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Incursions need work

First post
Author
PopplerRo
#21 - 2013-10-27 03:32:43 UTC
I just feel bad for the mission runners and miner who have their constellation ruined by those darned incursions
Princess Sasha
Doomheim
#22 - 2013-10-27 03:41:14 UTC  |  Edited by: Princess Sasha
all CCP needs to do here is change the respawn timer to mirror that of a static wormhole. When one incursion goes down another one respawns and off you go.

This would solve most all with one simple change of incursion mechanics. No need to do anything further. Have a nice day.
Commander A9
Aurora University
#23 - 2013-10-27 03:51:54 UTC
+1, from an upcoming fleet commander. I'm disappointed in myself for not committing to incursions earlier.

Aside, I know, groups are fighting alot, contesting each other, and retaliating by taking out motherships, which annoys people. Of course, there will always be another incursion that pops up, and you can still make PLEX cash in a week's worth of work, if not less time.

Still, if everyone slows down a little, relaxes a bit, swallows some pride, circumstances might change.

Recommendations:

-enable ships wobbling in hangar view (pre-Captains Quarters)

-add more missions (NPC fleet vs. NPC fleets that actually shoot)

-STOP NERFING EVERYTHING!

Join Live Events!

Lana Elora
Angelic Bitches
#24 - 2013-10-27 04:12:30 UTC
Princess Sasha wrote:
all CCP needs to do here is change the respawn timer to mirror that of a static wormhole. When one incursion goes down another one respawns and off you go.

This would solve most all with one simple change of incursion mechanics. No need to do anything further. Have a nice day.


This changes nothing.
The incursion would spawn, people would grind the bar, kill the mom, move to the next.
All you solve is the "weekend without incursion" problem, but not the actual issue presented by the OP.

A more concrete solution would be as somebody said:
Keep the bar at 95 to 100% for 1 to 5 hours for the mom to spawn, and make it a lot harder to keep 100%
If you don't manage that the mom will spawn at day 6 when the incursion goes into withdrawal regardless of red bar.
This will not only insure that incursions stay up for at least enough time to say, get home from work....
But it will also in some cases keep an incursion alive for up to 6 days.


Princess Sasha
Doomheim
#25 - 2013-10-27 04:19:46 UTC
Lana Elora wrote:
Princess Sasha wrote:
all CCP needs to do here is change the respawn timer to mirror that of a static wormhole. When one incursion goes down another one respawns and off you go.

This would solve most all with one simple change of incursion mechanics. No need to do anything further. Have a nice day.


This changes nothing.
The incursion would spawn, people would grind the bar, kill the mom, move to the next.
All you solve is the "weekend without incursion" problem, but not the actual issue presented by the OP.

A more concrete solution would be as somebody said:
Keep the bar at 95 to 100% for 1 to 5 hours for the mom to spawn, and make it a lot harder to keep 100%
If you don't manage that the mom will spawn at day 6 when the incursion goes into withdrawal regardless of red bar.
This will not only insure that incursions stay up for at least enough time to say, get home from work....
But it will also in some cases keep an incursion alive for up to 6 days.



Dear person of interest,
Are you seriously suggesting that 300 ppl who don't get along are going to stop running to keep mom form showing?

How about ccp just not letting the mom spawn until incursion mobilizes.
Nara Arramor
Arramor Industrial Enterprises
#26 - 2013-10-27 04:35:49 UTC
I remember the days of the hundreds of VG communities that used to do vanguards. This was pre-nerf, before the hqs blew up and became the norm. back then, the communities quite frequently were subject to contests, and some shiny communities were always the best at it, built specifically to perform at peak efficiency as they do now in their HQ format. people could bounce from one community to another, and between armor and shield formats. there was a lot to learn, and a lot of people to meet.

and don't even think about staying in system with a legion fleet, they were king, especially at NCO's.

incursions were a way to meet people; to learn about things in eve that you might not have learned from your small mining corp. aspects of the game became open to me just from listening to people from all over the game. i've flown with members from all walks of life in eve over the years. that's one of the draws. incursions are like the universal aspect of eve where people who would normally be absolute enemies can fly with each other on a focused mission to complete sansha sites. it's a unique chance to earn isk, but also rub elbows with people from anywhere, everywhere.

fast forward to after the VG nerf, and everyone moved into HQ-based communities, sites that take typically between 10-30 minutes (depending on fleet comp and specific site). i can understand the frustration of doing a site that takes longer, and with more on the line only to lose to a better fleet, but that should still be the benefit of a better trained and fit fleet. in these hq communities the egos are larger, the stakes are higher, and the rewards are greater. the hq communities have grown so large that there are now i think 5 or 6 hq communities (not even counting the vg and as communities that are still active). the incursion community at large has grown significantly since the beginning.

