Tag Archives: Catalyst

The Catalyst Expansion Mining Changes Through the Eyes of a Very Casual Miner

I cannot say that I do not mine in EVE Online.  I certainly have mined in the past.  There is a whole series of posts from around the 2007-2008 era here on the blog about climbing up the mining track

Space was different back in 2007

But on moving to null sec I largely gave it up as an ISK making venture.

That was probably a mistake.  If I had invested in a Rorqual a decade back I would probably own a titan by now.  But mining in null sec is a fraught business.  While it isn’t a dangerous as low sec, you’re still in danger of roving gangs.  And then there are the rules.

Null sec empires create a defense network to moderate dangers, but that means rules about who gets to mine what and what rocks need to be mined first, and that is before we even get into the whole realm of the unwritten rules of mining etiquette.

It isn’t an impossible web to navigate, but unless you’re going to make it your thing it isn’t worth the effort in my book.

When they did the big mining update back in late 2021 as part of the New Dawn quadrant, all part of CCP’s grand effort to make the game more fun by wrecking the economy, I took the skill points refunded from my mining skills and put them into combat skills.  It was a time of peak lunacy from CCP during which many objectively bad ideas were taken seriously.  Again, summed up in my post about the year of disappointment.

So mining is right out… mostly.

I do, however, still mine on a small scale.  There was, of course, the recently finished Winter Nexus event, during which I spent much time in an Endurance expedition frigate mining ice.  That is about my speed these days.  Something small.  No mining modules that require crystals or special skill or that involve the wretched waste/residue mechanic that CCP thought was a brilliant idea back with New Dawn.

But mostly I run mining missions.

This is part of the whole AIR Daily Goals thing, which frequently features a couple of mining related tasks.

Well, the best task is earning 50 LP with an NPC corp, which isn’t just a mining task, but it can be.

A typical task selection

You see, I have an alt, on my alt account, tucked away in a quiet system in a back corner of Amarr space in a station with a level 2 mining agent with a Venture, a Heron, and a Procurer.  His job is to log in, grab a level 2 mining mission, form a fleet with with my main, run the mission, and turn it it.

On turn in, the LP take is split between the two.  Task complete.  It takes very little time most mornings and tends to be quicker than a security mission of the same level.  Also, I don’t have to deal with ammo or lost drones.

Then my main just has to do the three jumps or manufacture an item or some other task… or spend the 2,500 Evermarks to buy a task completion if I’m too lazy… and then he is done.  Do that 12 days during a month and you get 225,000 skill points, plus the 120,000 you get for doing two daily tasks for 12 days.  Not a bad little boost to your skill point training regimen.

As such, over the last year or more, I have run a lot of level 2 mining missions.  I have run enough to have become a bit of an expert on them… not that there was much there to be an expert about.  There were basically three missions.  Two were to mine some small rocks, one set in the well known coral asteroid, used in so many sites and missions, and the other with the rocks arrayed about an annoyingly large yam shaped asteroid.

Those were both missions for the Venture, as the volume being mined was small and both required some maneuvering to get to all of the rocks.

The other was the big rock mission, variations on an asteroid that hit a mining station, which required mining 6,000m3 of ore.  It could be done in a Venture, but since its mining hold only has a capacity of 5,000m3, it required two trips and some patience with the mission tracker, which really hates when you go back to the station mid mission.

For that one out came the Procurer.  For some reason I had a brick tanked Procurer sitting around.  It doesn’t have a scanner or a prop mod or mining rigs, just a shield hardeners and a lot of EHP when they are running.  But for a one rock mining mission that needs 6,000m3 of mining hold space, that was fine.  I didn’t bother to refit it.  All it does is undock, warp to the site, move a few meters, mine the rock, then warp back to dock up.

Doing these missions regularly I learned what nuances there were, which rocks to mine first, how to get them all while moving as little as possible.

But with Catalyst missions got updated.  This is the old familiar asteroid mining station of so many missions.

Always something going wrong here

That has been replaced by an Upwell station.

A new flavor of mission

And it is not always a mining station with a rogue asteroid stuck in it.

A new location for that single asteroid mission

Gone also are the giant asteroid and coral asteroid of old.  Now there is a variety of sites, all visually upgraded from the old routine.

My Venture in there poking at rocks

So the view has gotten a serious upgrade.

