Tag Archives: Abyssal Deadspace

EVE Online Expands Abyssal Sites with Depths of the Abyss

Abyssal Deadspace was introduced a little over two years ago with the Into The Abyss expansion.  This gave players a new PvE experience with five levels of difficulty, random-ish enemies, and a 20 minute hard timer that meant you had to exit by then or lose your ship and your pod when the pocket collapsed.

There were also blueprint copies for Triglavian ships, weapon systems, and ammo to be found, as well as mutaplasmids, which would mutate modules to change their states, possibly making them better, but sometimes making them much worse.

All of which became very popular very quickly, as CCP explained in a presentation at EVE Down Under just a couple of weeks after the expansion launched.

Abyssal Deadspace has continued to be expanded, with more blueprints showing up, different mutaplasmids becoming available, and even an option to run them as a team in three frigates rather than just solo in a cruiser.  And yesterday saw perhaps the biggest boost yet to Abyssal Deadspace content with the Depths of the Abyss update.

Now Live

The details, straight from the updated patch notes:

  • New Tranquil (Tier 0) Abyssal Deadspace is now available to provide an easier introduction to Abyssal Deadspace. Whether you’re a new player, or an experienced player looking to try out Abyssal Deadspace for the first time, Tranquil runs are a great way to learn the mechanics of Abyssal Deadspace in a low-pressure environment that can be completed by very inexpensive ships. Tranquil Abyssal Filaments can be obtained through the new player gifts, exploration sites, and in Tier 0 and Tier 1 Abyssal Deadspace.
  • New Cataclysmic (Tier 6) Abyssal Deadspace is now available to provide an extreme challenge for elite pilots! Cataclysmic Abyssal Deadspace is perfect for pilots who have mastered all other tiers of the Abyss and are looking for a new challenge to overcome. Cataclysmic Abyssal Deadspace provides even greater rewards than Chaotic Abyssal Deadspace, including being the exclusive source for the new capital module mutaplasmids. Cataclysmic Abyssal Filaments can be obtained from Tier 5 Abyssal Deadspace.
  • A new two pilot Destroyer mode is now available for all tiers of Abyssal Deadspace. This mode allows entry by up to two pilots flying Tech 1, Tech 2, and/or Tech 3 Destroyers and requires two Abyssal Filaments for entry.
  • New groups of enemies can be found in all tiers of Abyssal Deadspace. These new opponents include new varieties of Triglavians, pirate faction expeditions into the Abyss, and even shadowy CONCORD strike teams who will attack any intruders on sight!
  • A new environmental cloud can be found within Abyssal Deadspace: the Tachyon Cloud. This cloud dramatically improves the velocity and maneuverability of ships within its area of effect, but beware the dangers of unexpected high speeds if your ships leaves the cloud pointed in the wrong direction!

Two new tiers, destroyer mode, new enemies, and new space weather is quite a bit.

In addition, there are new capital sized mutaplasmid drops available from Tier 6 Cataclysmic space:

  • Warp Scramblers
  • Warp Disruptors
  • Afterburners
  • Microwarpdrives
  • Local Armor Repairers
  • Local Shield Boosters
  • Neutralizers
  • Nosferatu
  • Siege Modules

So those will be the next hot thing for cap pilots.  I can foresee many officer mods being wrecked in the hope of getting a big bonus on the right stat.

And, finally, some of the standard drops have been reduced in size so you can fit them all in your cargo hold.

  • Crystalline Isogen-10: Volume reduced from 0.35m3 to 0.3m3
  • Zero-Point Condensate: Volume reduced from 0.25m3 to 0.2m3
  • Triglavian Survey Database: Volume reduced from 0.1m3 to 0.01m3

There we go.  CCP has expanded the Abyssal Deadspace content.  We shall see how many dead ships the new tier will create.

Time to Earn some ISK

Back in the late summer of 2017 I was feeling done with null sec life.  I wasn’t sure where I was going to head, but I started pulling up stakes and shipping everything to Jita to facilitate my exit.  I had cleaned up, turned off, and shipped out just about everything when a Reavers deployment came up and I figured that would be my final act in null sec.

And then the deployment and subsequent war lasted for about a year and I was invested again and decided to carry on.  During that time and since I haven’t focused on earning any ISK, save for a brief experiment with Myrmidon ratting, which was as much about seeing how long I would survive as anything.

