The Trigs are coming!

It is mostly procedural, its explained more in the trig presentation that was the following day

Cost, the abyssal mods will cost less than the deadspace ones to create as the results will be random, also you don’t need to balance specifically around these mods, there may be extreme fringe cases whereby the percentages will have to be adjusted but its not like you’re going to see fleets with hundreds of identical abyssal mods floating around :stuck_out_tongue:

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We don’t know where cost will land yet. If they will be cheaper than deadspace then you know it’s bad for whole economy, exploration etc.

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You know they talked about mutating deadspace/officer gear right?
It’s not limited to T2 as a baseline, so add 40% onto the primary stat of a Deadspace module which can be mutated… Now consider what impact this will have on small gang & solo PvP operations.

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I think some people will find this sort of meta fun. If you can find that perfect mutated module that fits your setup, it’ll be like finding the holy grail.

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I think I’m more interested in the new Trig ships and weapon. All this RNG theory crafting is for the space rich. Most of us plebs will be messing around with T2 gear.

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Not really, it will end up being cheaper to buy the lower end mod and then combine it yourself because you have a 50% chance of ending up with a trash module, you’ll always pay more for a guaranteed result, the resulting mods may end up more expensive than the deadspace options but only if they are better, people aren’t going to pay more to attempt an RNG roll than they could just spend to buy the mod they want :stuck_out_tongue:

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I didn’t see the panel yet so I have no idea what are the chances and what are possible bonuses. The trash mutated module may still be worth something.

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with some ships bonuses, like “balanced legion” it will flip the table for sure.

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Rather in each case of that result there will be auction with buyout price. We dont know how rare wil be the OP results, and these people would like their failed attempt somehow covered with ISK from selling good results.

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It’s going to make for confusing times, initially, in the trade hubs where the successful mutations are listed in contracts. Who knows, perhaps people wanting to auction off their “OP” modules will drown out the scammers… or perhaps we’ll instead see an entirely new scam type.

No way can I see these being used in any normal doctrine.

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Its not always going to be a bonus, the scale goes either side of the base stats so its entirely possible to end up with an item that is worse than the item you started with in every way :stuck_out_tongue:

Did they talked about the chances and bonuses at the panel?

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Because it will become ‘everyone fit enchanted mwd’ for instance,brute force invention will generate enough of them eventually. Cost is never a barrier.

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Other than the 40% (max) number, not that I saw. Apparently at the round table it was hinted that the chances of a ‘really good roll’ would be very small.

Time, effort and availability are though.

Using your example of of MWD (50mn) and taking the 5 attributes shown in the keynote speech on enchanted MWDs which were varied as follows

PG : -6% (165 to 155)
CPU: +12% (50 to 56)
SPEED: +10% (510 to 561)
MASS ADD: -6.4% (5m to 4.68m)
CAP NEED: -5.5% (200 to 189)

We can see firstly that CCP are not even using integer values of variation, meaning a WHOLE LOT of possible variations. But giving them the benefit of the doubt if we stick to just integer %age values and and set the range at the maximum found in this example (12%) we get 25 possibilities for each attribute, at 5 attributes that makes 12 to the power 5 variations or 248832.

While a fleet comp may only be concerned with bettering one attribute, speed boost for example, they will still have to consider fitting cost (2 attributes) and cap need (unless they want to possibly dedicate a slot to cap booster to negate bum cap cost rolls). Even within the group of modules they obtain that have the required speed gain there will be so many variations in fitting cost and cap use that after they’ve thrown away all the useless mods they make they will still have to build a level of fitting cost redundancy into the fit just to account for it.

Building redundancy into a fit just to accommodate one attribute (speed in this case) is basically gimping the doctrine and essentially negating the whole point of using enchanted mods, which was to make it superior to your rivals.

Factor in the level of effort and money this will involve and I don’t think you’ll find many groups prepared to go to such lengths. If an enchanted fleet doctrine is concerned with bettering more than one attribute to a certain level it gets even more complicated.

Just don’t see it

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Yeah, I read Fozzie was talking about officer mods availability. Lots of buzz for very rarely usefull feature.

Can we talk procedurally generated space now? an new triglavians hulls?

Yeah, only environment? Number, stats of ships? Reaction to player ship/fit or independent?

I’ve now seen a couple of the environments (not just key art)

OMFG. You know how Eve can be an incredibly pretty game? Whole new level.

The camera change shouldn’t really be an issue for people (you want to keep a close eye on your ship, for reasons you’ll see when you’re in there :wink:

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As I’m suddenly having flashbacks to a Star Trek TNG episode where Riker is aboard a Klingon ship while the hull gets eaten away by microbes.

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Triglavian Domain

I just saw this and I must digest it, but from first look it seems like they took all player ideas about how to improve pve and merge them into abyssal space. It looks like my wet dream will come true. There is huge potential in this. This is whole new level of pve.

If only missions, combat sites and exploration sites use this generated technology.

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