Another of the new mining mission sites

Meanwhile, the arrangement of the rocks has been condensed.  If you have 8 to 10 rocks to mine then tend to be in a tighter group that, if you’re paying attention, you can usually get all within range of your Venture so you don’t have to scoot around so much to finish the mission.

All inside my 16km mining beam range

Then there are the faster mining cycles that came with the expansion.

  • Mining lasers and strip miners now will have 4x faster cycles, and gas cloud harvesters will have 2x faster cycles. The yield per cycle, capacitor usage, and mining crystal volatility damage has been adjusted proportionally to maintain the same overall mining yield over time.

That it was offset by a reduction in yield, so that you get the about the same amount of ore over time is fine, because on the missions with multiple rocks they tend to be small, so I am less likely to lose as much time only to find that the rock barely had anything left to give.

(I don’t bother to mount a survey scanner, I’m only there for the ten rocks.)

I’m a little less thrilled about the mining crits when running missions.  Those were good for the Winter Nexus event, but the extra you get doesn’t count for the mission so you end up with extra ore that you cannot refine or sell sitting in your mining hold.

Likewise, the new built in survey tool doesn’t do much on missions.  The ore has no value and you need an upgrade to see the yield remaining.  But it was useful during the Winter Nexus, when it did let you see remaining units left.

3 units of volatile ice remaining

I am neither here nor there on the mining hold capacity indicator that floats behind your ship when you activate the new survey.

It is following me!

You were able to set that as your cargo hold indicator in the main HUD previously, so not a big win, but no harm in it either I guess.

And I cannot complain about the fact that they upped the rewards, both ISK and LP, for doing the missions even if that isn’t why I am doing them.

From my extremely limited perspective these updates were pretty good.  My little Venture or not so little Procurer get to see new scenes.

My Venture headed to the next batch of rocks

The rest of the updates didn’t have much of an impact.  I am not going to upgrade my little mining ships with abyssal upgraded mining modules and I haven’t bothered to look for one of the new mining destroyers.  What I have fits my needs already. And the new phased asteroid field thing… well, that is a null sec mining thing.  I don’t mine there.

Finally, there is the new mining focused epic arc mission.  I should send my alt on that some day and see what it is about.

Overall I cannot complain about that aspect of the expansion.  It gave me a few nice perks.

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EVE Online – First Glance at the Catalyst 2D Map

My gut reaction is that I like it, but it is not perfect.

It is not even great.

It is, however, a good step in the right direction as CCP attempts to re-craft the in-game map to do what a map is supposed to do, and that is to provide information to the user in a clear and manner.

A map is not a location, it is a representation of a location meant to communicate specific information about that location.  The original in-game map, love it though I might… and I hope they never remove it… mostly communicated that New Eden was a big and complicated place.

My personal map of New Eden

That map is so cool and very impressive when you show it to somebody who has never played the game.  But it is a literal, 3D representation of New Eden… and the stars in the game aren’t all nicely aligned, and the star gates don’t always connect to the nearest star, and the connections cross each other, and while you can decipher it, there are times when one has to zoom in and stare at the map a bit to figure out which systems are actually connected by gates.

The old map with me in Perrigen Falls

And when one zooms our to, say, try and display the Drone regions, the muddle continues.

The Drone regions all mixed up

Now, that is an accurate representation of the Drones.  Don’t get me wrong on that point, it is a muddle of overlapping stars.  When trying to represent New Eden in a tool like GARPA, which put some work into a more logical layout, things still collide.

The Drone Regions

That is more clear than the in-game map, but still a representation of its literal distribution, just flattened and a little easier to read.

And even over on DOTLAN EVE Maps, beloved site of the community (go make a donation), where you look at maps in region-sized chunks by default, you can get a sense of how intertwined the Drone regions are.

DOTLAN presents – Perrigen Falls!

All those gray boxes represent connections to other regions.  There are 14 of them and they connect to 6 different regions, including a region gate to Venal.

Given all that, I am pretty happy with how the new map has chosen to represent the Drone regions.

The Catalyst 2D Map of The Drones

As a side note, I have one of my favorite overlays set on both the old and new map, which is how many times I have visited a particular system.  I find that interesting in a nerdy sort of way as it is a bit of a history of my interaction with the game.

When I zoom in to duplicate that first map image I included, zoomed in on my location, this is how it looks on the new map.