Being a target for ISK

I have been living off the stack of ISK I had accumulated before along with what I got for selling off various assets in Jita and whatever SRP the coalition has had to offer.  But now that stack of ISK, never that fat to begin with, has stated to dwindle.  I really don’t spend that much ISK, with ships and refits for doctrine changes being my major expenses, but the prices there have been going up thanks to CCP, while SRP hasn’t kept up.

So I want to at least start a trickle of ISK coming back into my wallet.  The catch is that I don’t really want to do any of the standby methods.  I’ve ratted, mined, and played the market enough to bore myself to tears.  So the options I have in my mind.

Sell Stuff

I still have a pile of stuff… piles of stuff…  sitting around in various stations, so this would be less playing the market and more clearing out hangars.  A bunch of it is nicely in Jita already, left over from the great clearing out of 2017, and I can contract other valuable caches to a high sec alt to move and sell.

Good: Easy-ish money, prices are up

Bad: Even I only have so much stuff stashed away, so this would be a short term-boost and not a long term strategy

Planetary Interaction

I pulled up my PI stuff back when and since then there was a UI update to improve the usability of the feature, so I already started on this just to see how much it had changed.  It is, I will admit, better than it was, but it is still opaque enough that I don’t know how anybody figures it out without a guide or a mountain of patience.  As before I set myself up to make components for fuel blocks, as there are always buy orders for that.

Good: Low effort, constant drip of income

Bad: Not really that lucrative unless you make it a job

Abyssal Sites

I have a high sec alt trained up enough to do fierce sites, the middle of the five levels of difficulty, in a Gila.  I have no mind to do any of the higher level ones as you get flagged as a target, but I could see myself running these a bit more regularly.  The problem is that the payout is very much RNG based.  I got a Leshak BPC once, built it, and sold it for a serious payout.  But more often I get dinky stuff to the point that losing a drone makes the whole thing a wash.  And I’ve yet to do anything but ruin modules with mutaplasmids.

Good: Not really that difficult, short duration, can listen to podcasts and audio books, lots of great screen shots

Bad: Payout is all over the map, feels a lot like ratting after a run or two, lost a half a billion ISK Gila stuck on an rock once so I’m already ISK negative

Skill Injectors

This is the “make money fast” arrow in my quiver.  I have a character setup to poop out a large injector every week and they are still going for more than 700 million ISK.  That would refill my wallet much faster than my ship losses are draining it.  There are two issues with it for me though.

First, though I am sure they make a ton of money for CCP, I feel that skill injectors diminished the game.  If I bitch about something and then make ISK from it there is an obvious level of hypocrisy present and, while no life is free from contradictions, I try to at least examine the more obvious ones I find in myself.

Second, while you can do it as an all in-game ISK operation, you are rewarded for spending money.  If I pay cash for the subscription and the extractors, I get to keep the full 700 million ISK per injector.  If I buy extractors on the market that goes down to about 350 million ISK.  And if I PLEX the account I end up getting a few million ISK per injector, which can can make a farm of many accounts lucrative, but makes the single character routine a bit paltry.  And if I am going to spend cash to make ISK I could just save the effort and buy PLEX to resell.

Good: Low, low effort, easy money

Bad: If I PLEX the account payouts are pretty thin, if I pay cash why not cut out the middle and simply buy PLEX to sell

Other?

I need to go back and look at that that “everything in New Eden” chart again to see if I am missing something that aligns to my level of commitment.  I remember a time when just collecting datacores once a year would sustain me for a while.

I’m not dying for ISK.  I could easily wander along as I have done for a couple more years before things became dire.  But I feel like I need a plan for the longer term, even if it means just getting a trickle of ISK flowing in regularly.  All I want to be able to do is keep on getting in sub cap fleets for fights.  That’s what keeps me logging in these days.

The EVE Online July Update Brings Performance Updates, a New Event, and More

We are in the midst of Summer now, which is generally a slow time for CCP as they crew goes off on Holiday, leaving space to mind itself for a while.

But before people clocked out and headed for their various destinations they put in some work to give us something to chew on for a while.

The Agency

First of all there is a new live event launching today, the Minmatar Dawn of Liberation.

Dawn of Liberation Event

This will feature sites in The Agency interface where you can fight slavers and free the subjugated.  The event will run until July 24, 2018 and will feature rewards including fireworks, SKINs, and cerebral accelerators.

