Submitted Bug Report EBR-150195 regarding this issue.
The modified attributes in the show info window are also displaying ‘green’ when in fact the stat has been nerfed.
Submitted Bug Report EBR-150195 regarding this issue.
The modified attributes in the show info window are also displaying ‘green’ when in fact the stat has been nerfed.
This idea is so terrible I came of hiatus to post on the forums. If this was a dev shitpost I would give it reddit gold.
The fact you have no idea how we are going to sort, trade and manage all these modules tells me you are testing our reaction to see the viability of adding this business model into eve.
Well I hope the results are conclusive; In my opinion you can bring in everything related to the trigs, including instanced pve, just don’t you dare even think of going ahead with the mutagens. We don’t want them, didn’t ask for them, they don’t fill any roll we don’t have already.
TLDR: No mutogen rolling for better loot, thank you.
Dragging a module from the Corp Delivery hangar to the Mutate window isn’t working, is that intended?
Why should they cater to these problems? Using the mutaplasmids should be a risky hassle. The results I’m getting so far are mixed. I’ve completely bricked a good portion of modules and on some I got some nice improvements with trade offs. I expect only the really great rolls will get traded in contracts, the rest will just be reprocessed or used.
Honestly, I think all the rage and panic over this is absurd. EVE is already an RNG game. There is random loot, random chances of damage, random NPC’s. I suspect that the ppl that cry about this think they had this game figured out and are now confronted with unpredictable situations and opponents. Well, good. Adapt. Less predictability can only make the game more interesting.
People are already giving their arguments in their posts so you don’t need to go to the trouble of suspecting straw men to knock down.
I read them and consider them weak, and certainly not sufficient enough to explain the level of rage.
Its a case that the plasmids will make T2 mods become better than officer if the stats remain the same, which makes deadspace/faction/officer mods useless, even if you have to use 100 plasmids and 100 T2 mods to do it, this will still be cheaper than waiting years for the officer mods to get to market.
Changing it to only +/-1-5 % will make them better, more on the level of drugs than officer beating T2 mods, with a higher chance of -ve results than +ve
The main problem is not so much the mechanic, but the proliferation. You have an unlimited supply of plasmids (through farming completely PvP safe sites), so the stock of good rolls will pile up over the months, eventually replacing all other kind of higher value modules on the market of the affected categories.
To balance this, the drop rates need to be drastically reduced, and even better the lifetime of Abyssal mods be limited, similar like mining crystals taking damage when used.
Don’t agree with this, as this will only increase the grind, better that these modules work better on faction and greater than t2 with much smaller effect than just increasing the time taken to reach a broken state of game play.
At current state no one in their right mind would risk using a mutaplasmid on a faction module when the advantages are only 2% higher than if they where to use T2 at much greater risk.
If they did those modules would cost billions with the right roll’s and hardly be use’d which would be silly and such a waste.
I like this idea. Call it convergence rejection, where the infusion is unstable and will break after an x-amount of time or use. We’re applying alien tech to our own, after all.
Because CCP have spent the last few years trying to simplify the naming system for meta modules , which implies to me that they want the game to be more intuitive than it used to be, they literally have said the aim of Tiericide is to make it more accessible for new players. With these all having the same name they are doing a u-turn. It doesn’t make much sense to me. Unless they wanted to show us what they’re thinking of doing to gauge our reaction.
There is no game development reason that I can see to make something a ‘hassle’. Making something limited and/or challenging to acquire sure, a pain in the arse to interact with, no.
Insert Jita multiplasmid module scam here.
So since we start seeing “completely normal and balanced outcomes” (BTW that’s mutation of Gistum C-Type MWD with Gravid mutaplasmid), here goes my proposal:
Take T1 module and check percentage advantage of B-Type dedspace variant. Make best mutaplasmid to provide that exact bonus (or 1.5x of it).
This will make people use faction and dedspace modules as bases for mutation and still provide pretty “balanced” results, but at least won’t introduce abnormal mutations to the game.