the issue with incursions isn't the ships, the sites, the spawn rates, its mostly in the communities, which unfortunately is filled with human beings, and while they don't get along, i believe ccp won't take much heed to the argument that something needs to be done on dealing with certain communities taking down motherships 'early' in a way to 'punish' other communities, but like gant said, the sites have become easy, and predictable. as far as a game feature, one that has lasted quite a while, and has grown quite large as far as active members go, it has had little to no effective changes or improvements. in fact, as far as i can tell, the last thing ccp did regarding incursions was to denote parking on a gate to keep it open and sites from respawning as an exploit, and changing the mechanic to make the site de-spawn once completed regardless of a person on gate.

as a person who has specifically dedicated this toon's skill queue for incursion-based ships and fittings for over a year and a half, i find it frustrating to be caught up in the middle of all this drama. a lot of us are. so many others who have made incursions a primary focus in this game and they, too, are caught up like collateral damage. and before someone mentions carebear, incursionbear, and whateverbear remember quite a bit of people who are in nullsec and pvp corps use incursions as a way to satiate an income apart from their 'mains', not all incursion runners are just carebears who whine about nothing.

i plus 1 gant's suggestion. he has been doing this for a long time, and can date everything back from the beginning. not that this thread will make much difference in the future regarding any changes, but CCP could take note that there are quite a bit of people that are involved with incursions, even those who benefit from the implants sold from incursioners selling concord lp items. like it or not, incursions and the world that we are wrapped up in regarding in are quite a large part of the eve universe, even, as ro says, miners and missioners who are caught up in juiced up rats when there is a spawn in their constellation.

Shalashaska Adam
Snakes and Lasers
#27 - 2013-10-27 04:42:40 UTC
+1

Reduce incursion respawn timers.
Aegis Kashniir
Caldari Provisions
Caldari State
#28 - 2013-10-27 05:28:04 UTC
FIX IT, FIX IT, FIX IT, FIX IT... FIX IT

but seriously, something must be done and what gantrithor has suggested is a very agreeable idea.
Durka'durka Zu'lander
Zu'lander Centre For Kids Who Can't Read Good
#29 - 2013-10-27 05:48:55 UTC  |  Edited by: Durka'durka Zu'lander
Hmm ... long post lost to preview button .. fk it, here's the summary:

1) Fix respawn timers: This should not even be debated imo. If CCP is worried about the effect on the economy, see pt 2

2) Invert pay-out penalty: It doesn't make sense to me that Concord pays less while sites are harder.. Inverting the pay-out penalty will encourage fleets not to skip hard sites under influence, and will reward the people who put in the most effort instead of the leeches who just wait for easy-isk. For me this addresses the main issue which imo is a mind-set one - people think it's ok to ruin everyone elses fun because incursions for them = risk-free isk rather than hard-fought battles. This also limits the time that people can get max payout, which in turn limits the effect of insta-spawning incursions on the economy.

3) Fix red-bar degredation: Make it slower ... this could even be a fixed 2-day timer or something. What you want is for people to have to make a decision when a new incursion spawns: Stay for less payout, or move for more? If everyone moves, you run the risk of losing the LP, but you also can't force the mom to spawn too fast. For me this has 2 key benefits:
a) New communities form which specialise in closing out < 50% influence incursions, and have lower barriers to entry (newbie friendly). Older communities move when they choose to move, and earn higher isk but at higher risk.
b) Bickering over the mom virtually disappears as the fleets who generally are involved in said bickering have already moved on to the next site.

4) Make the mom kill mean something: At the moment, one fleet can grind for hours to get the red bar blue, and then another (potentially weaker) fleet can just warp in and ruin their day by killing the mom. Initially I thought "Just suspend concord inside mom sites - let them fight it out", but given the bickering over losing a contest (30mil isk), I'm not sure what would happen if people started losing their 5 bil Vindi's! Free PVP would probably also draw griefers to incursions like a fly to ... jam? So instead, how about a gate-key that drops from 1 random site while influence >50% but is tradable? The fleet that finds the key gets to decide who closes out the incursion. If/when they leave to a new high influence incursion they can sell / donate the key to one of the "Newbie incursion" communities. Alternatively, entrance to the site could be based on more realtime data - e.g. only the fleet with the highest avg damage+healing in the past 6 hrs is allowed in.

