I'm going to try to match up the dev blog with the patch notes to give a little context to what actually changed on Tranquility but that's not entirely possible.
Empire Wars:
And in the spirit of fairness in warfare, wardec loopholes have been sealed, leveling the playing field between aggressive corporations and those rising up against them.
- It’s no longer possible to declare a structure which is already reinforced as a War HQ when declaring war on a corporation or alliance.
- Creating an alliance while you have active, offensive wars, will now cause all of the allies involved in those wars to correctly be copied over to the new war that is created when the alliance is formed.
Factional Warfare & Insurgencies:
I don't think the dev blog really did this area of the patch notes justice, but I'll let you judge. A little bit of insight as to what the devs consider really important.
When it comes to Pirate Insurgencies, capsuleers who wish to align with the Guristas or Angel Cartel can now sign on from Zarzakh, which lowers the barrier of entry, especially for newcomers looking to embrace a darker path.
Now for the patch notes:
- 🤝 Several UI/UX improvements have been made to the Factional Warfare window. The Opacity for text and icons has been decreased, checkboxes have been added to the legend so you can turn off various icons if desired and the background opacity has been increased, which should make it much clearer.
- Increased the base LP Payout for capturing an FW Ihub from 40,000 LP to 200,000 LP when a system is flipped.
- 🤝 Added a new Scout ADV-1 plex as a rare roaming spawn to FW frontline systems which lets all tech 1, tech 2 and faction frigates inside for players who are looking for pirate frigate and assault frigate duels without destroyers being involved.
- LP Reward: 15,000 LP
- Victory Points Reward: 40
- 🤝 It’s now possible to enlist for the Angel Cartel and the Guristas Pirates from inside the Fulcrum in Zarzakh.
Note: Since Zarzakh is a dangerous system and has special rules with travel, we do not update your autopilot to go to Zarzakh when you go through the normal enlistment flow even when it is the closest station available.
- Insurgencies now spread when a system reaches level 4 corruption, instead of at level 3 corruption.
We are increasing the threshold at which corruption spreads to hopefully contain the insurgency to fewer systems initially, which should focus the fighting a bit more and give empire players more time to react to contain the insurgency if they wish.
- To partially address team killing aka 'awoxing' issues within the pirate militias, we are planning on raising the standing requirements to join them from -2.0 to 0.0, just like the empire militias. This will be done in the legion major update which will most likely be released sometime at the end of summer/early fall. We are communicating this now so that corps and players have time to fix standings if needed ahead of time.
- We are also investigating other small potential adjustments to prevent team killing/awoxing in the pirate militias.
- The lower requirement to join the pirate militias made sense when we released insurgencies in the Havoc expansion, due to most characters having bad guristas/angel standings through normal PVE gameplay and we expected the pirate militias to be the underdogs in the warzones, however, pirates have dominated the insurgencies and players have now had 18 months to fix their standings, and the vast vast majority of awoxing incidents that occur in FW are specifically from the pirate militias, so we feel comfortable making this change.
Filaments:
I guess not enough people were dying.
Traces will now take less time to scan down. This should make them more tempting targets for hunters without adding any additional time for players waiting at for the trace to open.
- Increased the signature radius of Filament traces to 45 (from 30).
Fleets:
Some times the changes just make sense.
- 🤝 It’s now possible to re-order members of the watch list by dragging and dropping characters from other chat windows. For example, from channel member lists like your logistics channel or from a linked character in the chat etc.
- 🤝 Added a suppressible warning message when giving a character in a fleet the boss.
- 🤝 Separated the ‘Kick Member From Fleet’ and the ‘Make Boss’ options, so it’s harder to accidently make someone the boss who you meant to kick, or kick someone you meant to make the boss of the fleet.
Market & Contracts:
Okay, I understand how awkward describing these things would be in a dev blog. Still, I think these will make life easier.
- 🤝 It is now possible to import prices directly into the multisell window from the clipboard to update the price on several types you are planning to sell at once.
- For example, If you wanted to sell veldspar at 10 ISK per unit, scordite at 20 ISK per unit and plagioclase at 30 ISK per unit. You could open a multisell with those asteroids in your hangar by selecting them all and then you could import the following from your clipboard to update all of their prices instead of adjusting each one manually.
- Syntax is (Name of the Type, i.e. Veldspar) followed by the price.
- This is a huge timesaver when planning to sell and seed multiple items!
- 🤝 It is now possible to delete multiple contracts at once.