Missile Redux

On the actual code change front, probably the biggest technical item in the patch was the update to missiles to improve client performance.  The current missile graphics went in with the Inferno expansion back in May 2012.  Missiles went from colored blobs of light to projectiles with launch animations, smoke trails, and explosions on contact.

Missile exhaust trails

This made missiles very pretty to watch, but also put a performance demand on the client which had to render all of that pretty launches and trails.  It clearly wasn’t the biggest demand on the client… after all, it took CCP six years to get around to working on them again… but it eventually came up as something to address.  And so there is a Dev Blog on missiles and the work that went into making them perform better.  We are, however, back to missiles being blinky lights in the night again.

Abyssal Updates

Also in today’s update are the changes mentioned at EVE Down Under regarding Abyssal pockets.

All in the update

More POS News

There was also another step on the path to the end of player owned starbases.  Blueprint copies for faction starbase towers will no longer drop.  In addition, the amount of minerals you get for reprocessing starbase towers and modules has been increased.  CCP is no doubt hoping that you will take care of removing some of those yourself via that route.

Wager No More

Also facing removal from the game, though more immediately, is wagering on duels.  This feature went in with the Lifeblood expansion last year.  I’m still not sure who wanted this feature, I do not know anybody who used it, and now I don’t know why they’re taking it away.  Business as usual I suppose.

Fozzie Claws and Zealots

On this ship front, the Amarr Zealot heavy assault cruiser got a drone bay in the hope of making it viable for Abyssal pockets as I understand it, while the Minmatar Claw interceptor got a bonus change from a damage boost to a rate of fire boost, meaning that roaming Claw fleets will be less able to alpha bigger ships off the field.

Notification Reduction

There has also been a change so that corps and alliances will only get notifications that somebody is shooting one of their structures if the shield hit points drop below 95%.  Pinging towers has long been a way to annoy your foes.  I have been out to hit structures in order to provoke a response only to cloak up and warp off when the defenders arrived.  Now you have to be more serious about that.

In addition to the above there are the usual list of small fixes and adjustments that went into the update.  You can find most of the information in the patch notes.  The Updates page seems to have fallen behind and does not have an entry for this patch.

Addendum: The updates page got its update as well.

Abyssal Pocket Stats from EVE Down Under

The EVE Down Under event was going on this weekend, with several of the EVE Online team flying out from Iceland to join in and do presentations in Sydney.

Video from some of the presentations is available on Twitch and The Greybill has already done a nice post about the changes coming for Caldari industrial ships. (Which I hate, mostly because CCP seems to enjoy making radical changes to Caldari ships, as opposed to way they retain design continuity when they change up Gallente ships.)

Of interest to me was CCP Fozzie’s presentation, which started off with some stats about Abyssal Pockets.  I have been hoping for a dev blog about how the roll-out went.  Absent that, this set of slides will have to do.

In an orange Abyssal cloud

The CCP devs had a whiteboard with estimates/answers to a set of questions they had laid out in advance which formed the backbone of the data.  They were wondering how many filaments would be activated and how many players would run the new content.

Filaments and Characters

While watching the presentation my own mental guess was 10K to 12K on the first day, which was in the zone.  11,944 filaments were activated on the first day, with 274,665 in the first week after Into the Abyss went live, with 1,680 and 13,961 unique characters running the content respectively.

The, of course, the question as to how many ships died.

Ships destroyed and filament popularity

579 ships were destroyed on the first day, which only counts from downtime to the UTC day change, while 11,369 were destroyed in the first week.  And a capsule goes with each one of those ships.

The most popular weather type… or flavor as I put it in my brain… was Gamma while the least favorite was Dark Matter.

Then some more diverse guesses about the Abyssal pockets.

Ship type, tiers, and time to first

The Gila, the Guristas pirate faction cruiser, was the most popular ship.  The most popular tier on the first day and during the first week was tier one, which is probably no surprise.  And the first filament was activated only 22 minutes after the expansion went live.  Somebody had a plan.

First Into the Abyss

The first into an Abyssal pocket was Mike Severass who ran a calm firestorm in his Ishtar in nine minutes.

Among the loot items in Abyssal pockets are blueprint copies for the three Triglavian ships, all of which were built for the first time on day one.

Triglavian ship build times

As CCP Fozzie pointed out, the Triglavian cruiser, the Vedmak, was built first, before the Damavik frigate.  And the Leshak battleship was built just before the end of the first day.

