Submissions (11)

Sturmer's avatar
Sturmer1/28/2025

$3

I was about to start talking about SKINR and how great Upwell Haulers are for mission running, then I realized you were referring to Nullsec changes.

Well, my post won’t be lengthy, as I mainly use null systems to relay my small fleet and occasionally run escalations and DED plexes.

As expected, after about three months, the isogen shortage eased, and prices adjusted accordingly. However, I haven’t analyzed how this impacted small wormhole or lowsec corps.

Overall, I agree with other posters, every major expansion should introduce at least some changes for all core player types. PvE players and Empire space dwellers are often left out. Some players return after 15 years, hop into their old ships, and run Angel Extravaganza just like they did 20 expansions ago - without anything feeling different (except Angel's NPCs models change for BC and dessy).

yan57436's avatar
yan574361/27/2025

$3

The introduction of Equinox has resulted in several important changes to Nullsec, influencing both the dynamics of matches and the game's economy:

Positive:

Skyhooks and Structures: I liked the new structures, I'm not a PvP enthusiast, but I understand how important it is, along with interactions focused on theft or defense.

War: I feel that wars now have more diversified options, with more strategies and dynamics.

Visuals: I like the new designs

Points for improvement:

Unbalance: Some regions such as Highsec and Lowsec have ended up being left out, which ends up having a conflict of interest for players, taking away the idea that everything is important.

Mining: I didn't like the reduction in asteroids, since it's the best peaceful form of the game, limiting accessibility for smaller players and smaller alliances.

Accessibility: Some ships are VERY expensive, which ends up making the experience difficult, like the Tholos.

Luka Zaharin's avatar
Luka Zaharin1/25/2025

$3

As a lowsec player, I still do not notice much of the expansion. While we saw a few of the new ships, no one dares to actually take them into action. They are still far too expensive to be used regularly. The Skyhooks are a nice addition, even for other regions of space, but most of the changes do not really affect people that live outside of Sovnull.

Oh, then there are the moondrills. At first hey were a mess, cluttering the overview and taking up every moon of decent value (even R16). Now that we stopped trying to take them down and just removed them from the overview, they do not do anything except taking away the opportunity of getting a moon from small groups.

Two things that I like though, are the SKINR. Even if it is still very expensive, it is a great addition to the game! I also enjoy the new Carrier mechanics, allowing you to conduit a small fleet and boosh bastioned Marauders and capitals with active Siege, Triage or Networking arrays. It is skill expensive, but gives an interesting new utility for small gang support Carriers.

This is in no way an objective view on the expansion and might not reflect the overall impact the changes had on the economy of the game. It simply represents my point of view as a small gang lowsec pilot. I am sure Sovnull players and especially leadership can give more info on the actual impact that Equinox had.

FirestormGamingTeam's avatar
FirestormGamingTeam1/25/2025

Mine will be short and sweet

CCP's biggest mistake is to ignore PvE players non stop, Equinox has and is geared towards Null Sec, it's literally that simple.

If you are a Null Sec player then the drop was great for you, added Dens etc

If you are anywhere else, there was nothing for you, not really anyway

orik Kado's avatar
orik Kado1/24/2025

$3

After several months since the full deployment of Equinox, we now have more interesting data to analyze.

The use of the new system upgrades is quite intriguing as it forces players to carefully consider which upgrades to place in each system. It’s no longer just about installing everything you can afford. However, this also creates challenges, such as systems where no upgrades can be effectively implemented. These may be due to their relative "poverty" in resources or because they are strategically needed for alliance logistics, leaving little room for other upgrades.

Changes to null-sec mining heavily depend on how alliances manage it, which limits access to materials. Additionally, the relatively "reduced" quantities of materials being extracted are causing price fluctuations in minerals, impacting various aspects of the economy.

However, I believe there is still a small margin for improvement to enhance mining. This aspect, in my view, represents the greatest challenge in making it appealing to players without pushing the economy to a breaking point.