. Right now there is no timer at all on sisi, and no indication of when you run out of time. I’m sure they’ll change that but I find the instantaneous death when the time is up is too punishing.

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I agree that “death” is perhaps to harsh - at least for all filament tiers. I think F1-F2 should punt you out after the timer expires, F3-F4 should apply increasing amounts of environmental damage (leading to death) and only F5s should be insta-death when the timer runs out.

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I’d be willing to work with that for sure. Especially since F4/F5 give you a suspect timer if you do them at least as far as we know now, so doing that you should be prepared for the worst. All though another user suggested at least to have an exit gate requiring your cargo hold to be empty to enter it. At least in the first pocket. So if you got the wrong fit you can try and get away.