Mass Test on Singularity: Thursday, 19th October at 18:00-20:00 UTC

I found it to be enjoyable. With the gate in Turner it was pretty quick and easy to travel back to Zarzak and taking the shipcaster was a lot of fun.

For the sites, they felt pretty similar to the regular factional warfare sites. I did not know what to do on the pirate laundering facilities, but I really like what you’ve done with putting a huge asteroid in there with a structure nestled in the middle. Not only does it look cool but it forces you to be a bit careful with how you fly your ship.

You should do another test run sometime before it’s released. I think a lot of us wanted to just play as the pirates but now that we’ve experienced it, maybe more of us would be willing to sign up as the anti-pirates and create some more conflict.

We are supposed to sell loot there I guess

Although CCP has not yet released all content information, here are some additional comments.

What has been confirmed so far is that there are many ways to increase the Corruption & Suppression gauge, but there is no way to decrease it.

Because of this, I want the Corruption & Suppression gauge to decrease when destroying Roaming NPCs. And standing penalty. There are three reasons.

  • Non-militia players can also participate in the Insurgency. This gives you the opportunity to suppress the Corruption & Suppression progression of certain systems if you wish, and also provides an opportunity for local players who are forcibly affected by Insurgency. However, they do not receive LP rewards, and it is still up to Militia & Vanguard players to increase the Corruption & Suppression gauge

  • Suppresses situations where excessive ISK and items are supplied through roaming NPCs farming. If you farm Roaming NPCs excessively, the Corruption & Suppression gauge will lower, which will naturally reduce the spawn rate of NPCs, allowing you to place limits on farming. This is also a measure to check excessive farming and botting by non-militia players in high-sec or safe areas

  • Currently, there is no penalty for non-militia players farming NPCs. In addition, gauge changes and standing penalties due to farming NPCs can be expected to result in increased interaction between NPC farmers, FW players, and Insurgency players for mutual benefit.

I want the Insurgency content to be well-balanced content. And I’d like to see more interaction, with more players having the opportunity to participate and resist Insurgency. The above opinion may be a statement with a low understanding of the content, but if not, I hope CCP will seriously consider my opinion and other players’ feedback.

One thing I noticed while doing the site:
The opposing faction will warp ships in when killed, but your side will stay at 3 ships.
It would be nice if defending your ships for multiple waves will also increase your forces when the opposing sites return.

Example: 1 Frigate site, Default is 3 Angels Frigates and 3 Mordus Frigates in there.
You enter the site as Militia, kill the Angels, timer starts.
Current behavior Angel will spawn 3 new frigates after a while, stopping the capture.
Proposed behavior: When the Angels warp in their 3 new frigates, Mordus will also add an additional ship.
That additional ship can be the standard frigate, but if you win multiple rounds maybe also others like tackle or logi, rewarding you for holding the grid.
Would also make it possible to eventually leave the site on its own and go somewhere where you are met with actual opposition, though I am not sure how site payout currently works for that.

Oh yeah one more point of feedback. It would heighten the experience if whoever was flying the cockroach to put a doomsday on it and blow us up near the end of the test :slight_smile:

but i still think test server should have access to the public so we can use it idk why they took it off for

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Its been mentioned multiple times in here, what ccps intentions were, and most likely why they removed it.

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