- 🤝 Auction contracts will no longer ‘require attention’ that you win, after you’ve claimed your items/ISK, when the other party hasn’t collected their rewards, so you’ll no longer get a notification about it.
- 🤝 It is now possible to ‘Forget Contract’ for an auction contract which currently ‘Requires Attention’ so that it will no longer pop up if you wish to ignore it, this can happen if you bid on an auction but someone else wins the auction where either party hasn’t collected their rewards yet. This can be done by right clicking the contract under the ‘Requires Attention’ section and choosing the ‘Ignore Contract’ option.
- 🤝 When making a contract that is requesting items from a player, it’s now possible to import your clipboard for the requested items, similar to multibuy.
Modules:
Pilots of Triglavian ships getting some love.
- 🤝 Triglavian Entropic Disintegrator weapons now show their current progress towards maximum spool in the tooltip when you mouse over them in space while they’re active, and how long it will take in seconds for them to reach their maximum spool.
- 🤝 Triglavian Entropic Disintegrator weapons now show their DPS range from starting to max spool in the fitting simulation window when you mouse over the DPS, rather than only showing the starting DPS.
Mining:
Ever get the feeling the devs aren't in touch with how EVE players think? I've played long enough to know players were going to take advantage of passive moon mining. Some things just aren't worth the opportunity cost of doing something else.
The universe has been experiencing a lack of pyerite. This seems to mostly be a consequence of Metenox Moon Drills replacing manual mining from Athanors/Tataras for R4 Ores which provide pyerite as a secondary product. As a response to this issue, we will be increasing the refining yield of scordite to increase its pyerite amount. This aims to empower highsec miners to act on the pyerite shortage, hopefully increasing interest and value for miners in highsec. Mordunium has been increased slightly in order to keep up with scordite.
- Scordite Pyerite Reprocessing amount improved by approximately 10%.
- Scordite - Pyerite reprocessing amount increased from 90 to 99.
- Condensed Scordite - Pyerite reprocessing amount increased from 95 to 103.
- Massive Scordite - Pyerite reprocessing amount increased from 99 to 110.
- Glossy Scordite - Pyerite reprocessing amount increased from 104 to 114.
- Mordunium - Pyerite Reprocessing amount improved by approximately 5%.
- Mordunium - Pyerite reprocessing amount increased from 84 to 88.
- Plum Mordunium - Pyerite reprocessing amount increased from 88 to 92.
- Prize Mordunium - Pyerite reprocessing amount increased from 92 to 97.
- Plunder Mordunium - Pyerite reprocessing amount increased from 98 to 101.
The next point is something I've feared. A lot of meddling in resource creation instead of fiddling with material inputs. I guess it's easier to play God than updated hundreds of blueprints, especially when the devs have God-like powers at the tips of their fingers.
With the introduction of the Tier 3 mining upgrades and the improvements we made to Tier 2 mining upgrades in the Revenant major update, we ended up overcorrecting the amount of morphite supply available making it more plentiful than we would like, and so we are making adjustments to the respawn time and the availability of the mercoxit deposits tied to Level 2 and 3 sov mining upgrades.
- Level 2 mining upgrades:
- Average Mercoxit Deposit chance to spawn has been slightly decreased.
- Average Mercoxit Deposit respawn timer increased from 120 minutes to 155 minutes.
- Guaranteed Large Mercoxit Deposit respawn timer increased from 480 minutes to 670 minutes.
- Level 3 mining upgrades:
- Large Mercoxit Deposit chance to spawn has been slightly decreased.
- Large Mercoxit Deposit respawn timer increased from 120 minutes to 240 minutes.
- Guaranteed Enormous Mercoxit Deposit respawn timer increased from 720 minutes to 1150 minutes.
Planetary Interaction:
A good addition but the muscle memory is going to take awhile to change.
- 🤝 Added an “Access” (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.
Pochven:
One might be forgiven if Tuesday's patch is thought of as a Triglavian mini-expansion. From the dev blog...
Meanwhile, Pochven has seen various improvements, including a reworking of smaller-scale sites to adjust balance and add more rewards, with opportunities tailored for agile cruiser teams to make their mark.
- Decreased the time between Dazh Liminality Locus decloaking pulses to 9 minutes.
