The Revenant expansion is right around the corner, releasing on Tuesday, 11:00 UTC 12 November. As is tradition now, we’re delivering Expansion Notes for everyone to digest early, so here are the patch notes for the Features & Changes coming next week.
I am so excited to see the new expansion! I like a lot of what I read from the link you’ve provided but I’m excited for the new Ship Information Window!
I can’t wait for Nov. 12!!
You devs are doing a great job on this game!
Thank you!!
I wish CCP would have nerved the active repair bonuses of Marauders instead of the buffer as buffer Marauders are incredibly niche.
As for the new Ship Info window: How narrow can I make this window? My current SI window width is about 470 px and I do not want it any wider as this takes away valuable screen real estate for no benefits. How compact is the “compact mode”?
Plus, why does it look like that I can only collapse the Ship Traits but not the ship fluff text? There’s no arrow button to hide this mostly useless text and only an arrow button to hide the Traits.
Where are Photon fixes? Even years after its introduction, I still keep finding issues with the system and hundreds of old issues have not been fixed. Is this already another abandonware from CCP?
Good to see, however, that CCP works on the icons front more and introduces new unique icons for old and new modules.
Pochven nerf looks good, but maybe not enough.
Marauder changes, sure.
SKINNR, dont care.
The breacher pods look horribly unbalanced.
The mercenary den does not look like a fun gameloop to partake; too convoluted with skills, limits, timers.
Corporate Goals: good
Ship Information Window: Reducing the usability of the window by adding UX clutter.
I thought this expansion was pushing more nullsec stuff as Equinox was already very light on content (rip Skyhook raiding) but if its just the mercenary dens then that’s sorely under delivering.
I’m not a nullsec player but both patches do not entice me to spend more time there.
But im mostly disappointed by how the breacher pod is going to be tested on production server. I feel we need Sisi back and be able to give feedback on the Upcoming Features & Changes - EVE Online Forums before this hits Tranquility.
I’ll let my subs lapse for now; CCP is not delivering $20/month worth of updates.
Pochven nerf looks good, but maybe not enough. Surely not enough.
Marauder changes, generally good, but done totally wrong. Marauders aren’t opressive because of their buffer HP, but because of their insane projection. Nerfs should have hit any kind of range-boni on all 4 ships instead.
SKINNR, dont care.
Deathless ships: totally OP.
The breacher pods look horribly unbalanced. Worst Idea Ever™. Ignoring resistances, damage based on raw HP and the inability to end the DoT effect even when having escaped or won the fight will cause only frustration and will make people quit the game if it happens too often, because they simply have no interest to lose their ships to cheesy trollmechanics.
The mercenary den does not look like a fun gameloop to partake; too convoluted with skills, limits, timers. That summarizes it pretty well. Instead of adding another unneeded resource that can be sold or traded and is bound to timer-fights, just have these things siphon materials and crippling the Skyhook efficiency over time, so the defender has a motivation to send a team to remove that thing ASAP and the attacker has a motivation to keep it running as long as possible.
Corporate Goals: good
Ship Information Window: Looks nice on first glance, will be a nuisance later on. There should be an option to decactivate that 3D model, it just eats up screenspace and resources.
Abso, NavyMyrm, FleetStabber, NavyExeq, NavyHarb changes: good
Mutaplasmid refining: the glorified mutaplasmids are unnessessary and just add to the powercreep.
After all, a 3/10 points expansion. Could have been easily 9/10 if the design team would actually know how their own game works. It would have been so easy to design the Deathless Ships, BreacherPods, MercStructures and MutaplasmidRefining in a way that would actually make the game better. Unfortunately, they don’t.
If the Mercenary dens acted like the old fashioned siphons it would be so much better, honeslty just bring back siphons especially now that we also got automated moon drills back.
Cruiser/Battlecruiser/Command rebalance looks delicious and should really help shakeup ship type staleness.
Poch nerfes are reasonable and combined with marauder changes should create a better ecosystem.
New ships are “okay” looking, lets see how they perform.
Absolution Change might just make it S-Tier for small gang projection (im not sure if this is good or bad but cant wait to find out)
Somebody added the trait i’ve always said was needed to the SFI, Its looking very modern on stats now, thankyou for listening <3
New Icons are dope and are a welcome sight
Harb navy buff is excellent it badly needed this PG to be usable IMO
new ship info window looks like a much better experience, but it would be a good idea to allow people to disable the ship preview by default
Not so plus like:
Even more extreme abyssal? This feels like a bad idea since now the cap for ridiculous setups is increasing…but lets see.
No Ansiblex/power projection changes (unfortunate but not unexpected).
The CyFy changes could have been a little more impactful, 1075 base powergrid would probably be more beneficial, ROF bonus is good though
Other Players Questions:
“How does the damage behave in Tidi, does it slow or apply real time” (worried about nuclear Tidi tech)
“What about power Creep resulting from the new muta-plasmids”
“Doesn’t the KRAB/Plasmid change encourage more player density around super ratting etc”
Trying to look at it objectively and for a long term viability of the game it’s great for existing players but does nothing to attract new players to the game. Empire is static and needs new content for newer players. What are you doing to attract and retain new players cause I don’t see anything for them just items to appease the existing base of players. One must remember it’s not just the here and now but how you plan to expand the base. Create a story line whereby you find entire new galaxy beyond New Eden with new races, new empire space along with new 0.0 space new different minerals to mine, new tech for both sides the 0.0 group and newer players something that will attract new blood to the game versus always trying to re attract old players
Am I missing something that would prevent people from just activating a mercenary den on all their own skyhooks. It has no penalties unless upgraded to higher levels, it has defense timers, and anchoring it prevents hostiles froom anchoring theirs?
I logged in just to say that this is a great post! Improving the game for long time existing players is paramount, but you need also content for new players. Simple things would keep more players playing after the first few days/weeks.