In general, I think they’re going in the right direction with this. Making get in/play something interesting/get done in typical session/get decent rewards gameplay possible.
I also like that it focuses on PvP, and changes up the situation so people can’t just settle on one OP build and farm. I especially like the formats that make use of more accessible ships.
However as is always the case with CCP, the devil is in the details, and the implementation. I feel the single worst aspect of the Abyssal content has always been the “complete before timer or lose everything” mechanic.
Especially in a game with short timers and often shaky connections/stability, this was a bad design then and a worse design now.
Short quick play only works if a match is found in a short quick time. For queues to find matches, they need a lot of people in them. Lots of people mean the risk/reward ratio is interesting to more than a few PvP players. Risk/reward is already high in PvP unless you’re going in with very good builds or very good skills.
Winning at PvP tends to favor better builds. “Win, or die, or wait for timer and all die” tends to favor cheap builds, or extreme success builds. Which means more casual players are going to either lose, or die on the timer. Which again limits player interest.
“If one team doesn’t win, everyone dies on the timer” leads to potential griefing and scenarios where if a team can’t win, they just try to prevent the other team from winning so everyone dies.
To me, this looks like setting up to fail, because a lot of effort is put into creating a system that looks interesting on paper, but that only 5% or less of the players take any interest in.
Hello, Walking in Stations, are you still out there?