New Map – How many times have I visited R-A?

That is much cleared to me as a user than the old map.  It also shows me, if I zoom in sufficiently, the count for the selected systems as well as nearby systems.

And if I want to visit a few of those nearby systems where I have never been, mousing over them tells me how many jumps it take to get there.  Then I can right click on a system and see the path to get there.

The path to exploration

Granted, you could also right click on systems and set destination with the old map, but here it is a lot more clear what you’re clicking on and the route. (The line is also a “marching ants” moving line, making it more visible, something not obvious in a still image.)

All the overlays available with the old map are offered with the new map, so you can see recent kills or system jumps or how many people are docked up in Jita.

Plenty of people docked up in Jita

My primary use for the in-game map over the years is to find out where my fellow fleet members are if I join late or have to step away during an operation.  At this the new map is objectively better than the old one.  The old one just highlighted systems where there was ANY fleet member, and with scouts, stragglers, and lost sheep like myself, you can end up with dots spread out and you have to find and mouse over each one to see how many people from the fleet are in a given location.

The new map gives you the count on the system circle.

Dude, where’s my fleet?

If you mouse over it will give you a partial list of names.  That “41 records found” is probably the result they logged when testing and might not be the best message.  Still, it is better than LOTRO, which used to give you the “action completed successfully” message for some operations.  (Does it still do that?  I can’t remember.)

The unifying message of all of this is one of greater simplicity and clarity.  This is a good thing.  One does not need a USGS topographical map to get to the grocery store, a simple street map will do.  There are may great maps in the world that communicate information using an abstract, logical approach rather than a detailed literal representation.  The London Underground map is often held up as a prime example of such, though the maps for the New York subway, and even our own Bay Area Rapid Transit map, also use such a level of abstraction to clearly communicate what the customer/rider needs to know.

The Current BART Map

No rail lines every run so straight. Also, there are not 2-4 parallel tracks save at a couple strategic points.  The whole system is generally a pair of tracks with sidings and switches to get trains to the right destination.

(That is also a very early 1960s view of reality, where San Francisco and Oakland were the core and San Jose was mostly farmland.  The farmers voted “no” on BART.  Now SJ has a bigger population than either city.  But I digress.)

Anyway, great work so far.

But why am I only giving it a “good” or even an “incomplete” grade?

Well, to start with, there are a bunch of little nitpicks.  For example, do I need a decimal place for players docked up as with that Jita map above?  Will there ever be a fraction of a player? Maybe let’s just round to the nearest integer.

There are lots of little things like that to smooth over.

But more so, as noted above, I have a 19 year habit of not using the in-game map save for seeing where I have been, seeing where my fleet is, and metaliminal storms now and then.  So while it does all sorts of things in a better, more visible format I automatically go to other sources for nearly everything else… even the metaliminal storm thing, because Signal Cartel keeps track of that.

And that goes double for moving anything with a jump drive.  There never was any real facility for that in the old map, and that lack of utility carried over to the new.  I did see somebody on Reddit complain about the new map by saying that they could visually estimate jump ranges on the old map.  Good on you mate!  But for the less apt players like myself, I am going straight to DOTLAN or GARPA or whatever to get jump ranges and fuel usage and to check alternate routes and mids.

There is nothing in the in-game map, new or old, that really does what these other maps do on those fronts.

But that is to be expected.  And I don’t necessarily want to replace DOTLAN or GARPA.  So I do think CCP has some distance to go to make the in-game map a useful resource for players… especially new players, and I wouldn’t mind at all if they focused on that first… in a way that gets me to not simply tab out of the game to look elsewhere.

Still, I commend the effort and look forward to future developments for the in-game map.

And until it gets further along there are always those five other maps (actually eleven, because fifth place was a multi-way tie) I wrote about a couple years back that offered up more than the in-game map… and probably still do so today.

Addenda: I forgot a couple points.  I do like that the new map is in its own window that can be resized, so you can have other stuff on screen with it.  That is very useful with a big monitor like mine.  I am, however, sad to see it lacks the solar system view, which the one aspect of the old map I probably used the most in order to plot out points for safe spots and such.

The Catalyst Expansion Arrives in EVE Online

New expansion day has arrived for EVE Online.  The Catalyst expansion went live at downtime earlier today.

