Discussion about "Into the Abyss" update

My feelings on the death mechanic is that it’s fine unless the entire last room has been cleared (i.e. final gate activates) at which point ejection seems more fitting. Anything else should be considered a failed run deserving of death at any tier.

Hi there so after doing a bit of exploration site there is some of my feelings and some things to bring out.

Fist of all great immersion. the feeling of being surrend is great.

But i fund a bug: if you die in there at your next undock you get a black screen. that let you the only choice to launch the game again.

one other thing i have a hard time it’s the time you got for t5 filament with a duble rep and some good tank it’s hard and arround 680 dps, it feel impossible in some case 2 pocket with drifters you dont have the time to finish it or in some other case this look’s impossible if you get a bad luck on your set up un the abyss.

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Your graph shows exactly what I said. There are not more new players then before. There was one hiccup: the introduction of Alpha accounts. And look what happened after that.

What I find really interesting about the whole thing right now is how a rather small group of players effectively managed to run a hate campaign against the entire update so that CCP is already backing down on some of the rather interesting numbers that could have lead to drastic, yet interesting changes not only in PVP, but the EVE economy too, possibly shaking up a lot of existing disadvantages of newer players.

I’m not really surprised by it, but I hope CCP manages to see the strength in their vision again and break out of the gridlock that the haters keep them in.

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i have no real problem with the metaplasmids and the RNG. its alot better then ccp adding "new improved armor set " every update , that then becomes the flavor of the month.

i wish the trig sites were a bit more varied. it wont be long til your burnt out on the them.
also wish there was no timer. 15 is way too short. only allows you time to blaze through the 3 rooms. no time to explore the sites.

ccp stated at fanfest that upon running out of time would result in ship getting kicked out of the site. on sisi failure results in ship and pod destruction. i hope it isnt like that when it goes to tranquility.

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Explain.

I’d say a 10% possible increase on MWD speed modifier is still pretty drastic when you consider that Hakim’s Modified 500MN Microwarpdrive only has a 3.2% improvement on T2. Even at this vastly reduced level that more than 3 times better improvement than officer.

Your argument seems to be “lets stick this metal bar in the spokes of that bicycle to see what happens, because any change is good right… RIGHT ?”

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You do realise that slot machines use RNGs to produce a random result with a certain range (the symbols on the reels).

This is exactly like a slot machine and is entirely RNG based.

In RNG, law of averages applies.
The more rolls you run, the closer your average will draw towards the RNG %.

In other words, RNG paradoxically becomes less random, and more predictable, the more rolls you make.

How this figures into mutating modules, is you will want to run as many mutations as possible, to start approaching the raw RNG%, predictably.

If we can figure out what the exact % chance is, we can predict how many mutations we need to run on what modules, with which plasmutids, to break even or make a profit.

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RNG works like this: If you are lucky you get OP modules often. If you are not lucky you will reroll a lot of times and rarely succeed if ever. :smirk:

Luck doesnt exist.
You dont understand what you are talking about.

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Train that sense of humour a bit higher. :stuck_out_tongue:

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Nothing funny about ignorance, unless you want us to laugh at yours, at your expense.

I just smh, instead.


A sample size of 100 will be enough to discern the RNG %, even if CCP does not reveal it.

After that, its a simple matter to crunch the numbers for best profit.

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So much unintentional irony in that post it might become a singularity. :slightly_smiling_face:

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(■■■■, this ended up being long, sorry for that)

Happy to. So, please regard the “possbly”, because there are too many unknowns to make an absolute statement about it. That being said, I’ve run different levels of these sites on SiSi and while Lvl 5 (Chaotic) is pretty hard, the lower Levels are doable by newer players, albeit using their wits in the beginning, because this kind of PvE is not mapped out yet. That’s a good thing in my book, because people will learn more about their ship when facing a challenge and one of the reasons to not prematurely nerf the mutaplasmids into the ground is that the sites won’t be worth running, if the outcome is not even potentially good.