I know I am new to incursions (and EVE in general), but that is my 2p
Gaius Numidicus
Deep Core Mining Inc.
Caldari State
#30 - 2013-10-27 06:55:16 UTC
+1, totally agree. something needs to be done. the current mechanism leads players, who want to run incursions to but cannot, to look for other things to do. this might be mission running or mining or it might be some other game. i think there are probably some simple changes like what has been proposed in the OP that would reduce frustration and increase enjoyment...
Alvatore DiMarco
Capricious Endeavours Ltd
#31 - 2013-10-27 07:09:13 UTC  |  Edited by: Alvatore DiMarco
Lana Elora wrote:
Princess Sasha wrote:
all CCP needs to do here is change the respawn timer to mirror that of a static wormhole. When one incursion goes down another one respawns and off you go.

This would solve most all with one simple change of incursion mechanics. No need to do anything further. Have a nice day.


This changes nothing.
The incursion would spawn, people would grind the bar, kill the mom, move to the next.
All you solve is the "weekend without incursion" problem, but not the actual issue presented by the OP.

A more concrete solution would be as somebody said:
Keep the bar at 95 to 100% for 1 to 5 hours for the mom to spawn, and make it a lot harder to keep 100%
If you don't manage that the mom will spawn at day 6 when the incursion goes into withdrawal regardless of red bar.
This will not only insure that incursions stay up for at least enough time to say, get home from work....
But it will also in some cases keep an incursion alive for up to 6 days.



Please don't misinterpret my earlier post. I have absolutely no desire to see Incursions kept open for six days and think it's terrible when they're allowed to last that long. For me, Incursions in my home constellation mean it's time to pack up my ships and POS and live somewhere else instead.

No, I don't want Incursions kept open longer for more people to farm them. I simply want to see the tools that people use to throw little hissy-fit tantrums taken away from them. As long as they're going to exist, they should exist in a state where they can't be manipulated to cause drama or easily farmed like ultra-high-payout missions.
Jedediah Arndtz
Jedediah Arndtz Corporation
#32 - 2013-10-27 07:45:59 UTC
+1
marVLs
#33 - 2013-10-27 07:56:29 UTC  |  Edited by: marVLs
I just want more incursion version, like Angel, Guristas and some for gallente side. So instead of multi sansha incursions there will be one of every kind in the same time.
Deithess
#34 - 2013-10-27 09:25:23 UTC
marVLs wrote:
I just want more incursion version, like Angel, Guristas and some for gallente side. So instead of multi sansha incursions there will be one of every kind in the same time.


MarVLs are you thinking about gaining faction LPs also ? I mean, let's face it, you can get Minmatar LPs only by running incursions against Angels (for example). Not only CONCORD LPs or instead of CONCORD LPs. Also it will be a change for those who are active in Faction warfare.
Kranyoldlady
Women's cave
#35 - 2013-10-27 09:27:31 UTC
In my opinion incursions are fine as they are, a bit annoying, of some reasons the OP metioned, but such is the sand box.
Welcome to Eve Online.
What i like to see, yet im not sure if that will work, so i leave that to ccp, is:

- Make incursions more pvp like.
With this i mean, back in the day of btl and tdf, we ran with ships that were more pvp geared then today. Make it so that if an Incursion spawns we can safely kill pvp lowsec like, without concord interferring.

This might give more people the incentive to venture in lowsec or null sec. Wich is nice for the Eve economy.

-Make it harder

And i mean really harder, 2 or more livevents together harder. So we have a reason to tank our ships again.

If this is inplemented, things will change in the incursionworld. If a froup feels like they can kill the mom because [insert a crybaby reason here] but other runners can 'safely' without concord, kill them on gridd, they probebly think twice the next time.

This, in my vieuw can change the status quo in Incursionland to the point it helps ccp in the end by having more people venturing into low sec or null sec.


My 2 cents
Jason din-Alt
Shady endeavours
#36 - 2013-10-27 09:30:32 UTC
Kranyoldlady wrote:
In my opinion incursions are fine as they are, a bit annoying, of some reasons the OP metioned, but such is the sand box.
Welcome to Eve Online.

+1
Jason din-Alt
Shady endeavours
#37 - 2013-10-27 09:31:48 UTC  |  Edited by: Jason din-Alt
Kranyoldlady wrote:


- Make incursions more pvp like.
With this i mean, back in the day of btl and tdf, we ran with ships that were more pvp geared then today. Make it so that if an Incursion spawns we can safely kill pvp lowsec like, without concord interferring.

-1. Go to lowsec incurion and knock yourself out, leave hi-sec to carebears.

P. S. Does this forum allow deleting posts?
Fietspomp
The Lifestream Industries
#38 - 2013-10-27 09:43:32 UTC
I dunno, I quite like incursions as they are right now, generally speaking. However, I also think they have been fully explored - as in, people know the risks, what fleet composition to bring, and how to run them as fast as possible. Incursion running has been fully optimized.