EVE Online Catalyst

As always, this expansion drops a lot of different items on us.  While the major notes are mining related… maybe this should have been named after a mining hull, like Venture or Pioneer, rather than a destroyer hull favored by suicide gankers…  there is a lot else going on.  So it is time to see what CCP has delivered.

Catalyst Expansion Highlights

PLEX Transaction Log

One of those features where, once it was brought up I wondered how it wasn’t a thing already.  Still, now it is here.  You get two tabs, overview and transactions:

  • The Overview tab shows a Pie Chart of either Income or Expenses.
  • The Transactions tab will show the latest 2000 entries.
  • Description of transaction includes which Character interacted with PLEX balance.
  • Entries can be sorted by date, ascending or descending.
  • Transactions can be copied to clipboard in CSV format for easy pasting in your workbook software of choice.

Again, a feature that I feel ought to have been put in a while ago… because keeping track of money and where we’ve spent it is a pretty big deal for some.

New Ships

Everybody loves new ships, so CCP is giving us new ships.  The primary focus is on the Odysseus, the new SOE exploration battlecruiser-sized command ship.

The SOE Odysseus Exploration Command Ship

There has been considerable discussion as to how this ship and its many capabilities, which includes being able to fit a covert ops cloak (which I guess means it can take bridges from black ops battleships), use new command bursts, and fit a new mass reducing module that will allow it to take frigate sized wormholes.

All I know is that the players of New Eden will find some unexpected way to exploit this hull’s new capabilities that CCP will likely end up having to fix later.  That is always the way.

In addition we’re getting a line of destroyer-sized mining vessels to give players an intermediate step between the wee mining frigates we have for ages now and full fledged mining barges.

The new ORE Mining Destroyer – The Pioneer

As with the frigates, it comes in several flavors for specific tasks.  The base model, the Pioneer, will be flyable by Alpha clones, giving them a step up in the mining world.

New Mining Features and Improvements

Mining is the core of this update, and there are a lot of details, so I am going to just summarize what were getting.  The details are in the expansion notes linked below.

  • Integrated Mining Surveyor with Overlay Toggle
    • Highlights relative value tiers and estimated ISK to give players an immediate, at-a-glance view of the most profitable targets in range.
  • Mining Survey Chipset Module
    • A passive mid-slot module that enhances the mining surveyor
  • Cargo Hold Capacity Indicator
    • While the mining surveyor overlay is active, a new icon will display the current capacity of your mining hold in the space scene behind your ship to make this information accessible at a glance
  • Faster Mining Cycles
    • Mining lasers and strip miners now will have 4x faster cycles, and gas cloud harvesters will have 2x faster cycles. The yield per cycle, capacitor usage, and mining crystal volatility damage has been adjusted proportionally to maintain the same overall mining yield over time.
  • Mining Crits
    • Mining lasers, strip miners, and ice harvesters can now experience critical successes, granting bonus yield without reducing the remaining ore in the asteroids.
  • Mining Critical Success Skills
    • Two new skills to improve your chances of getting mining crits
  • Changes to Mining Cycle Rounding
    • The rounding system used for mining yields has been adjusted so that the amount of ore you receive over time while mining will more closely match the estimated values of your modules
  • Mining Laser Efficiency Mining Foreman Burst Charge
    • A new Mining Laser Efficiency charge for the mining foreman burst module has been added.
  • New Introductory Message When Entering Asteroid Fields
    • When warping into asteroid belts and mining anomalies, a new introductory message will appear in the bottom third of the screen that lets players know the name of the location they just arrived at, as well as an estimate of how depleted or fresh the asteroid field is.
  • Phased Asteroid Field
    • New high-value mining sites for low and null sec featuring special mechanics
  • Mining Content
    • A whole bunch of tweaks to mining, including returning omber and kernite to high sec space
  • Mining Mission Updates
    • Improved visuals, increased LP and ISK payouts, and a rework of things like warp-in points
  • Mining Mutaplasmids
    • You can now get abyssal upgraded mining modules
  • Mining Focused Epic Arc Mission
    • Just what you wanted, an epic arc scale adventure for your mining ship!

New 2D Map

A prime feature, in my book at least, is updates to the in-game map, something I have been critical of… since forever.  Literally any map I could find outside of the game seemed more useful than the in-game map.

