Discussion about "Into the Abyss" update

“More grind” - well sorry, that you have to do something to keep up?
“More plexes bought and spent” - these are in-game activities, acquired by in-game means and being limited by player activity and player activity alone. The mutaplasmids that drop and the items that can be created are much less afk farmable than any other existing content, so there it is LESS pay2win than EVE usually is

What can one do, if another person purposely misinterpretes you to counter your argument? Relax and have a laugh at how hard they are trying :smiley:

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Exactly, we’ll have to grind even more, not for an advantage … just to keep up (your words). That will not go down well.

You seem to be missing the part where you have to spend many of those mutaplasmids just to get one desirable mod to “keep up”… that indicates more grind and more plexes spent on isk to pay for mutaplasmids. You think that’s less pay2win ? Good grief do you understand anything about this at all ?

you said “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”.

I misunderstood NOTHING, you advocate mindless change just to see what happens…it’s right there in your own words.

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I read it all, and understand (and well know) how when you write a first draft, it can ramble.

Now that you have explored your own thoughts, Id appreciate a more concise argument for exactly what you think (as was your original claim, and what I specifically asked you to explain) on:

What elements of this change, or how people are arguing to change it, will harm newer players or detract opportunity from them?

PS: Please drop the “meta modules” from the discussion. Nobody with sense will waste a plasmutid on anything less than a T2 module. Its almost certain the plasmutid will itself cost more on the market than a mere meta module, and their base stats are so low they are not worth mutating for an additive %.

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Please work on your understanding of basic game mechanics, it would help to make this discussion more fruitful.

  1. Mutaplasmids can only be acquired by players spending active time in the game. The PvE that can yield mutaplasmids as loot is harder and less farmable than any other PvE at this point. The amount of mutaplasmids is limited by player activity, not by how many people buy PLEX. The price for mutaplasmids will depend on final stats regarding difficulty of the activity, time being spent, droprate, demand and a bunch of things regarding the items necessary to use the mutaplasmids on.

  2. Therefor, people cannot simply buy more PLEX to be at an advantage here. You need to run the sites to get the mutaplasmids. If you are too lazy to do it yourself and prefer to buy them at the market, you’ll have to pay a price for them just like for any other item. IF you are in-game rich, you might do that and you certainly won’t need to buy PLEX to get the ISK. IF you are not in-game rich, you might be better off running the sites yourself in the beginning. IF you decide your time is not worth running the sites, but you also lack the in-game ISK to buy them off the market and you still think the game owes you - for no activity from your side - to be even with the others, well buy PLEX and see how far it will help you.

How is it mindless to be open for new mechanics and curious to find out what we can do with it?

All you do here is take the most extreme examples and pretend that they were the norm. You want EVE to be your own special safe space, where everything is predictable and everything is under (your) control. While that is understandable, it would make for an extremely boring game and nobody owes you to be safe within the knowledge you acquired so far. I understand for reasons you don’t disclose that the change might threaten your personal way of being good at the game, but that does not make your argument valueable. If anything, it shows that you’re aggressively begging for not being thrown back into the mud, where we all belong. STOP BEGGING, biatch please.

Edit: @krakpipe If you are worried that these will be too strong in FW sites, I personally wouldn’t mind disallowing mutaplasmid-items in FW sites, along with all faction/ded modules. How about that? :slight_smile:

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If I have 100 filaments, I can run Trig pockets all day, wherever I am.

I dont have to fly through systems looking for sigs, wait for them to respawn, probe them or compete for them.

I just buy a stack of filaments, log in my alt in the deepest, safest system in my alliances NS, and run them repeatedly every 15mins.

4 Trig pockets an hour, and I dont have to move an inch to run them, nor wait for respawns.


Use your brain.
Think before you post.

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Thanks for your undestanding, appreciated :slight_smile:

But wait, I wrote “possibly shaking up a lot of existing disadvantages of newer players.”
What I meant by that was opening new paths for everyone in unchartered territory, including and especially for new players, possibly giving them the opportunity to close the gap of existing disadvantages a bit.

I don’t think that the mutaplasmids will do any harm to new players. They are already being farmed into oblivion and there is not much they can do about it. We can’t be certain that mutaplasmids can change that, but certainly they cannot make it worse. Tikktokk described how he’d fly a 10km/s Garmur and farm everyone. I don’t see how that is different from farming new players in a 7km/s Garmur.

I do see the possibility of advantages for newer players though. It all depends on the details of the change and the final stats. However, if we can assume that CCP will implement them in some meaningful way, new players will be able to run fits, they couldn’t have run before, simply because of PG/CPU restrictions. The mechanics could also favor the ones being willing to learn the depths of all these stats, which means that newer players could close the gap towards those older players, who are lazy and really only ever copied what they’ve seen others do. In my book, that is a good thing.

In short: this isn’t a buff or a nerf to new or older players in general, but a buff to those who keep exploring the possibilities of the game and who are willing to face the challenges that occur with a pretty harsh shakeup of module mechanics.

Depends from where you look at it and really how the final stats like droprate will be. I ran Tier 1 and 2 Triglavian sites on SiSi deliberately in what I would consider a sh*t-fit, in order to see how it goes. These levels can be run by newer players and they yield the “Gravid” Mutaplasmids. If I were new now and I had little ISK, but could invest some time into the game, I’d use the soon-to-be-cheap “Gravids” and use them on Meta modules, at least if my SP don’t allow for T2, but also where the difference in Meta/T2 is negligible comparing the possible outcome of mutaplasmidation. After all, a slightly good roll could help me improve my fit quite a bit and it wouldn’t come at the expense of an Implant set or faction modules.