After seeing the impacts of both short and long decloaking pulses, we are happier with the results of the former. These quick pulses make Pochven CCTV (cloaked alts used to monitor player movements) much more involved and overall seems to be healthy for the region. - Smaller-scale sites have been significantly reworked:
- Reworked sites include Incipient Drone Swarms, Convocation Watchposts, EDENCOM Scout Fleets, and Torpid Sleeper Hives.
- All reworked sites have had their payouts and distribution amounts adjusted.
- Players must now be within 100km of the site’s center on completion to be eligible for rewards.
- NPCs that were outliers in terms of time-to-kill (e.g. Overmind Broodlords) have been removed from these sites.
- Added objectives to the Info Panel that track a site’s progress.
- NPCs will now remember players who have been aggressive to their allies between waves.
- A new hackable container has been added to each site:
- These containers require a data analyzer to access.
- This container becomes hackable after the site has been completed.
- Loot includes commodities that can be sold to NPC buy orders.
- This is an optional addition and is not required to complete the site.
- EDENCOM Scout Fleets sites can now spawn with variants for each EDENCOM faction:
- These factions are weighted based on the owner of the system prior to Pochven’s formation.
- Celestial Beacons have been added to the sites to support salvaging.
- NPCs will now return to the site’s center if kited too far away.
- These sites are now deadspace grids, with their warp-in points moved closer to the NPC spawn location.
These changes aim to make the small fleet sites within Pochven worth the time and effort. Players can start with the easy Incipient Drone Swarms and work up to the much more difficult (and rewarding) Torpid Sleeper Hives. With more groups running these sites, the region should be more alive and inviting to smaller gang playstyles.
- Vigilance Point sites have been updated:
- A key is now required to open the acceleration gate:
- Only 1 key will be required to open the gate for a time.
- This key can be found within Observatory Infiltration Drifter Collections, smaller-scale site hackable containers, and Deepflow Rift Glorified Deepflow Adaptive Canisters.
- Resonance items used within the site can now be found inside Deepflow Rift Glorified Deepflow Adaptive Canisters.
- Payouts for this site within Pochven are now from the Convocation of Triglav.
Players have been able to “reroll” the location of these sites by forcing it to fail. The addition of a key adds a cost to do so. In addition, acquiring key gives an additional incentive for smaller fleets to run content within the region.
- Several aspects of Observatory Flashpoint sites have been adjusted:
- Entering the site will no longer require a key:
- The previous keys will no longer drop from CONCORD Stellar Observatories or be purchasable from NPC sell orders.
- The previous keys can be traded at Triglavian LP stores for the new Vigilance Point key at a 3:1 ratio.
- 6 instances of the site can now be found within the region.
- A short respawn timer has been added to the site.
- ISK payouts and red loot found within the CONCORD Stellar Observatories have been reduced:
- A total of 2.25 billion ISK can be gained within the site.
- The frequency of EWAR using EDENCOM NPCs, excluding those with warp scrambles, has been reduced.
- The Caldari EDENCOM dreadnought has been replaced with a Karura.
- The addition of personal keys to the site was intended to disincentive groups from going beyond 15 players. This did not have the desired effect and so they are being removed.
Payouts have been reduced to allow for more instances of the site within the region. Having the value spread across Pochven should make it more difficult for a single 50+ character fleet to maintain control. The Phoenix has been swapped with the Karura to help balance the site against the other empire variants.
- Observatory Infiltration sites have had minor improvements:
- Sites are now accessible with Pirate and Navy Cruisers.
- Payouts for the Pochven variant have been slightly increased.
- Lockdown NPCs will take significantly longer to respawn when destroyed.
- Triglavian and EDENCOM standings can now be gained by destroying NPCs within Vigilance Point, Observatory Infiltration, Deepflow Rift, and Drifter Crisis sites.
- Standings can now be gained with Triglavian corporations when completing specific sites:
- Sites include Incipient Drone Swarms, EDENCOM Scout Fleets, Torpid Sleeper Hives, Observatory Flashpoints, Observatory Infiltrations, and Vigilance Points.
- Standings are granted immediately on site completion and do not impact standings ticks.
These standings will lower brokers' fees and reprocessing fees within Triglavian stations. This allows characters with high standings to operate within Pochven more efficiently, and reduces some of the friction within the region’s ecosystem.
- Many NPCs found throughout Pochven have been rebalanced:
- EDENCOM dreadnoughts and Rogue Drone carriers/supercarriers now give additional standings when destroyed.
- Some NPCs have had EWAR added or removed for consistency.
- Various other tweaks have been made to NPCs found throughout the region.
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