I recommend do everything you can to try out the labyrinth in jspace before the event is over. But i have a feeling its only something 1% of the playerbase will get to experience first hand and thats fine.
Does anyone know how the influence stuff works in the event wormholes? It seems like the triglavian is over 70%. This is likely because it has the best bonuses and least worst penalties. However, that may rig the outcome since most people will prefer the triglavian wh for labyrinths and nexus points. But i could be wrong.
Reading tasks i understand that there are some WHs where one gets activating filaments (the ones we create and sell, right?). These filaments are different, so it might be that these WHs are different too. Then - the task “find something in that WH”. So one should take scanning ship to that WH, right? And how does one return from it? It isn’t one-way journey, right?
Curious to try but I feel that all this endeavor will be like: do something, appear in somewhere, get killed and podded by some other player, return to everyday stuff.
Well, there’s a sort of confused video:
Essentially you take a fast warping or cloaky ship, or a shuttle if you’re comfortable dying there, filament into the wormhole, find the required tourist attraction at an Unknown Anomaly while dodging NPCs and players and then self-destruct or scan your way back out, which is always there because it’s a drifter wormhole.
Thanks.
“shuttle … dodging NPC and players”? Is it possible?
(Not able to watch youtube here)
I think so, warp to the anomalies at 100km and get off grid fast enough, should be fine. I don’t think players will camp the drifter deathball there and shuttles are nullified.
I’m still seeing people asking questions about the basic event sites in high sec. So tossing a few details in here. There are 3 types of sites for doing the event reward chain in high sec:
Tyranite Deposits: these are mining sites. They show up on the Opportunities, Capsuleer Day tab (looks like a wormhole icon near top of the Opportunities list on left side). They show on the Opps/Caps.Day tab mostly when they are 1 system away (but sometimes farther). Once you jump in to the system where they are, they DON’T show on the Opps tab. You now see them as a CELESTIAL BEACON in your Overview (so make sure you have those turned on to show).
Once you warp to them, you won’t see the asteroids on Overview. Click on one of the asteroids that has blue lumps on it, right-click and Add Tyranite to Overview (on your Mining tab, if you have one). A simple Venture is decent for picking up around 8k Tyranite per hold full, but it’s slow. There were no NPCs or threats at the 3 sites I mined, but presumably there’s some risk. Maybe.
You can’t complete the event just by mining, because you need Filament blueprints (from Relic Sites) to continue the Industrial line. So on to…
Reckoning: Sleeper Reserve Relic Sites: These don’t show up on any tabs. They’re Cosmic Signatures that you have to scan down. So be prepared to jump a lot of systems, and scan a lot of signatures, in order to find Reckoning: Sleeper Reserve relic sites. A Heron or other T1 Probe ship is adequate for scanning these down, but it will go faster if you put decent scanning modules etc on it.
Reckoning: Sleeper Forge Combat Sites: These show on the Opportunities, Capsuleer Day tab. Once in the system with them, you can use their card in that tab to Warp To them. The warp is to an acceleration gate, so you can safely warp to the site and leave. Jump through the first gate to fight 2 waves of 4 Reckoning NPCs. Mostly small, fast-moving ships so you need good application. Clear room, jump to room 2, fight 1 more wave of 4 Reckoning NPCs, then the Battleship spawns.
My Battlecruisers were running around 80 EHP/s tank (with some buffer), and around 450 HP/s damage IIRC, with target painters to help with application and aggro management. The Reckoning NPCs can eat drones fairly quickly, but they can still be used if you keep an eye on them. While that sort of fit was ‘workable’, I lost all 4 Battleship kills to people who warped in while I was fighting with better ship/fit/skill mixes. So you’ll want either want a decent fit or just go way off the beaten path if you want the BS kill.
The sites are similar with slightly different names in Low Sec, and are presumably a bit harder. I haven’t tried any LowSec sites yet. More details on the EVE University page:
(Edit: Changed term for Relic sites to the correct ‘Cosmic Signatures’)
There seems to be an issue with sites that require more than 1 person to complete. For example how do you split the loot? The prices arent completely known on the stuff and finding buyers can also take time. So instead of the multiplayer sites essentially dropping a few rare modules maybe it should drop equal amount of currency for everyone in fleet, like put it directly in their cargo hold, so that it can be sold or farmed individually even tho its group content. This way nobody has to be in charge of all the loot and there is little to no risk of ninjaing. Everyone also gets a fairer share immediately and the whole thing just becomes more enjoyable. But i could be wrong.
Any guesses what this is about? Besides all of high-sec “contributing” to one guy’s drifter hole fleet by putting up a sell order for 30 ISK apparently? What do these do?
Something to do with changing the Jspace event sites modifiers, apparently.
Thanks for the summary. I tried some of the HS combat sites but I have to say, they drop a very very low amount of loot compared to the Crimson Harvest sites for example. And those NPCs are surprisingly tanky, even with good application (Faction-HAMs + Webber + Hydra Set). On the other side, barely any thank is needed. Neither the smaller ships nor the BS pose a significant threat.
From my perspective currently absolutely not worth it. Not sure about using a blingship to jump into one of the filaments you can produce with the loot, maybe the loot is better there…
Nice write up…
Except there’s a small problem with this…
The term ‘Cosmic Anomalies’ should actually be ‘Cosmic Signatures’..
Updated with correct term, thanks for pointing that out. Was rushing things a bit that morning.
