I don’t see missions changing any time soon. The others, far more possible.
Anything else you can share on the Trigs Steve? How many new skills seems to be foremost on many players’ minds.
Missions are fine, their only problem is that CCP never adds new ones, probably because they’re not sexy.
Afraid not.
(It’s generally: I can’t reveal anything. Clarifying things is a little more viable. Though even there I try to get explicit permission. You don’t mess around with an NDA)
Likening an NDA to OSA, corporate espionage is a biggy. o7
I thought of a better PvP solution. It’s convoluted but gameplay is more important than dumb mechanics. Heck, we live in a world where no-one’s invented a way to warp without aligning, or to align faster than a few seconds.
Bear in mind that we’re comparing this to sitting at a beacon in K-space for 20 mins – which is the same lame gatecamping we should be removing from Eve.
So, first thing – the beacon will need to be hacked. This alerts the explorer. They get 20s or so to prepare.
The exit to the deadspace throws you out 40km in any direction, so there’s no point camping it. If you land on it from deadspace, it’s like a WH ie you can exit within 2s, so that’s the goalposts for the explorer.
There are several sites within the deadspace that are placed within a certain distance of each other.
So the second convoluted measure is that warping distance is limited and you can’t warp “within” Xkm. Deadspace messing with your warp computer…
So the gameplay is that the explorer has to jump back to at least one of the prior stages before jumping back to the exit. Attackers have to catch him at one of the stages.
Time limitations will make accelerating to an eg 20km distance from the sites costly.
Third measure is that no ships apart from the first can interact with anything in deadspace (out of phase or whatever backstory).
This isn’t abusable that I can see and is quite a bit more interesting than gatecamping a beacon.
iirc from the presentation they specifically mentioned “precursor” skills with a frig, cruiser and BS skill along with the skill for the new guns so atleast 4 skills, they may include skills to build them but thats unknown at this point i think he said they plan to get the update on SISI in the next couple of weeks
There is no warping in abyssal deadspace at all, that was stated in the presentation, there is also no local and the only way you can leave is via the exit or the deadspace pocket collapsing or your pod exploding, they also said nobody could follow you in “yet” so they may already have plans to enable people to follow but i imagine it would be rather limited in scope plus you as the attacker would have no idea of the anomalies in effect inside this pocket until you entered so you might already find yourself at a massive disadvantage and thats before you encounter any of the secondary effects in each pocket
Whether or not there’s warping is just a binary variable.
I didn’t quite understand how you get out, presumably via the gates in reverse order? Anything which promotes gatecamping just screams “Back to the drawing board” at me.
You could do my suggestion just as easily in a small no-warp pocket. The ‘risk your reward’ escalation could be done via some kind of container at the end of each stage that needs to be unlocked.
I like that aspect and the variability of space/enemies.
What should go:
- Any chance for OP mods.
- Having to find remote/safe space to open the deadspace. Nullbear space needs massive nerfs, not farming buffs like this.
- Gatecamping…
Nope, you need to get to the gate at the end, you start at point A and have to get to point B to escape the pocket
Thing is, there no need to add a “no warp” area, the entire deadspace pocket prevents warping already, thats how its actively designed, they are disabling your ability to warp as soon as you enter the deadspace area
No mods are dropped only the mutaplasmids, which come in 3 different qualities, i’m assuming you didn’t actually watch the presentation at all so i’ll tl;dr it, there will be 3 qualities of mutaplasmid, along with 3 difficulties of deadspace, the only pocket you can access with items from k-space is the lowest tier of pocket (tier 1), the only way to get a filament for the next difficulty of pocket is by completing the tier 1 pocket and hoping for a tier 2 filament to drop, you’ll also only be able to get the lowest tier of mutaplasmid from tier 1 which is low risk low reward in term of stats, the only way to tier 3 is by completing tier 2 and hoping for a tier 3 filament drop, the tier 2 mutaplasmid (we really need a better name for these damn things) has average risk for average reward in term of stats, the tier 3 mutaplasmid has the highest possible bonuses but also the highest possible drawbacks, bear in mind that each stat that can be affected is rolled on its own, its not a single roll to get a great mod, you could get 1 great roll and 3 terrible rolls making the module worthless overall, and even then its going to be by a variable amount which they have already said they will cap based on the module type so they can already hard cap any particular bonus
Pretty much any new PvE they add is going to have its own set of new mods, even if they were static they would still likely be stronger than what we have anyway so the “no OP mods” would really apply because there is always going to be someone who has the stronger versions of a mod or the higher skill, so we already have the same difference in power when you compare T2 to officer mods and anything they can get you can get yourself so its not really a case of one group having all the power while everyone else gets boned
And “why” does it need massive nerfs exactly? null already has obscene ISK generation compared to high sec with the likes of high end DED complexes and carrier ratting, the absolute best high sec has is incursions and even then its nothing on what null can earn faster and easier so by all means quote some actual reasons why you think null should get yet another way to earn ISK while high sec gets shafted, people are already going to have to venture out in to null to find the filaments in the first place and all forcing the sites in to null will do is make the sites even safer to run for the blue balling null blobs
Not sure what this complaint even relates to, are you upset that people won’t be able to just find no brain PvP because they can just use a HIC to bubble the beacon giving you an easy gank on a single lone pilot? or are you upset that you’ll actually have to lose a ship killing them in high sec? i mean goons and code do it all the time when they pop freighters, if you want to make money off of someone else you best be willing to actually accept some risk and have to actually put effort in to doing it lol
CCP stated a long time ago NES Store is cosmetic only. There is a reason that 40k people blew up the Jita monument.
Yes, that’s why I said it’s “just a binary variable” ie can be changed in roughly 1 second.
What you said about OP mods was redundant. Doesn’t matter if you get them via mutaplasmids, drops or SuperSpaceCredits. OP is OP.
null already has obscene ISK generation
Yes, you’re agreeing with me. And on gatecamping. Dunno what you were reading…
Love new environments.
Who played Freelancer in 2003?
Mutagoo?
I think 40% improve is too much, max 20% would be good
Muta P’s (moo-ta pees.).
Nulla P’s (Null-appease)?
I’d prefer to see the distribution curves of all the attributes before I have an opinion. I don’t mind a range of +/- 40% if the probabilities of the more extreme results are extremely rare. The bell curve of the probabilities can be of quite a few different shapes.
Remember, while the primary attributes are weighted positive, the cost attributes such as pg and cpu are weighted negative, so the average result will normally be that it will cost more in fitting for anything created from this process.
I’d like to see a negative skew for all probabilities with a more narrow bell curve for the primary attribute.
It could also be interesting if the skew of the cost attributes was dependent on the value of the primary attributes, so a better primary attribute would result in a increased negative skew for the cost attributes.
End result would be the better the primary result, the more likely you have a negative on the cost attributes.
Yeah they did. But that is no longer the case. Extractors are not cosmetic.