From reddit threads the suspect flag is not set in stone (just a possible plan to limit HS being main mining location). Don’t fret too much.
But if you allow others in, you allow for alts too. Which will just make everything too easy.
From reddit threads the suspect flag is not set in stone (just a possible plan to limit HS being main mining location). Don’t fret too much.
But if you allow others in, you allow for alts too. Which will just make everything too easy.
Ok, i can see this issue, especially in case that the market adjusts in a way that the top 95% modules are actually a lot cheaper and thereby accessible than current officer modules (esp. if only one item statistic actually matters to the user).
If it is not set in stone then they will be super safe from pvp in HS, one way or another system has flaws. It is incosiderate feature. It’ll create many problems, that will grow in time. Balance is thrown out of the window so should we even bother with tiercide?
It’s so obvious that I have no idea what was behind decision to even think about to push it into EvE server. Where was CSM? Playing D3?
I mean, I get that reerees wanna reee…but its not some super game breaking addition regardless of how it pans out.
Really it only effects market price of muta-mawhatzits and trig ship prices.
I can understand if you want your own little revenue cow to milk, but (at the end of the day) it doesn’t really matter what you want.
So you don’t see any flaws in what they are proposing? At all?
There will always be flaws in anything people design. I think the real question is how it could be improved before launch. I say this because if CCP only implemented features that no one voted down, we wouldn’t even have no-brainers such as a skill queue in this game. Probably wouldn’t even have in-game models, as I do remember a few players demanding that all in-game models be removed in order to reduce fleet fight lag about ten years ago.
I would suggest there are correctable flaws in existence in this feature that we should bring up, but the overall purposes for this feature are sound. The whole concept is about creating a TQ hosted instanced environment where new aspects about features, AI, and core systems can be refactored and tested before wider, and far more risky, implementation is considered.
Beyond the instanced environment it appears CCP will be monitoring the effects of the new modules and I hope they react quickly to any significant unbalancing results from them. But considering that we are only getting single instances of each unique item being created, any issues that come from them will be limited to the specific uses of them. Its not like we are getting multi-run BPCs or something.
Actually it might be interesting to see how players react to the lone dude flying around in his Officer fit Mach with a 100km scram. Well, maybe for a short time, like how crazy it was trying to pin down those nano-Phoons when rigs were first introduced. Chain-warp chasing them in Sniper BS was kind of fun, at least at first.
Definitively, it’s a “pass”. I’d rather have a whole new batch of Level 4s, but CCP knows better.
Highsec content must be:
This is actually a huge buff to high sec, albeit indirectly. Better modules always means more efficiency means more isk. Take that web for example, every vindi in incursions will be gambling for it (since not like they spend isk on anything else), which will greatly buff the speed at which the romi’s (?) go down. Better tank on ships means bring less logi and more dps. Better MWDs means burning to gate quicker, etc.etc. Highsec is also the only place where this perpetual upgrading makes sense, and is already done by bears today (ie, purple chariots), whereas it makes no sense in other area of space where you must factor eventual loss of ship into your income and not fit stupidly.
I think I can say with a fairly decent amount of certainty that this will not be implemented in its current form. Something will change before it is released. If not, it will take CCP less than a week to realize they fu***d up…
Except HQ’s don’t use any kind of local reps and unless they are fit for high influence they don’t fit extenders either, you can’t reroll anything resist related so literally the only benefit to incursions is the web range and that only affects 1 of the 3 types of ships taken in the fleet anyway, the MWD’s arne’t really going to help as the deadspace versions already work just fine and most movement is done while you’re killing things so there really isn’t a benefit to that
So incursions won’t really benefit and as a mach pilot literally none of these abyssal mods will actually increase my performance, which is a shame, my mission ship is a golem and its already overtanked so there are no benefits there, once we start talking about getting racks of guns or damage mods then we can start looking at some of these features but as it stands, at release, the abyssal mods do absolutely nothing for me
gentle reminder we are here with this
granted they seem ready to push it but its not hit sisi yet.
By “brick”, what do people mean? I get the concept of it, but I’m not sure HOW a module could be bricked short of getting worse.
I understood the context of that statement during the presentation to mean specifically that the stat change made the new module useless as compared to other readily available items. Might as well reprocess.
So a bricked A-type 5MN MWD could be worse than an Enduring?
Some stats could be a bit better, some a bit worse, and some a lot worse.
So, I would say a bricked item would be where all important stats were made worse as compared to the original input item, but an item could have a single bricked stat that isn’t so important.
I think “bricked” is being used simply to say that some stat or item is now worse off than it was and might as well be scrapped.
As far as your two examples, it may be possible, but the farther apart the meta level the less likely it is. They are only able to set the stat to +/- 20% of input for most stats and +/- 40% for primary stat, such as point range or speed boost, which is subject to change.
Oh that makes more sense, so a bricked one can be a few meta levels lower.
I think suspect flag for highsec is fine as long as your entry shows up on scanner merely as another scan signature,this way people looking for kills have to firstly scout for systems with potential sites then probe such sites.
As for low I’d be for similar scanable sig with potentially better sites,and for null I’d feel it wouldn’t be unfair if they show up as normal anomalies not needing probing.
Fact is most of nullsec is extremely quiet so running these will be mostly safe.
Problem is CCP won’t do it because the social element of null plays a big part of what they want us to do:play together
The suspect flag is only fine if you’re going to allow the higher end Abysmal sites to be run from high-sec as well. Otherwise, if high-sec is to be limited to the token Abysmal sites then players should have to be ganked normally.
Null and wormhole space are going to be the safest spots to run these yet everyone is clamoring to nerf high-sec once again.
It’s actually not fine even then.
The suspect flag makes highsec the most dangerous place to run the sites.
You can’t fight to secure your exit before you do so. You can’t rep your friend without also becoming a 15 min free fire target. You can’t do squat.
And it makes zero lore sense since concord are encouraging people to explore them so it’s utterly inconsistent there also.
The only way the suspect flag works is of highsec is the only place to run the high tier sites since it would be the most dangerous space to run them in.