The most popular cruisers being used in Abyssal pockets were the usual suspects.

Ship Choices for Abyssal Pockets

Gilas were far and away the most popular, followed by the Sacrilege in distant second, the Ishtar in third, and then fourth place a tie between the VNI, the Caracal, and the Cerberus.

CCP Fozzie said that the most unique ship was a Victorieux Luxury Yacht, which can carry no armament, filled with booze, drugs, and exotic dancers, which went into a pocket presumably in an attempt to win over the Triglavians by appealing to their party spirit.  They are not party animals it seems… or maybe they thought it was just a big pinata… but you can see the kill mail from the attempt.

Also, a Scimitar, the Minmatar tech II logi cruiser, died doing a tier 3 pocket.  Somebody trying for a very specialized fit.

The popularity of the various tiers is pretty much as expected, with higher tiers being less popular.

Popularity of tiers over time

The popularity of the various Abyssal pocket weathers is also not a hug mystery.

Favored Weather over Time

Dark matter seems to be the least favored, but the gap between weathers isn’t huge.  If they aren’t evenly split, they aren’t that drastically different either.

As of the time of the presentation CCP Fozzie said that over 96,000 modules had been mutated with Mutaplasmids.

Most popular mutated modules

People want longer range points and webs I guess.

In the short term there are some updates coming to Abyssal pockets.

July Update Plans

Beyond that there are bigger plans for Abyssal pockets, however CCP Fozzie’s slide on the topic simply said “REDACTED!”  So We will be hearing more about Abyssal pockets going forward I guess.

Abyssal Pocket Mania

But what has it got in its pocketses, eh?

-Gollum Aideron, Jita Local

Abyssal pockets, of which I was somewhat dismissive back when the Into the Abyss expansion went live, calling them “…solo PvE death dungeons… in space!” in my post about the expansion launch, have turned out to be popular.  Very popular.  Far more popular than I expected.

The lure of something new, the chance to make some fast ISK while prices were high, and the challenge of fitting for and fighting this new time limited content has combined to capture the focus of New Eden.

You can watch the page on zKillboard and see all the ships getting blown up every day. (Or if you just want to see the 1 billion ISK and up deaths, there is this page.  Even some pods can make that list.)  Trillions of ISK worth of ships have been destroyed so far in Abyssal pockets and players I never expected would go for PvE content have been draw in to the challenge of them.

I am seriously waiting for the Dev Blog from CCP on how things have gone… once they get the May MER and the CSM 13 election results out.  Abyssal fever may not last, but for the moment it is everywhere.  Streamers picked it up right away, though that was not without controversy.

CCP gave some streamers from stream fleet five calm Abyssal filaments (one of each type of the lowest tier) about half a day after the Into the Abyss expansion went live in order to get people streaming the sites that night.  However a streamer who did not get in on the free filament deal got angry on Twitter with the usual complaints about favoritism and fairness that come out whenever somebody else gets something for free. (People rarely complain about this when they are the recipients.)

This tempest in a teapot led to a side debate about the sanctity of the New Eden economy as well as everybody getting a free Abyssal filament, but the streamers were on the job all the same showing off the pretty new content.

Oddly, a lot of people excited about Abyssal pockets were not people I would have pegged for it, which is to say people who actually PvP regularly.   There seems to be a cross interest in the need to fit well and the constraints and difficulty of the content.  There has been a lot of chatter about Abyssal pockets.

Of course, not everybody is happy… but then I don’t think there is a feature in any game anywhere that could make all fans happy.  And those unhappy were not exactly a surprise.  There is a slice of PvE players who both seem to hate the dull current mission content but who also insist that they won’t run any PvE content that doesn’t have a predictable reward.  You cannot answer the “what’s the ISK per hour” question with any certainty, and that makes some people angry.

And the randomness of the rewards is clearly a thing here.  I have been through sites where none of the rooms dropped any rewards and sites where all three rooms have had something for me.

And that statement is a clear indication that I have spent some time running Abyssal pockets with the crowd.

My main problem with the content is that I am a cheapskate and I don’t really want to invest in expensive ships that I am likely going to lose.  So I have taken a different tack, which has been to fly the cheapest ship I can put together on an alt and still survive.  While the market for heavy assault cruisers is booming… and prices for them keep going up as demand tries to drain the market… I have been trying to keep expenses down by sticking with T1 hulls.

