Referring to this Equinox Update: Tweaks & Balances | EVE Online
At the same time, we recognize that some of our ambitious goals for Equinox are taking a bit longer to achieve than expected.
Its not November yet.
While we strive to get everything right, often it is not until capsuleers start interacting with the features in the live universe of New Eden that we can identify aspects that require fine tuning, balancing, fixing, or updating.
If only there was some server where mechanics could be tested beforehand.
The new anomalies saw significant enhancements in last week’s update, and work is already underway to make further improvements and balancing changes to the new sovereignty system and structures.
Fewer but faster spawning anomalies is a stealth buff to hunters. What increase in reward has been made to offset the increase in risk?
The primary focus is on the orbital skyhook, with the goal of improving the balance between raiders and defenders to ensure that defenders do not feel compelled to take extreme measures to secure their materials, and attackers have better opportunities for meaningful engagements.
Three ships walk into a skyhook. The first ship says to rob the place, and the other two agree. Five minutes later an alarm goes off in the distance, but they keep on robbing the place. A few minutes after the owners of the skyhook show up and kill everyone. Sounds like eve working as intended. Bring more people or do not rob things without being prepared for the consequences.
Please, do not give into the nano kitey shills, the current skyhook mechanics are much more healthy than open space gameplay and a distinct improvement on ESS gameplay.
Force projection will also be the subject of focus, specifically addressing certain issues created by Zarzakh.
Oh. That place that was hyped but turned into a null block staging area faster than you can say outpost construction to level 5?
The current accessibility of Zarzakh from all over the cluster allows pilots to quickly traverse different areas of space, which has raised community concerns about stifling fights and making the map feel smaller, as conflicts can be reached almost instantly through the Zarzakh shortcut.
Before Zarzakh it was the blocks using wormholes. Before that it was massive jump bridge networks. Before that it was massive fleets of captial ships simply being moved via jump drive to get anywhere in the game in 20 minutes. Even without wormholes, filaments can take a lot of people much further than they could fly in 15 minutes normal travel, and they usually end up in one of the block’s back yards. If Zarcakh gets a nerf, make sure the nerf the other methods of travel accordingly. Maybe even consider bringing back old school jump fatigue.
The goals should be fun, engaging, rewarding and accessible to everyone in the cluster.
And not easily cheesed like having one person in fleet 30 jumps away hand in a mission for the entire group.
We’ve heard your valuable feedback on SKINR which is already informing current and future updates to the experience.
I and many others do not care about custom paint on ships. What is the point when you run your game in potato mode?
In addition, more ways to specialize have been introduced, with a new skill that reduces Paragon Hub vendor fees.
Good, but it still a shameless money grab.
Together, we will continue to make New Eden a vibrant and thriving place for all capsuleers.
I hope so. Recruitment channel is looking really sad, been the same people in there the past few weeks when I was hoping the expansion would result in an uptick.