Maybe it's time to introduce a new difficulty level for the high-end incursion running communities?

Or make it so that people in all levels of incursions (scout, vanguard, assault & HQ) need to kill a "mothership" before the incursion pops - and of course limit the hull size of lower-level sites, if that isn't already the case. This wouldn't stop persistent communities from popping the incursion sites though.

The simplest thing to implement would be to have a minimum incursion lifetime before the mothership appears. Either just a timer (>24 - 48 hours - randomizing the time the mothership appears would also be nice), or a 'max influence change / hour' limitation.

They just need a rebalance to adjust to the higher-level ships doing them. Without making them inaccessible to newer players - 3 months to run vanguards effectively sounds good to me. In practice it'll be more than that, since the 3 months is with a specialized skill plan (i.e. it's the minimum, optimal training time).
Kranyoldlady
Women's cave
#39 - 2013-10-27 09:48:13 UTC
Jason din-Alt wrote:
Kranyoldlady wrote:


- Make incursions more pvp like.
With this i mean, back in the day of btl and tdf, we ran with ships that were more pvp geared then today. Make it so that if an Incursion spawns we can safely kill pvp lowsec like, without concord interferring.

-1. Go to lowsec incurion and knock yourself out, leave hi-sec to carebears.

P. S. Does this forum allow deleting posts?



If highsec Incursions are endgame, then logic tells me the next step is low sec or null sec.
You know and i do, Incursions are mostly ran by low or null sec alts to fund their pvp habit, in highsec.
Nice and save right?
Its not like the high sec bears need to run Incursions to fund their mining...
Add a little pvp to the high sec Incursions to prepare pilots and stop the drama in Incursionland, nothing wrong with that, in fact it will get more people into low or null sec.
Because after 2 years -isch of running Incursions, beeing the endgame what else is there for carebears?
It is called endgame for a reason imo
Sentenced 1989
#40 - 2013-10-27 09:58:56 UTC
To be honest, I would make only 3 changes to incursions. For quick summary:

1. Incursion bar
  • Make it so it can have delta of 5-10% per hour (to ensure at least 10 hours of red bar)

  • 2. Timers
  • Highsec - Mothership cannot be sighted unless the bar has been 75 % blue for last 24 hours.
  • Lowsec- Mothership cannot be sighted unless the bar has been 75 % blue for last 12 hours.
  • Nullsec- Mothership cannot be sighted unless the bar has been 75 % blue for last 6 hours.
  • Only one mothership can be sighted at once (so if lowsec mom is spotted, well, either go kill it, or wait for incursion to withdrawn before you are able to sight one in other incursions).

  • 3. Target breakers
  • Introduce new true random spaws in all incursions, can be drones / frigates / cruisers / static towers / structures that spawn on irregular basis in irregular numbers, have low EHP and break locks (not jam, just breaking lock) to higher number of ships (lets say 30-60% of fleet every 10-30 seconds).



  • Results from changes (boring wall of text intended for DEVS and those who want to know more if they even care)
    Red bar makes ISK farming at least a bit slower due to lower DPS that ships output.

    New timers would ensure sites to stay up longer and only one mothership being spotted would make interesting game changes, lets say one group spots MOM but the other one is running in other highsec incursion, you have a choice of hoping they will kill theirs in time for you to spot yours, or you can move to theirs and kill off mom and then you need to move back along with them and you'll end up contesting each other for 24 hours at least till new mom is spotted. If you are hoping to contest then you lose time moving there and back. The other community might want to keep the mom alive as long as possible to make the first community move, etc. Opens whole lot of options if you think about it.

    And yea, target breakers? Why not, make some new mechanic where ships randomly lose locks and have to re lock. If it happens in wrong time to most logies, one ship goes boom. Slows down the progress of site. Cripples the boxers as well. We all know there is one community who can do moms with just 4-5 guys online. If you lose random locks on random toons, you are going to have more issues boxing more then 1-2 characters. Im here thinking of something in the range of:
    Vanguard: 5% chance per site to get 1-2 target breakers spawns which randomly break targets of 4-5 ships every 15 seconds.
    Assaults: 10% chance for something to spawn. Who even does these?
    HQ: 15% chance per site to get 3-5 target breakers spawn which randomly break targets of up to 10-12 ships every 15 seconds.
    Each spawn consist of 1-3 entities and they are timed apart for 1-3 minutes.
    This would add that uncertainty again where you need to pay attention to clear them out as soon as possible. Some might argue niarjas now work the same, but we all know in contest you ignore them mostly, especially if they are jamming the other fleet or your logies.

    My 2 cents of the top of my head.

    Regards, Sentenced 1989,
    Founder of The Incursion Guild