My first run was with a medium blaster Thorax I had sitting on an alt.  It was already insured and fit, so I just jigged it around to be a little more tanky, grabbed some faction drones and ammo, and headed off willy nilly into an Abyssal pocket.

Thorax on the move

The Thorax wasn’t a huge mistake.  It actually made it through one calm pocket, but that was mostly on accident.  However on the second run I hit a room that was all fast frigates and I found I had brought nothing to slow them down.  So while my drones worked away my blasters couldn’t touch the ships.  The frigates burned me down before my drones could finish their work and that was that.

About to collect my insurance money

Once my Thorax was kindling for the Abyssal fire, I decided that a Caracal might be a better choice.  My alt has some missile skills.  They couldn’t do tech II heavy missiles, but they could manage meta launchers and faction missiles.  Add in a pair of faction drones, a couple of ballistic control systems and a target painter to help damage application, and then pile on resists and a shield booster and I figured it might work out, and it wasn’t even that expensive.

Caracal in the pocket

That again seemed to work out fine for a few runs.  But then I drew a room with five striking Davamiks, the Triglavian frigate, and then damage application became an issue.  Theirs was really good and mine was not.  I managed to burn one down, but they were hot on me.

Davamiks on parade… and my drones on the wrong target

I wasn’t too concerned about my drones as I was learning that I needed a shield buffer and not shield boosts.

Caracal brewing up in the pocket

I dug around looking for some buffer tank examples of Caracals and hit upon the post over at INN about various Abyssal pocket fits, which included a Navy Caracal.  Since my alt could do tech II light missile launchers, the rapid light launchers in that fit were an option as were the fury and precision missiles.  The Navy Caracal is considerably more expensive, but its price hasn’t spiked up the way the popular Gila or Ishtar has, so I thought I would give that a try.

Caracal among the rocks

The buffer tank and rapid light launchers with tech II missiles worked much better.  I hit a point where I could run any of the calm pockets with my alt.  There is, of course, a temptation to start running the next tier up.

As for loot, as noted above, it can be fairly random.  I have ended up with a few BPC drops for the new disintgrator ammo and some of the raw materials for building the new Triglavian ships and weapon systems, either of which makes a run easily profitable.  Filaments are the other main drop, and there is a market for them, but supply is pressing hard on demand, forcing down the prices.  The day after the expansion went live calm filaments were nearly 20 million ISK on the Jita market.  The next day they were under 10 million.  Now they are hovering just over a million each.

I am certainly not going to get rich running the tier 1 sites.  But I am mostly playing the tourist right now.  I’m going in to see the various scenes and take screen shots, a gallery of which you will find below.  Whatever else you want to say about Abyssal pockets, they sure are some pretty stretches of space.

Lost Dungeons of New Eden

This past Saturday I wrote about the EverQuest Agnarr server, one of Daybreak’s progression servers, and passed over at one point one of the expansions slated for it, Lost Dungeons of Norrath.

The main focus of that expansion was instanced content, a brand new concept for EverQuest at the time.  They were dungeons that came in a few basic flavors that had some variations between them, allowed the players running them to choose a difficulty level, and ended up rewarding players with “augmentations” that they could use to upgrade their current gear.

It was a moment of change for EverQuest and MMORPGs in general.

Saturday evening I decided to log onto the EVE Online test server, Sisi, where early cuts at the upcoming abyssal deadspace content had been made available for people to try.

The “How to” aspect of this new feature wasn’t obvious to me, but I found the thread about trying it out in the forums, which at least got me pointed in the right direction.

I wasn’t sure what ship or fitting I ought to try, so I just used my ratting Ishtar fit and figured I would adjust from there.  Everything on Sisi is 100 ISK and the market is stocked with all the non-faction non-officer hulls and modules, so you can grab what you want.  When grabbing some ammo I accidentally bought 2,000 Ishtar hulls, but what the hell right?  It is all 100 ISK.

I then grabbed a “calm” filament, the level 1 flavor and headed out to give it a try.

Ishtar in an Abyssal pocket

The tiers run like this:

  1. Calm
  2. Agitated
  3. Fierce
  4. Raging
  5. Chaotic

And each comes in variations, the difference between which I have yet to see.

Tiers and types of filaments

I spent most of the first run fiddling with my drones to figure out what would work and what I ought to skip.  All the NPCs had placeholder names, but they were either ships or drones.  I seemed to be running into just Sleepers, but that might be related to which filaments I picked.