Anyhow, players running these sites will get mutaplasmids, right? They can choose to collect as many as their PvE drive allows them to and use these on modules they found or bought. One of the completely unfounded presumptions that we’ve seen on /r/Eve about it, is that mutaplasmids would only ever be used on faction modules, thereby only allowing richer players to roll and profit. If the stats on mutaplasmids were not nerfed into the ground before release, you can get away with doing 100 rolls on T2 or meta modules and getting a few pretty nice-ish results. Sure, they won’t find the xomg uber mwd, but that’s because they can’t afford to buy 100 dedspace MWDs and roll them. Then again, that’s a thing heavily limited by the supply of ded/faction items and even the richest players will have to think twice before doing something like that. For reference, picking the most highly traded 50MN MWD, which is the “Corelum C-Type 50MN Microwarpdrive”: around 35 are traded each day in Jita. The price right now is 135M and were people to run mutaplasmids on them, the demand could not immediately be handled, the prize would explode quickly. If that were so, people who run low-paying (non Superratting/Wormhole Dreading) PvE sites would see a sudden buff, which wouldn’t be bad. A rich-ish player who would want to create uber mwd X and buys a 100 Corelum C-ytpes for 13.5 Bilion, eventually gets lucky and finds what she or he was looking for. They’ll most probably use the module on a ship and in a situation, like they would use AT ships, officer mods or general bling: a fight won before they even appear on grid. I feel I had to say this, because of the argument after which mutaplasmids would be bad for new players, because eliiiite pvpers would wreck them using dedspace uber mwd. The wrecking already happens and it has nothing to do with mutaplasmids nor will it make any difference for the new player who faces a gang of 5 eliiiiite pvpers who drop a carrier on his t1 destroyer wether or not one of these players has a 30 or 40km point.

But that’s just the part of why it won’t get worse for new players, here is why I think there is at least a possibility it gets better.

It is far more likely that the average module the mutaplasmids are used on, will be T2 or meta, hence me saying this will be good for the EVE economy, specifically industrials and people with low income who loot regular NPC wrecks. Also, let’s not forget contract traders who are willing to make the effort and find the cherries in the bag of garbage that is going to end up on contracts. If many people run these sites, the lower end mutaplasmids might still be good income when sold on the market, but since there is no skillpoint barrier, newer players could very well decide to just do the rolls themselves and hope for a good find.

Taken that a really good roll on a T2/meta will never be as good as the same roll on a dedspace item, the difference to regular T2/meta could still be great enough to compete with ded/faction modules. In most cases there will be stats where T2/meta can’t reach ded/faction level (HP on Shield Extenders for instance), but the mutaplasmids allow for betterment in areas which normal faction items won’t provide to the same extent, like fitting options, mass/sig and so on.

The situation will be quite chaotic for at least a while and considering the many unknowns and the fact that these items could only ever be traded by contracts, we might just end up with a lot of players, newer and older alike, running these sites and using the mutaplasmids themselves. Not only will they learn more about their ships when running the sites and when trying to fit the mutated modules, but they also have a chance of significally improving their fits and closing a bit of the gap towards perfect SP/faction fit/Mid-Grade Implants. If they make the effort to dive into this new kind of PvE and its mechanics.

It’s certainly not an automatism and it requires new players to be the player we all like: inventive, happy to face the challenge, doing the footwork to reach their goals. For those who do and taken the stats are not being nerfed into the ground before release, there could be a number of advantages, specifically for new players:

  1. Fitting options normally only available for high SP chars, non-gimped fits with oversized AB for instance
  2. Higher ability to avoid being eliiiite farmed, by being able to counter the faction scram with your own meta-muta scram, run away not faster, tank harder, neut from higher distance and so on.
  3. Much lower chance of countering 2. purely with using faction-mutas, because of their price-tag

All these things requrie mutaplasmids to not be nerfed too hard.

If they are, they will indeed only serve the richer players, because it will only be worth running them on faction modules. We’d end up with extremely cheap mutaplasmids because the supply of mutaplasmids will highly overshadow the supply of faction modules, thereby not even making this very challenging PvE worth the while of newer players (it could very well provide for a higher paying alternative to VNI grinding for the actively thinking new player, if stats are proper). Then, richer players will just buy them cheap while never themselves making the effort to run these sites and finally use them on their collection of ded//faction items. The price for the latter might consequently go up, but there won’t be much competition left anyway. Now, in that situation the practical outcome is rich-ish players being able to afford a significantly better version of their ded/faction MWD/Repper/Neut/Tackle. While not being as extreme as possible with non-nerfed stats, now they won’t face any competition. A 5% increase with low to zero competition is better for them than 15% increase with everyone else being able/having a chance at doing 12%.