Example for 50MN MWDs:
50MN Microwarpdrive I – sigradius 500%, activation cost 180 GJ, 150 MW, 50 tf, -25% cap, velocity 500%
Corelum B-Type 50MN Microwarpdrive
430% sigradius (86% of original value)
160 GJ activation cost (88% of original value)
150 MW, 60 tf
-5% cap (use some kind of exponential formula)
516% velocity (103.2% of original value)
Gistum B-Type 50MN Microwarpdrive
410% sigradius (82% of original value)
180 GJ activation cost (100% of original value)
180 MW, 50 tf
-5% cap (use some kind of exponential formula)
516% velocity (103.2% of original value)
Then Gravid 50MN Microwarpdrive Mutaplasmid best rolls on 50MN Microwarpdrive I would be:
50MN Abyssal Microwarpdrive of T1
420% sigradius (84% of original value)
170 GJ activation cost (94% of original value)
Powergrid unaffected, CPU unaffected
-5% cap (exponential formula)
516% velocity (103.2% of original value)
So if one would use Gravid 50MN Microwarpdrive Mutaplasmid on B-Type module then best rolls would be:
50MN Abyssal Microwarpdrive of Corelum B-Type
361.2% sigradius
150.4 GJ activation cost
Powergrid unaffected, CPU unaffected
-1% cap
532.5% velocity
50MN Abyssal Microwarpdrive of Gistum B-Type
344.4% sigradius
169.2 GJ activation cost
Powergrid unaffected, CPU unaffected
-1% cap
532.5% velocity
I do understand that best possible (god rolls) will be rare. At least they won’t overpowered.
Also you could make it score system – like you can’t get more than 15 points of upgrades in module.
Let’s say you can only roll activation cost and sigradius on MWD.
-9% of activation cost would be 10 points.
-24% of sigradius would be 10 points.
If you roll godlike sigradius reduction (-48%) you will get huge penalty in activation cost (+4.5% of T1).
[UPD] It also could be that Decayed uses C-Type bonuses, Gravid uses B-Type bonuses and Unstable uses A-Type bonuses as base.
They are massively over powered for current use but if you change it slightly it might become better:
This allows you to add the item to the game with the random chance mechanic and not allow it to be used to massively increase the power of the few with isk to buy them all.
Keeping track of these modules in your hangar, on contracts, in your assets is going to be an absolute nightmare. Specifically we’re lacking:
Since these things will probably never be stackable I would let players name them like we can name ships. This would at least solve the organizational problems. Either way it’s a poorly implemented mess of a feature.
I’m worried about the impact enchantments will have on ship balance which is difficult enough already. The last round of balancing tweaked some fitting stats slightly to make certain fits invalid (eg. Orthrus), that’s no longer an option after abyssal mods. Some ships just don’t care about the fitting requirements of their most important modules (eg. Recons, ewar frigs). If someone were forcing me to add this to the game I’d limit abyssal mods to Trig ships only.
Not a fan of the RNG nature of these things. What I like is that it differentiates them from most other kinds of PVE, where your only real drive is to take the loot and sell it for isk. You can sell the plasmids for isk, or you can try to enchant your own module for a chance at better rewards. I get that, but it’s opening the door to more RNG mechanics that undoubtedly will follow if this does well. We’ve gone 15 years without this kind of gambling grind in the game, we don’t need to start now.
tl;dr: abyssal space is cool, the trig ships are neat, but this isn’t great. If it must be added then confine abyssal mods to Trig ships, that could turn into a whole new tech line in the future without ballsing up the rest of the game. A tech line that you can balance specifically around abyssal mods.
I expect only the really great rolls will get traded in contracts, the rest will just be reprocessed or used.
No, the rest will be put up on contracts by scammers, so people wanting a module will have to sort through dozens or hundreds of them, contract by contract, looking at every single stat of every single module, just to figure out which ones aren’t complete useless junk.
I would like to propose some more drawbacks for those modules. Ideas I´ve gathered would be following:
Beside of that, I was wondering how those stats get rolled? Single RNG roll? Seems like it what I saw so far. I would propose to change to either a double roll RNG, causing the modifications to stay more in the middle, or some other kind of formula to maybe keep everything in check, keeping the sum of all modifications at 100%
Can’t wait to start trying my luck on these! I think some of us are going to get seriously rich soon.
EvE was the greatst pvp game, why dumb it with rng ?