I understand 100%, I’ve done it plenty of times… It’s an easy mistake to make when in a rush…
I’ve heard they are like keys to progress thru certain combat sites in the Drifter WHs. The limiter/amplifiers are for altering a segment of a certain combat site to make it easier (limiter) or more difficult, but with better loot table (amplifier).
Finished collecting points yesterday. Finally. Need to say interesting rewards were only in sleeper BS.
Collected some interesting boosters. Which are of no use for me (Alpha clone without much ideas what to do) and barely anyone buys it in Hek. Need to bring to Jita to sell anything.
Today completed one high-sec drifter site. Was impressed by bugs:
- in the first room one of destroyers (the last from the first wave, don’t remember its name) warped away (like they do to move closer) and then decided to go afk for a while. One cannot warp inside the complex so I needed to slowboat 475km to this NPC. Nice one.
- one destroyer from the second wave just warped away. Disappeared from the grid and never returned.
Other than that I was having some issues with capacitor neuting. Need a bit more of DPS or something to kill these rats faster. Tried to use booster for +8 resistance to capacitor warfare (whatever that is) but it didn’t make any observable difference.
Low sec sleeper combat complex required many rewarps.
And my favourite question: how do Republic Fleet Valkyries manage to miss static targets like sleeper BS or turret?
I that this happen to me under the same circumstances. I was glad I had a MWD then.
This whole design of NPCs warp-bouncing on a grid for no real reason is just stupid. I mean, I’d have no problem if they follow you with a warp if you try to MJD/Kite them for all eternity, but seriously “warping off by default” if you go in and land 30km away from them? Just annoying.
Also the concept that only the Battleship drops some loot is bad, it puts newer/slower players at a huge disadvantage because basically any vet can easily get most damage = their wreck and the newb can’t do jack about it. If the loot would be distrubuted 50% in the boss and 50% in other wrecks/contis/structures/salvage would help newer players that could stay and use an MTU to get their share, even if a Vet came in in the last minute and killed the Boss.
And then, the most annoying thing of them all: You still have to manually claim the progress-rewards. If you enter and forget to “click the UI button”, all further progress in the site simply doesn’t count. Neither the rat kills nor the boss kill. It’s so utterly stupid.
Tbh, I like the idea that you can use parts of the loot to forge ways into access tools to more advanced sites and areas, but the design of the initial combat sites at all and the lack of explanation how it works seems to indicate that they keep ignoring the feedback of previous events… can’t be that hard to listen to the players.
I did the exploration objectives.
Most valuable thing I got was a 140M Genolution implant. I also got some IV combat boosters and a glamour booster that were around 30-80M each.
Honorable Mentions
I got a black and gold jumpsuit from a previous years Capsuleers Day. I like it. and could care less about the other apparel items.
I got a Probe Tyrantbreaker SKIN, which I value only for the fact that it’s the only T1 explorer you can’t get from the daily or event tracks.
I appreciated the ‘overall concept’ of the event because it hit some good points: interesting progression of lore, ability to follow different career paths, encouragement to explore different parts of space, ability to complete in T1/Alpha accessible ships, range of risk in sites. The “use drops to access more parts of the event” stuff. Things like that.
Unfortunately CCP appears to still be stuck in their infinite loop of “interesting concepts, executed poorly, and thereby losing most of the benefit they could have gained”. They could have had a great event with a ton of participation from a wide swath of players. Instead they appear to have gotten a somewhat-interesting bit of content, with most of the participation I’ve seen being from those players who are already their most committed audience/payers.
I’m not even sure what this design is supposed to accomplish, except annoyance and frustration for less-geared players. In multiple sites, what I saw was players coming in with Navy/Fleet or Pirate ships, and taking the NPCs down very quickly. (So the warping was a minor nuisance at best.) But for Alpha players with slower builds, if you watched for several minutes you’d see the NPCs just did the warp-cycle thing like every 45 seconds or something, apparently regardless of the player behavior.
I checked it myself and spoke to a couple of the players I was watching, and it appeared that even if you weren’t orbiting them or chasing them or gaining distance on them (eg., kiting, brawling or whatever), the NPCs would just warp off, wait a while, and return. So your target locks and weapons are repeatedly broken, then you have to wait while their warp-in completes to relock and shoot. And then you get one or two down, and the cycle repeats.
It basically just seems to be engineered to keep lower-DPS characters in the site longer, so there’s more chance a higher player in a pirate or fleet ship will come by and scoop the BS from them.
I suppose it’s possible to imagine that CCP thinks “hey this will teach those Alphas to go Omega and get a real ship”, but actually it mostly led to people saying “screw this business”.
I agree this is poor design, but not sure what could be done about it. CCP is notoriously stingy with loot drops, so “adding more loot to go around” seems unlikely. Maybe they could apply a damage counter multiplier to the first person to kill any NPC in the site, or something.
Again, not really sure what CCP is going for here, other than “we like a mechanic where you screw up on an irrelevant UI roadblock and so you have to repeat content more times than necessary”. I was interacting more with the lower-end players who were trying the event out rather than focused on rapid completion, so that skews the impression I got. But the people talking about “oh yeah I tried to get to the BS fast but forgot to claim the reward as I entered, so I got nothing for the rest of the site” were deeply unimpressed.
I’m still thinking of the event as ‘a good try’ in general, but TBH just a few tweaks could have turned it from “okay I guess” to “hey great event!”.