We got a rather unsatisfying first pass with the Legion expansion back in May… so unsatisfying that I didn’t bother writing about it as it was clearly not a feature ready for prime time.  Now, however, we have the second run at the idea.  There are quite a few promises with this version.  I will likely end up doing a full post exploring the changes at some point.  But it is here to try now.

Carrier Updates

Of the capital ships, the carrier has been the most neglected platform for a while now.  Dreads, supercarriers, faxes, titans, they all have a solid role in the meta, while whatever a carrier brings to the table is usually better done by something else.  Carriers got a couple tidbits previously, conduit jumps and a micro jump drive capability… booshing carriers… but that was not enough to get them back into the meta.  So CCP is taking another pass.

First up, price:

  • Decreased build costs by approximately 30%.
  • Decreased build times by 10%.

They will be cheaper.  Maybe that will make them easier to put in danger.

Then there are some buffs to its fighters.

  • Carriers can now have an additional Support Fighter squad active:
    • Increased the Support Fighter Squad limit to 2 (from 1).
    • Increased the total number of Fighter Squad Tubes to 4 (from 3).
  • Added new Support Fighter effectiveness bonuses:
    • Archon: +2% bonus (per level) to Cenobite Support Fighter neutralization strength.
    • Chimera: +2% bonus (per level) to Scarab Support Fighter ECM strength.
    • Thanatos: +2% bonus (per level) to Siren Support Fighter afterburner speed bonus.
    • Nidhoggur: +2% bonus (per level) to Dromi Support Fighter stasis webification strength.
  • Increased Fighter Bay Capacities:
    • Archon: 60,000 → 65,000 m3.
    • Chimera: 55,000 → 60,000 m3.
    • Thanatos: 70,000 → 75,000 m3.
    • Nidhoggur: 65,000  → 70,000 m3.

So that is a thing.  My Archon… well, at least it isn’t a Chimera.

Carriers also got some more hauling capability, putting the “carry” in “carrier” I guess.

  • Increased Ship Maintenance Bays to 2,000,000 m3 (from 1,000,000 m3).

That is said to make a carrier a Bowhead with a jump drive.  I like that.

Overall, at least in the Imperium, these changes look like they will make carriers a viable doctrine again.  Of course, there will be new fits required after the update.  I have an Archon I bought in 2012 and I think I have spent more on fighters and refits for it than I spent on the original hull and fittings.

Supercarriers 

They can now conduit jump… so they took that unique away from carriers.  Them damn Nyx pilots always get all the nice stuff.

Faxes

Bigger fuel bays for the hungry faxes.

Ship Balancing

Was the Cenotaph too OP?  Like so many new ships, of course it was.  There is a laundry list of updates and changes and the inevitable nerfs.

That is my summary of what we’re getting today with the expansion.  But wait, there is more.  There is always more!

There is the launch trailer.

Then there is a free 10 PLEX in the in-game New Eden store, with which you can purchase 7 days of Omega time.  Expect a big spike in the money supply as dormant accounts show back up.

You get PLEX to buy game time

Then there are the usual login rewards to celebrate an expansion.

Catalyst Expansion Login Rewards

The 14 days or rewards include a range of skill point injectors, boosters, SKINR materials, and a cerebral accelerator in there somewhere.

And then there are Twitch drops.  CCP loves Twitch drops.  Since this is a mining themed release, we’re kicking off with a Venture SKIN.

Venture SKIN Twitch Drop

I am already working on that as I type.

Finally, there is a 20% off sale on Omega time in the in-game store, so 30 days is down to 400 PLEX rather than the usual 500.  We’ll see what that does to the price of PLEX.

So there we go.  You will find links below for more details about what we’re getting.

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The Catalyst Expansion for EVE Online will bring RNG to Mining on November 18th

As I suggested at the end of my September in my month in review post, there is a lot going on with EVE Online this month.  We have the Crimson Harvest event, one of two annual holiday events in New Eden, running this month.  We also have Alliance Tournament XXI landing on Friday, with the final matches wrapping up on Sunday.  And, come Monday, the elections for CSM20 will kick off.

In the midst of all of that, CCP has announced the Q4 EVE Online expansion.