In the end, there are many unknowns, regarding the stats, player behaviour and so on. For me it seems very likely that if CCP backs down, lets the haters win and prematurely nerfs the Mutaplasmids too hard, all we are going to see is another form of abandoned content.

On the other hand, if CCP has the courage to go through with it, we’ll see something that we haven’t seen in a while. A situation in which things really get a bit unpredictable, with people actively competing to get the upper hand in that arms race, actively having to work on their understanding of the game and also actively having to compete on an eye-to-eye level. Chances are that sooner or later it will all be mapped out too, but until then, Mutaplasmids could offer a hell of a lot of fun, even if some fits might end up broken, and most certainly the chaos of the situation will punish the lazy ones who think they can rest on their throne and will favour the player, newer or older, who dive in and do the work.

I’m deliberately not trying to rant here, despite my gut feeling that older players, especially eliiiiite pvprs, being against these changes is more them being either lazy or trying to protect their turf, rather than protecting new players like they claim.

I also know that I can only work with what I tested so far and that numbers are not fix and that I partly have to make assumptions as well. I can’t 100% predict the outcome of it all, certainly not with things being so unclear at the moment.

I really hope that CCP thinks again and decides not to be pressured by old spoiled brats gathering a riot against their work.

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They won’t need to, rolling a T2 500mn MWD will be able to produce a 550% (+10% of base T2) speed bonused Abysal MWD which is more than 3 times the margin that officer 500mn has over T2 - 516% (+3.2% of base T2)

and that’s after they’ve reduced the range of possibility TWICE.

You need to look at the numbers again if you think rolling uber MWDs will not be possible… it will be common.

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Your ship and pod will DIE.

Sure, but who flies Officer MWDs anyway? The difference in speed usually comes from Skillpoints, using boosters, MG Snakes, and finally a little bit from faction/ded MWD as you’ve written. The increase of tank however very much comes from using faction/ded MWDs, at least in situations where lower sig allows them to actually be hit less accurately.

I’m not even sure why we have to compare stats of mutaplasmided items and Officer items. The only reason I could see for that would be to ease the pain of Officer mod collectors in what they fear could be a huge loss on investment. I don’t think it will be. Many Officer mods are not that good and their worth only comes from being rare and having a nice color.

Now, you are right about the 10% being still pretty drastic, but if you take into account that increase range on tackle/neuts could also play against this and that uber ded-item X will quite possibly cost 10b+ and that people who use such items anyway farm kills in the safest way possible (thus making no difference to before), the entire thing could sooner or later balance itself, albeit in ways that we can’t yet predict.

Not really. To stay in your comparison, my argument would be “lets stick this metal bar into EVERYTHING until we find out what it can be used for and let’s stop using it only for scratching our feet”.

People who hate the change tend to make the most extreme examples and pretend that it would be bad for disadvantaged players, because eliiiite pvpers would farm them even harder. I say, that’s not true. They are already being farmed to unsubscribe and the players now being sooooo worried about the newer players, are exactly the ones doing it. And no, a mutaplasmid won’t help a player who is too lazy to understand base mechanics and it won’t necessarily help against people dropping carriers on t1 destroyers, but in certain situations they might very well provide for new ways of approaching things, hence giving the favor to the ones who continue to learn, be they new or old.

K?

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You are looking at one stat only though. The “uber” MWD will be the one that does not give the 10% base speed buff (which already is not that likely) in exchange for much higher fitting costs, sig bloom or whatever.

But sure, economically speaking it will be much more likely that Mutaplasmids are being used on T2/Meta than on A-Type, meaning for MWDs that the best possible of all MWDs will have a low chance to exist.

Another thing that comes to mind btw: buffing tackle/anti-tackle and prop mods for subcapitals could be a good thing considering the ease and oppressiveness of dropping light fighter carriers on anything that moves.

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If this change goes through many people will be flying with MWD that are far better, that’s not an interesting dynamic, that’s power creep and more grind, more plexes bought and spent.

So your argument is that we should just blindly toss a whole bag of spanners into the working of a finely tuned machine, just to see what happens.

:joy:

Your opinion can now be safely disregarded

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