The consequences of 'Trig space'?

why is it a problem that groups who have worked hard receive benefits from tha labor?

To clarify: The difficulty of the site is governed by the filament used to open it, not the space the site is opened from. Opening a deep site in null/WH gives you much safer access to the site which is a large advantage. Such a beacon in HS will be a gank magnet.

so what your saying is this will be another feature that is hardly used.

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Yeah, I was thinking HAC’s too, running cap stable Shield tanks with active resists. Leaning more towards amplified shield boost instead of extender buffer tanks, quick repair with low ship signature. Don’t think a MWD would be wise due to ship signature bloom as well as eating up cap. Also not sure a MJD will work, no warping in the pockets, right? And then there’s the Trig’s auto attack structures, don’t think Drone and Missile boats will work as good in the pockets as Hybrid, Projectile and Energy weapon system’s.

And let’s not forget about the various ‘weather’ effects inside the pockets, hopefully we’ll gain more specific info about that and other info when the Dev blog is released.

Since this is going to be very tough top level content, I highly doubt the average T2 fit will be adequate enough to complete the pockets. Probably need Faction / Deadspace fits which just makes the risk even higher. The rewards gained in the pockets better be top tier stuff.

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That is not what I said.

… you said they were a problem

That effort is already in place.

Running the Trig space pockets from within Player NS will require no additional effort.
Just means that additionally to ratting/mining 24/7, they can also run Trig space pockets.

Do you see what I mean?


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that this new space that is additional to everyone is also additional to them? that’s not really a problem

Its not a “bad thing” per say, but it does mean that Player NS will utterly dominate the Trig materials market, and get immensely rich off it.

WH loot was different, since it could only accessed from WHs.

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not really after about the first month or so no one is going to bother to camp them much anyplace and its more active than ratting so i doubt the main groups will even do much of it

There is an important difference, as the new pockets are not an ISK faucet compared to ratting. So if the sites are too easy to farm, the price of the loot will be trash. Like excessive mining crashs the mineral prices.

I hope so, but find it unlikely, especially for the later stages in the pockets.

If the reward prices can stay high without overwhelming NPCs and super low drop chances, then it’s good for everyone. My concern with safe space farming is the effect on the price.

I’m against the suspect timer. It will only hinder gameplay for many people for the duration of the timer. Suspect will be also problem for a lot of folks in high sec, because it terrifies them, and many will choose just to ignore the content.
Why not something like this?
High sec: only Tier 1 sites could be opened here (and few Tier 2, but rare).
Let’s say Tier 1 (2) is accessible by default by the special gadget from relic (data??) sites. Access to higher tiers only through items found in the Abysal space.
Trash Tier is Tier 1 but has some reward, not mind blowing for high sec, but worthwhile to do, and some sites have access key to higher tier (lowest chance to get the key shall be in high sec). If somebody doesn’t want to go out of high sec, then they can still sell the keys.
Null sec: Tier 1-4. I would not put the top tier here. The more risk, the better reward.
Low-Sec and J-space: Tier 1-5 (all tiers)

Also one idea crossed my mind. All sites can be opened anywhere. But chance for the opening to be successful will be adjusted to type of space. i.e. Tier 5 will be almost impossible in high sec. … but this would enable farming anyway with many keys accumulated… so probably not

Anyway, I very much look forward for this content and I’m even more curious how will CCP balance this.

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Some of the rewards from the site (the “crafting” components) already are a form of gambling with a chance to either improve or even make the item worse as a result of the “crafting” process.

Not sure if a good idea to add another layer of gambling / randomness in the form of chance to open (or not) the instance itself.

Also sounds too much like lootboxes (the crafting part is much like that already) and gambling related rules especially now due to the recent outrages around them may lead to legal issues for CCP, or simply just a backlash by the community.

To me it feels if you have a “key” to open the instance portal it should be a guaranteed success and the only risk should be skill based (and of course that includes the random environmental effects and enemies) so if you fail the instance it should be because you did not prepare properly and/or did not fly skillfully enough, not because of a failed RNG roll.

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The idea that the higher level sites should be limited by sec status is imo daft. This is supposed to be something to get everyone involved. Making it another FU Hisec expansion will just alienate those players more.

In addition, why would the arbitrary sec level of k-space have any impact on thse pockets of space that don’t even exist in k-space. That would be like saying you can get to Hell from anywhere in the UK, but to get to the lowest levels you have to enter from Scunthorpe.

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Well some places can be closer to hell than others so they may have access to deeper dungeons of it than the rest of the world. :stuck_out_tongue:

(Ofc just joking, not trying to debate your thought process as I agree with it.)

Calling it now.

Player NS will utterly dominate the Trig market, and get fantastically rich on it.

Plasmutids will escalate the arms race.

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  1. They already are fantastically rich.

  2. Also, won’t this just compete with the other things that make them fantastically rich (null ores, null ratting, etc)? Just imagine that you live in null, and you can choose to do anything you want - rat in your super, mine in your rorqual, etc. But you can’t do everything at once, right? You have to choose one thing to do, you can’t do ten things at the same time. So, if this new content is added, and if you choose to do that, you won’t be doing any other money-making activity. So the point is, it seems this money-making activity would displace or replace some other money-making activity rather than add money-making activity.

DISCLAIMER: I’m neither for the new content, nor against it. Also, I’m not in null.

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I can only assume you are familiar with Scunthorpe :smiley: