Tag Archives: Triglavian Collective

The October Update Expands the Triglavian Invasion of New Eden

We are into October and it is time for another update to EVE Online.  Probably the biggest thing on the agenda for the patch is a new stage to the Triglavian invasion.

The Triglavian Menace Continues

There isn’t much in the way of details however, with the only line about it being:

The Triglavian Collective has been spotted deploying what appear to be system-altering structures across invaded locations.

What these structures are and how they may be altering systems remains to be discovered.  Let’s just hope that CCP can keep them out of the new player starter systems this time around.

There are also a new Triglavian implants with the mid-grade Mimesis set being introduced.  The low grade set came in with last month’s update.  These are available at LP store at DED stations.

CCP has modified the market so that players do not need to manually repackage items in order to list them on the market.  If a player attempts to list an item now it will be automatically repackaged.  Given that what can be listed on the market and the state it needs to be in (repaired and repackaged) has always been a bit of a pain, this is probably a good change.

The UI has been updated so that players can distinguish between the different cyno types that were introduced with the September update.

Another item from the September update that has seen some revision is the tutorial part of the new player experience.  Given that the recent CSM Summit Minutes indicated that CCP would be putting 80% of dev resources on new player retention, I suppose the only surprise here is that there were not more changes.

The tutorial got the following changes:

  • Improvements made to the text Aura displays throughout the Tutorial.
  • Added shortcuts to the Tutorial Instructions.
  • Improved the flow for claiming rewards during the Tutorial.
  • Removed the civilian mining laser from the starter corvettes (not other versions of the corvettes) to help new players.
  • Improved the hiding behavior for the Aura Conversation window
  • Updated the rewards to the tutorial to be ISK, modules, or ammunition.

In addition there was a wave of UI changes to various aspects of the game that very much feel like an attempt to make the UI less obstinate in the face of player needs.  Whether or not the notoriously balky interface that has seemed at times to almost resent telling you what you need to know can be improved enough to keep it from scaring off or scarring new players remains to be seen.  I have heard the phrase “lipstick on a pig” bandied about, but CCP isn’t done yet.

My own favorite item from the patch notes was a fix to a situation where mobile tractor units were causing scooped items to go missing:

Mobile Tractor Units would occasionally not eject their contents when being scooped from space, leading to the apparent loss of some items. (This was caused by the MTU being too greedy and scooping back up its own jet-can at the same time as a ship is picking up the MTU!) The auto-looter behavior will now shut down earlier during the scoop-to-ship process.

As I have been known to say, timing is everything.

There are, as always, lots of other small fixes and tweaks in the update.  You can find details in the patch notes  No updates page entry for this patch (so far).  Word is that the update has been deployed successfully.

The Invasion Expansion Arrives in EVE Online

Today is the day, the Invasion expansion for EVE Online is here.

The Invasion is now

The Triglavian theme is right up front as the expansion features three new Triglavian ships.  They are:

  • Nergal – Assault Frigate
  • Ikitursa – Heavy Assault Cruiser
  • Draugur – Command Destroyer

These are tech II ships, which means that there must also be the related skills, Triglavian Encryption Methods and ,Triglavian Encryption Methods as well as Triglavian Quantum Engineering datacores and Triglavian tech II components, so that players can go through the invention process to build these new ships.

There will also now be Mutaplasmids for modifying Damage Control and Assault Damage Controls modules.

In addition, there is this item in the patch notes:

The Triglavian Collective have begun to exert influence on systems within of the Hi-Security regions of New Eden. Escalating System-wide effects have been observed and Triglavian forces are roaming these systems in varied fleet sizes and compositions. Rumors spreading from capsuleer expeditions into abyssal deadspace indicate that these first waves of Triglavian vessels may be the vanguard of a larger invasion force yet to reveal itself.

This is no doubt the “invasion” to which the expansion refers, but as to what it means and how intrusive it will be in high sec space is left to be seen.  The trailer for the expansion is clearly focused on something happening as well.

However, we don’t know what it all really means, whether these will be like incursions or pirate faction FOBs or something completely new, though I am sure the whole thing will make somebody angry.

The expansion also brings round four of the War Declaration revamp.  With the expansion any aggressive war will now require the attacker to declare an Upwell structure as their HQ.  Destruction or removal of the HQ will end the war and the attacking party will not be able to declare war on the same target until a two week cool-down has passed.

The cost of wars has now been simplified.  They are a straight up 100 million ISK per week.

Mutual wars have also been simplified and do not have a weekly charge to maintain.

There is also a big revamp of The Agency as part of the expansion.

The New Agency?

The old user interface of The Agency represented the conflict between good intentions and poor execution, so we will see if CCP has been able to act on the many complaints about their all-in-one PvE content finder.

Other highlights from the expansion:

  • Faction, storyline, and office weapons can now use tech II ammunition
  • There is now a button to get a rookie ship, a corvette, rather than just handing you one automatically when you dock up in an NPC station in a pod and have no ship in your hangar
  • A new pointer tool has been added to help you explain the arcane EVE Online interface to friends you rope into playing
  • You can opt-in for the 64-bit client beta

There are lots of other details in the Patch Notes and on the Updates Page for the expansion.  Word is that the expansion has been deployed successfully.  Now we’ll just have to see what those Triglavians are up to.

The EVE Online Invasion Expansion Arrives on May 28th

CCP has announced the arrival date for the next big EVE Online expansion.  Titled Invasion, it will be landing on May 28th.  I almost missed the announcement because they are also in the middle of the EVE Online Invasion world tour of events.  I guess we know the 2019 theme for sure now.

Invasion is coming

If the name and graphic were not enough, the announcement straight up tells us that the Triglavians are coming to get us.  I supposed we’ve been messing around too much in Abyssal space.

The Triglavians will also be bringing along three new hulls, an assault frigate, a heavy assault cruiser, and a command destroyer, giving them a range fleet options.

With the Invasion expansion we will also get further changes to the War Dec system and and overhaul of the unloved interface of The Agency.

There will also be a range of smaller fixes and changes, including allowing faction weapons to use Tech II ammunition.

All of that is coming at the end of the month.

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?

Into the Abyss and Our Triglavian Future

The EVE Fanfest keynote yesterday was full of news, from the name and date of the next expansion to the fact that somebody at CCP finally tried doing Planetary Interaction and realized that they really need to fix that interface.  I’d actually like to re-watch it, but they haven’t gotten around to putting the replay up on Twitch or YouTube as I am writing this.  No doubt there is too much partying to be done at the moment.  Anyway, it will get posted eventually.

The next expansion will be Into the Abyss and will be coming out on May 29, 2018.

Into the Abyss

One of the big items coming with the expansion is a new type of PvE content which will involve cruiser class ships entering what are being called Abyssal Deadspace.  This appears to be instanced PvE, though your entry and exit point will be marked with an Abyssal Filament, the key to getting in and out of this content, and other players will be able to scan it down and surprise you as you emerge from the instanced pocket.

There you will encounter the Triglavian Collective, a faction newly discovered when one of their ships fell into CONCORD hands.  This ship itself was visible while under quarantine in the Youli system, as documented over at EVE Travel.

The Triglavian cruiser in Youli

I am not sure how they were named.  The “tri” part no doubt refers to the somewhat triangular symmetry of their ships, but the “glavin” part is a mystery.

Late one evening at CCP HQ… a whole post just to support this one joke

Or maybe it has something to do with the tallest mountain in Slovenia.  I don’t know.

Anyway, running Abyssal Deadspace sounds like it will have some scaling level of difficulty, with content getting harder the deeper you penetrate, as well as a time limit, after which time the pocket will collapse and evict you.  Sounds like a vaguely sexual metaphor.

The rewards for this effort will be access to Triglavian ships and technology.  There will be three new ships (frigate, cruiser, and battleship), and new powerful weapons technology, and what are called ”

A multiplasmid for a 50MN MWD

The multiplasmid drops will be specific for a type of module and will change its attributes when applied.  So, as a demonstration, CCP Rise showed the result when one of these was used.

A mutated 50MN MWD

CCP Rise said that the resulting Abyssal MWD was more powerful than any of that class currently in the game, and the only downside was a slight increase in CPU requirements for fitting.

And then he showed us another attempt where literally every attribute on the module was worse.

A badly mutated 50MN MWD

The module was essentially made, if not useless, useful only for comedic/ironic value.

So there we have it.  CCP is introducing instanced PvE and random number generator based module upgrades.  My prediction is that PvE players will reject this new content the way they seem to reject most new PvE content while contnuing to claim CCP never does anything for high sec, that bitter vets will get testy about the random aspect of this, /r/eve will be filled with threads featuring screen shots of comically ruined modules, and that the new ships and weapon systems will be overpowered and will need to be nerfed as soon as they fall within the price range of the average player.

Basically, an MMO expansion.

Anyway, there was only a preview of what was coming with the keynote.  I am sure we will get a lot more information as Fanfest goes on, so anything I said here might be superseded by reality.

Addendum: Reddit post with details from the Triglavian panel.  Also, something about the ships.

Addendum: I got up this morning to find CCP had posted the EVE Keynote to YouTube, so you can see what I was referring to.