I know for older players that will be a different story.
T2 will be preferable in most cases and I think the entire thing has the opportunity to heavily increase T2 demand. This is the only real downside I see here. Considering how strong mining in Null is and how moon mining got buffed for Null and nerfed for Lowsec, raising the demand for T2 is nothing but an outright present for the Mining empires.

Yes. But you have to be active to do that. My statement was going against the notion that mutaplasmids would just magically pop up on the market. They don’t.

True for the first points. The latter depends on where you are, as people can contest you when leaving the site.
CCP said that current droprates on SiSi were purposely inflated to give players the ability to test mutaplasmids. If that is true, we might end up with an average of 1 or less than one mutaplasmid per site. Taken that the sites indeed take some time, burning through 100 filaments would be quite a job to finish within one day.

Also, do not underestimate the risk of these sites. They NPCs do pod you and you can’t warp out. If you go for all gank to run sites more quickly, you might suddenly face a combination of e-war you were not prepared for and lose everything.

I think you really have a strong point here. It would be great to introduce a timer which forbids using a filament more than once every 24h in the same solar system by a given player. It means if you want to farm, you need to keep moving, thereby enhancing the chance for PVP encounters. This might not really fix the issue if your NS alliance has huge amounts of safe-ish space, but it would still be good. To fix the issue with Null, it is up to CCP to consider limiting the higher tier Triglavian sites to be entered from lowsec only.

Edit: the combination of a 24h system timer and Level 4/5 being entered from Lowsec only would single-handedly revive Lowsec as a whole. Hell yeah, please let’s have that @CCP_Fozzie

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By the way, just interesting, what will be the possibility of filaments (key to Abyss gate if I remember correctly) drop in relic/data sites. And where exactly they will drop hisec/low/null/wh ?

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I’ve heard that Level 1 Filaments drop in Relic Sites. Not sure about the rate. You can find more filaments within the Triglavian sites, including Filaments for Level 2 and higher.

Can anyone tell me how the enchantment system works?
What types of items are eligible to enchantment? Only t2 modules or all level of modules?
Will it ruin the economy of Faction/deadspace modules?

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Search on /r/EVE for more detailled information.

Each and any T1,Meta,T2,Faction,Dedspace,Officer Module from the following classes:
Armor Plates and Repairers
Shield Extenders and Boosters
Energy Neutralizers
Webs, Scrams, Warp Disruptors
Afterburner and MWD
Ancillary Shield Boosters
Ancillary Armor Repairers

People acquire any of the above mentioned items. The run Abyssal Dedspace Sites for which they need Filaments to enter. They have a chance of finding Mutaplasmids in these sites. The sites have 5 Levels of difficulty and if you lose your ship, the NPCs will pod you.

Once you’ve found a Mutaplasmid, you can combine it with one of the above mentioned modules, depending on the type of Mutaplasmid you find. It will randomly change a set of stats, up to 5 or 6 depending on the module. Now you’ve either bricked your module or improved it a bit. There is also the chance that you improve it a lot, but this chance is low.

It depends on the modules and the final stats. Faction modules that are not too expensive might be worth for some players to run Mutaplasmids on in order to try and get a really good version of that module. In these cases the demand for faction modules will rise. This is especially true when a mutaplasmided T2/meta module could not reach the strengths of a faction module even with the best roll.

These items will be stable and if anything the price will rise.

For items where the mutaplasmidation can turn a T2 module into something better than the ded/faction version, especially if these modules are expensive, I’d expect the market to adjust over time and the prices to fall. Look at 50/500MN MWDs. As a counter-weight to that on the other hand, rolling mutaplasmids on the ded/faction version has the potential to yield an even better result, so if the prices fall, the likelyhood of people buying more of them will rise.

Hard to say how it will all work out economically, also considering that the Mutamodules can only be traded on contracts.

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What I see on SiSi is the most bot-friendly PvE ever seen. There is no complexity involved, just linear grind and luck on the spawn. Because it is instanced solo, CCP would not be able to detect bots, so it’s safe for botters too.

The new system will just make a whole economy of modules above T2 obsolete, and replace skill based mini-professions by slot machines. Fewer people in (real) space, and so on …

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No, Im not reading another page long ramble, again.

Put it to me neat and sweet, when you have your position figured out.

I asked you a very simple question regarding your claim.

All.

Yes.

Correct.
The L1 filament is planned to be sourced from Relic sites (but no mention of in what sectors)

There was a rumour of them being buyable from NPCs, but was either false or was redacted.

All other filaments will be sourced from inside Trig pockets. The progression of those is is yet unclear.

TLDR: L1 filaments from Relic sites (sectors unclear), and the L2-L5 filaments from Trig pockets (progression unclear).

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Wait, do you mean that even the low tier filaments will have to be retrieved from sites? How long does take to find and complete a relic site? What’s the purpose of making a “short” PvE activity of about 20 minutes, when in order to do it first the player must look for a relic site and run it…? And be lucky with the site drop…? :woman_shrugging:

The Abyssal pockets are designed to be self-fulfilling, ie: you’ll usually find the same or higher tier filament in each.

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Correct.
Atm it seems L1 filaments will only be sourcable from Relic sites (sector specifity unclear).

L2-5 filaments will only be sourced from inside Trig pockets (ie: From people that activated and completed a L1 pocket)(sector specifity and progression unclear).

Depends on the sector. Currently in HS the Relic rewards are so ■■■■ bad that only the most noobs/bored run them, whereas in NS its the opposite and people ignore data sites in favor of relics.

Actual completion of a data/relic hack depends on player aptitude, attention and SP/fit/ship/implants but probably somewhere between 30s-2mins depending on how crapfit/drunk you are.

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I’m just going to buy my filaments on the market.

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:joy: that’s great :joy: