The consequences of 'Trig space'?

They will get even richer, and faster.

The Trig pockets will be additional, ontop of those.
Ratters will still rat, miners will still mine, but those that did neither, will Trig.

This toon has almost perfect Cruiser skills.
I wouldnt use those to PvE, nor mine, but Trig pockets sound great for me.
Maybe Ill join a Player NS corp and run Trig content.

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Can’t say I am. I assume there is some reference I am not aware of. Did some google searches but nothing relevant and the related wiki page also seems to show nothing relevant.

My personal thoughts on this matter are that getting a suspect timer just for entering / exiting it is a relatively bad idea altogether. If they truly wish to use that to increase the risk / vs reward factors then the suspect timer should be obtained for something like looting of ceirtain items, or killing ceirtain targets.

This could be refined further by either giving a player a longer timer per tier of item / target, or by giving them a small stackable timer, or even both. IMHO something like this would be far better then just blank status change for jumping in/out of the place.

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  • you don’t account for effort spent by players securing their space
  • you account for benefits they get by securing their space.

Like i wrote before: if players didn’t spend the effort and player 0.0-sec space would not have strong defense fleets or intel-channels then you would not say ā€œplayer 0.0 sec space is too safeā€.

So yeah, this is basically punishing the success.

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Well what do those who do neither do to make ISK? Whatever it is, if they trig, the trigging will replace whatever they did before.

If they currently do nothing, then I guess this will be a good update, because people who formerly did nothing because nothing interested them will now have something to do which they enjoy.

Yup. I have crap cruiser skills because I was never interested in the small stuff, I always wanted to fly big stuff. So I went for battleships. I’ve missed out on stuff like burner missions, and I’ll miss out on this. I do think CCP is biased against battleships, and biased towards the smaller hulls.

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Punishing the bot empires in Null you mean? They’ve only had 15 years to perfect it (let’s not forget the POCO empires).

It’s not too late, just pop some accelerators and before you know it, you’ll be done and good to go.

Maybe I will :slight_smile:

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The use of jettisoned objects, be they corpses or jet cans, to decloak on a gate is a ban-able offence if the victim can be bothered to petition. I see no reason why the same wont apply to a site entrance/exit.

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Never heard of such a rule. Can you cite an official source that backs up your claim?

Edit: Just checked the exploit notification / list on the support portal and nothing there either. So unless I missed it somehow there seems to be no evidence regarding this, though if you have an official source confirming your claim then be sure to post it.

It’s only bannable if there’s so many cans that it causes the server to lag

Also, being kicked out of an abyssal pocket doesn’t allow you to cloak does it?

Trig pockets being accessible from everywhere, doesn’t punish anyone.

This is one of the rare cases where something (Trig pockets) can be implemented in such a way that it completely avoids Malcani’s Law.

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ISDs, can you please roll the other Trig space thread into this one?
The topics are largely the same.
(This one was created earlier)

https://forums.eveonline.com/t/an-epiphany-regarding-the-oportunities-of-abyssal-space/

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You’ll probably have a better chance of getting their attention if you include @ISD_Buldath or @ISD_Yumi or @ISD_Sakimura or @ISD_Stall

Maybe even just saying @ISD will do the trick.

:wink:

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What about you leave the thread alone and go easier on your campaign of monopolizing the discourse, thinking you are the only one with any kind of valid opinion on the topic?

That other thread talks about the ā€˜possibilities’ of what can be built with Trig-space, this one talks about the immediate consequences on the game. Two different things, only difference is that you were able to spam here unopposed your misguided idea that being able to open all filament levels everywhere would be a good thing.

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OP agrees that you should be able to access a Trig pocket from anywhere.

There should be no hard limitation on where you access the pocket you create with your own filament.

You trying to tell me what to post, and where, is you trying to monopolize the threads to your interests.

I am completely within rules and rights to request ISD to roll the threads together to prevent two congruent and largely similar threads dividing traffic. Doing so has been the existing precedent on these new forums and the new policy on running them.


PS: Check your forum history. You have posted to me twice more than the next person in your list. Almost 20% of your overall post history has been directed specifically at me.

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I’d agree that the two topics address different issues.

I also agree that filaments should be usable from anywhere as I’ve mentioned in other threads (and probably this one already). If you want that juicy loot from someone in hisec, put the effort in and do it the tried and tested way.

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Player NS already controls sourcing of T2 module production materials and the readiest source of the best deadspace modules, to which plasmutids will be applied in an attempt to create a ā€œsuper moduleā€.

The existence of Sleepers/Drifters in the Trig pockets is a serious concern for WH space sourced T3 mats.

It is of eminent importance that theses Trig pockets be accessible from everywhere.

Yeah, you can try to play with words but what you are doing is dishonest and you know it.

I will give you the reason why your idea is bad and why filament levels should be limited by sector.

It goes against something that is fundamental to EVE: Travel/Inter-connectivity between the sectors.

One of the points of EVE is that it offers different experiences to different people (Industrialists, Pirates, Explorers, Market Tycoons etc…), but still all those experiences are connected to each others and affect each other. Same way for the different spaces of the game, they all offer different experiences but they are connected to each others through what they have, what they offer, and what they have not.

High-sec as trade hubs and ā€œsafetyā€, but doesn’t have the highest payouts and resources.
Low-sec provides easy-to-access PvP and moderate-scale warfare, is a decent source of science stuffs through FW, but lacks infrastructure, etc…

All those zones need to interact with each other to cover what they lack.

This makes travel between those zones happen, this makes space that much livelier.

To put it simply, allowing all levels to be opened everywhere would be against that.

High-sec will not offer the same kind of gankers that Null-sec or W-space would offer. There would clearly be differences in the kind of danger a zone offers as an entry point to Trig-space. This has to be taken into account, that and to encourage the flow of the different resources of Trig-space around the galaxy, those resources have to be different depending on where you got them.
It really is that simple really.

Don’t do it and there will be eventually a space that is deemed the space to farm them and that will be the end of the story for that feature.

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Nothing dishonest in my request to merge the threads.
Perfectly reasonable, and up to ISDs whether they think it is to be done.

Filaments being useable everywhere in no way deprives any sector of what they lack.

Nothing stops you from running them in Player NS, or HS.