It seemed that 5x Acolyte IIs would eat up anything small and be able to dodge incoming fire.  Mediums and heavies were too easy to hit and I had to pull them right away.  So I plowed through a room, went through the gate, which opens up once you’ve cleared, then did another room, and then another, and then was back in normal space again wondering when I would get my prize.

I knew that ships did not drop loot, so skipped past them, but I didn’t notice the part about blowing up the structure in each room.  That is the loot pinata.  So I grabbed another calm filament and gave it another try.  This time I broke all the pinatas and came out the other side unscathed.

That run dumped a bunch of loot on me, though the loot payout is cranked up at the moment, well beyond what it will be when it goes live, to let people experiment with drops.  I got a mutaplasmid for a large shield extender so bought one off the market to mutate it.  The result was okay.

Mutated shield extender II

CPU usage went down but power grid went up.  Sig radius got a little bit worse, but the shield hit points were boosted quite a bit.  Not a bad mutation I guess.  And the newly created module shows you what was initially mutated and what got better or worse.

The after module

It also has a button to find that sort of thing in contracts, since these items won’t be on the normal market.  I am going to guess that contract usage will jump sharply when these are introduced and that we might get a pass on the contract UI after a lot of people are suddenly using them more than ever before.

I also had a mutaplasmid for a medium shield booster, so I grabbed a tech II version and ran it through the process… and ended up wrecked.

Worse for the tinkering

I also got a tier 4 filament drop so decided to give that a try.  That went less well.  I managed to blow up small stuff in the usual way… a pack of cruisers in this case… with acolyte IIs, leaving me with a Sleep battleship once they were out of the way.

Sleek Sleeper Seeking Me

And even that seemed to be going well.  I pulled in the acolytes and sent heavy drones after the battleship.  Not problems at all…. right up until my ship suddenly exploded and I was dead.

And that was that

I am not sure what did me in really.  I may have flown into a pocket of toxic space.  The timer may have run out.  Nothing in the feedback (or in the logs) indicated what happened.  Something just turned my ship into mush, ripping through armor and hull in a flash before I could react and do anything.  Surprise!

That threw me to where my death clone was set.  From there I had to move to a station that had stuff up on the market then set about fitting another ship.  I decided to go with an Eagle this time.  It could hold the five acolyte IIs I’d need and I thought the guns might speed things up.

Eagle on a run

As it turned out, nothing I could do would make medium rails track the small drones once they closed range, but my own drones took care of them as expected.  Being able to reach out and shoot larger targets seemed to work okay.  And I could pop the structure right away.

Structure going up as the gate opens

I ran some tier 1 and 2 versions just to get a feel for it.  It sure looks pretty.

Eagle waiting for the gate to open

My tour ended when I had another insta-pop event.  This time I didn’t even see things change, I was flying one moment and dead the next.  The logs don’t show anything, just my drones popping away at the small stuff… and it was all small stuff.  Maybe I hit a mine.  I don’t think the timer ran down… but there is no visible timer, so I am not sure.

Just before my sudden demise

Anyway, that was enough for me to get at least some flavor of what is in store.  I might try it again as we get closer to the Into the Abyss expansion release and things have settled down some.

But as I tinkered around with all of this my brain kept making the link with the Lost Dungeons of Norrath expansion for EverQuest.  Here we have players being given instanced content, able to choose the style and challenge up front while the actual layout comes from a set group of possibilities, and offering up items that augment current equipment as a possible reward.

Nothing new in the world I guess.

Unfortunately my impression so far is that abyssal deadspace has all the drawbacks of of PvE in EVE Online; It is fun and interesting the first couple of times, but it becomes tiresome on repetition.  And there is the insta-death timer thing.  I don’t know enough to know if that is avoidable or if we’re going to get a visible timer, but it will rile people up when it happens on the live server.  People do not like to get their shit blown up.

In the end some people will optimize and do abyssal deadspace for the rewards, and then complain about having to grind and the lack of predictability in getting what they wanted.

And that leaves aside the whole RNG module upgrade element, which already has people annoyed, as well as the strange new contract marketplace that will spring up where you’ll have to be very careful to inspect whatever you buy because every mutated module could be different.

That it doesn’t appeal to me doesn’t mean much in the larger scheme of things.  Somebody will love it.  There is a niche fan base out there for every feature.  But will it be a draw for enough people to have been worth the effort?  Will it change the game in a good way?