EVE Online Catalyst

Titled Catalyst, because CCP seems to be just drawing idea name ideas from the game’s list of ships (see Legion and Revenant), it seems poised to… do something about mining I guess.  I mean, we’re finally about in a good place on minerals after five years of CCP trying to undo their starvation economy which drove player numbers to an all time low, so CCP is going to roll the dice on some sort of random element with mining.  Will this make things better?

It does sometimes feel like CCP lacks anybody on staff that has a PvE background.  It is all small gang all the time in Iceland.  Above all else, PvE players value a consistent return on their time spent, something CCP has never quite learned.  So this copy was written by somebody who was never a New Eden industrialist.

Mining is now becoming increasingly dynamic, rewarding, and fiercely contested, with mysterious hyperspace fractures revealing volatile asteroids, rich in a powerful ore.

Discover Phased Fields and bring your fleet to harvest great riches, but at great peril. Dispatch new phase anchor deployables to be able to mine the mysterious asteroids and the prismaticite they contain but act fast before the fracture closes.

Prismaticite, a new type of erratic and extremely valuable ore, refines into different minerals at random, although by using reactions to reprocess the ore, you control the outcome.

New industrial and exploration ships expand strategic options, but danger lurks at every junction. The fight for resources fuels creation, destruction, connection, and conflict across the cluster.

The guy who multi-boxes a fleet with a Porpoise and a half a dozen Mackinaws… they maybe don’t seem like they will be interested in this.  The word “danger” isn’t a highly prized descriptor for PvE players.  This is why low sec mining has never worked out very well.  The wolves always hunt the sheep to near extinction.

Admittedly, that is 19 years of observing CCP speaking through me as skepticism.  We’ll have to see how these new mining beacons end up working.  I’ve certainly heard dumber things from CCP around mining… like the whole “offensive” mining concept, which also happens to boost your foes ADMs.  It is like they can’t even see one step ahead some days.

Anyway, the lineup for the expansion isn’t entirely built on pipe dreams.  The expansion is also bringing a destroyer class mining vessel from ORE, a step between the mining expedition frigates and the full on mining barges.  Like the frigates, there will be three flavors, with the base mining destroyer being trainable by alpha clones, giving them a path to expand into.

I’ll have to save some skill points to get those trained up for the Winter Nexus event.

CCP is also speeding up mining cycle times… miners will cheer that at least… introducing mining “crits” for some reason, bringing omber and kernite back to high sec (see above about low sec mining), adding in mutaplasmids for mining modules, and redoing the mining UI.  On that last bit, while a lot of the EVE Online UI could use a pass, CCP’s track record on UI improvements has not been without problems.  But we will be getting a preview on the test server, so maybe feedback will get the worst gaffs fixed before the expansion launch.

Elsewhere in the expansion, CCP is also bringing us a new SOE command ship.  New ships are always good and the style of the Servant Sisters of EVE ships always make them stand out.  So this new hull, the Odysseus, will add to the SOE style.

The SOE Odysseus Exploration Command Ship

I might have named it the Odyssey rather than the Odysseus, but maybe CCP can name expansions after ships, but not ships after expansions.

The thing is, this won’t be a combat or mining command ship, but an exploration command ship, because… exploration is going to be a group activity?

Seriously, exploration is one of the great solo ventures out there.  It isn’t something where you can share rewards easily.  Also, command bursts are on grid now, not the old system-wide burst of days gone by.  Does that mean this new ship is going to have to follow you into every site to keep bonuses up?  Or will we be flying into sites with a battlecruiser sized ship?

And, in any case, with the Equinox exploration upgrades applied to systems in one of our regions, I do end up seeing systems like this somewhat regularly.

That is a lot of sites

Maybe it can be a group activity.  We shall see.

We are also getting the first pass at the 2D map with Catalyst.  I did not get in on the map preview on the test server, but feedback I heard was that it was an improvement, if not a perfect vessel for planning your New Eden travel.  DOTLAN EVE Maps won’t be shutting down just yet.

And then there are the graphical updates, and the art team rarely lets us down.  There is a pass coming for carriers as well as some improved visuals for mining sites.

Finally, we’re getting a PLEX log in our wallet, which is one of those “why didn’t we have that already?” features, as well as a new epic arc mission that is both not as drawn out and is accessible to new players.

If you want to get a preview of any of this, CCP is having a mass test on the Sigularity test server tomorrow, October 23rd, from 17:00 UTC to 19:00 UTC.

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