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Escalation features currently on Sisi

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Author
Frooth
Caldari Provisions
Caldari State
#61 - 2012-04-13 21:26:29 UTC  |  Edited by: Frooth
7:15 On a OTA is a 100% increase in time what a normal ''shiny'' fleet would be running atm. would not call this great. i recall a dev post saying VG would take a bit longer but this is double the time.

what i would like to know what the thinking process of the devs are that change these incursions, did you even fly them your self since the ships that are added in the VG atm make no sence they do not add to the isk/risk factor these ships are just a waste of ammo adding nothing to a site but extra tim

Auga's on last spawn of NMC dont add anything to the site they die in less then 10 seconds and dont even get in range before they can do damage why are these added

adding niarja's at the start of a OTA that die instantly does not matter much. why add these when there is nothing in range to shoot back at you ?

alto the i think random spawning niarja during the OTA was nice but they still die kinda fast. Also there where cases when Niarja's spawned when all Tama's where killed wich is a big part of the DPS . but then the niarja's are useless even if they get 1 jamm off on a logi there is not enough sansha dps to cause trouble

Why are Mara's triggers ? High resistance ship that orbits to far away to be webbed, why cant we deside if we wanna deal with the extra repair on the sansha or not ?

200KM spawn on a frigging NCO ? why ? no body can shoot and if they get in range they die so fast to BS fire since you need almost no tracking for that

with the cruiser spawns on the NCO and the increase of the cruiser spawn on the NMC legion fleets would not really be able to compete for these sites any more versus a pure BS fleet. so they might disappear wich is sad becouse legion fleets where a nice piece of incursion meta gaming.

things like DDD blitzing where quite fun. since you could do sites faster with a bit more risk. atm its boring as **** since you have to kill every thing anyway.

better bring the way old OTA worked with a little twist by adding more ships exponentialy each time you kill a trigger, but you would be still to be able to kill the trigger and get rewarded for it

or make it a dps race when you kill a certain trigger that ships will keep spawning until you kill the trigger that would finish the site

this prolly would never happen but if you would atleast do more then add a random blob of ships every spawn that do not make the site harder.
DarthNefarius
Minmatar Heavy Industries
#62 - 2012-04-13 22:11:53 UTC
Ashra Tesh wrote:
RE: Incursion balancing

I love that incursions are getting looked at, and have no real qualms with how VGs are looking on sisi right now. I would agree that assaults did take a step in the wrong direction though. Somewhat randomized spawns are great, but they are not really dangerous as-is. (Well, they never really were but now is the time to change that!) My suggestions are:


Specialized waves :
Waves should have a chance to have specialized squads of ships, as in 3-4 of a certain kind. For example, an ewar wave with 4 Arnon Epithalimus, or 3-4 Outuni Mesen, in addition to the other 'normal' parts of the wave.

?[/b]


That already happens in NCNs... last night I was FCing the cruiser side and twice ran into triple to quad Arnon spawns
the Battle ship side regularly gets triple Outuni spawns. These are the reason that NCNs stack & no one does them.
From the peeps feed back I predict OTA's are going to be stacking in Vanguards like NCNs stack currently in assaults
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Ticarus Hellbrandt
Science and Trade Institute
Caldari State
#63 - 2012-04-13 22:18:25 UTC
As a trader i find that adding all the faction and officer modules to market makes the traditional search option a messy joke

What was wrong wtih contracts? and why was it deemed that contracts were not good enough for them to be sold on?

People expencive stuff on contract so that the whole of eve can see it.



Also: Name changes

Does ccp really think that the new players they hope to attract to play this game are intelectually inferior to the current players, I struggle to see any reason in these fruitless degredations of immersive gameplay.

In addition to that, it is a pain in the ass to have to look through every item to determine the difference between upgraded, limited and experimental,(all extremely boring and unasuming)

I just wanted to buy a radioscopic hardener for the low cpu !!!
DarthNefarius
Minmatar Heavy Industries
#64 - 2012-04-13 22:19:21 UTC
Elindreal wrote:
I like the Vanguard changes.
OTAs are back in line with how they used to be, as opposed to triple deltole blitzes.

Assaults still have to be tweeked a bit more imo, otherwise CCP has basically switched ridiculously easy VGs for ridiculously easy Assaults.

On SISI we were able to complete assault sites in a 15 person fleet with 3 logis (same as required in vanguard sites) at 100% Sansha influence without much difficulty. We even had faction navy spawns aggressing us and were able to tank those too!

I do highly appreciate the NCN gate tweeking though :)

Overall I think there's a little bit more work involved for FC's now, which is a good thing.



How the hell can you do a NCN split fleet with 3 logi?!?!?!
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
corestwo
Goonfleet Investment Banking
#65 - 2012-04-13 22:39:52 UTC  |  Edited by: corestwo
Ticarus Hellbrandt wrote:
As a trader i find that adding all the faction and officer modules to market makes the traditional search option a messy joke

What was wrong wtih contracts? and why was it deemed that contracts were not good enough for them to be sold on?

People expencive stuff on contract so that the whole of eve can see it.



Also: Name changes

Does ccp really think that the new players they hope to attract to play this game are intelectually inferior to the current players, I struggle to see any reason in these fruitless degredations of immersive gameplay.

In addition to that, it is a pain in the ass to have to look through every item to determine the difference between upgraded, limited and experimental,(all extremely boring and unasuming)

I just wanted to buy a radioscopic hardener for the low cpu !!!


Try using your quickbar.


You're welcome.



e: That said you've got a point regarding getting dozens of hits while doing a search. Perhaps CCP should add normal/officer/faction filters or something to the market search.

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo

Avila Cracko
#66 - 2012-04-14 00:16:22 UTC  |  Edited by: Avila Cracko
About "fixed" Incursions:

CCP, don't **** up things again.
Assaults are ridiculously easy now.


Don't fix one problem by creating the same problem on other place.

truth, the whole truth and nothing but the truth.

CCP Explorer
C C P
C C P Alliance
#67 - 2012-04-14 00:18:38 UTC  |  Edited by: CCP Explorer
CCP Explorer wrote:
CCP karkur wrote:
Blake Armitage wrote:
'Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu

Is this in build 359766? I am not seeing the option

http://k162space.files.wordpress.com/2012/04/2012-04-12-14-07-50.jpg
Hmmm... no, the option is not there. It was checked in very recently and was integrated later
You should see it soon :P
Confirmed, it's in a later build.
And now a different, more polished version, is pending for yet another build.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Elindreal
Planetary Interactors
#68 - 2012-04-14 06:21:22 UTC
DarthNefarius wrote:



How the hell can you do a NCN split fleet with 3 logi?!?!?!


Specifically, we were doing an NCO. We did begin the NCN though with 3 logi... had an RR T3 repping the 3rd logi on cruiser side.
Jessie Davis
Horlan Logistics and Support
#69 - 2012-04-14 06:29:23 UTC
Frooth wrote:
7:15 On a OTA is a 100% increase in time what a normal ''shiny'' fleet would be running atm. would not call this great. i recall a dev post saying VG would take a bit longer but this is double the time.

what i would like to know what the thinking process of the devs are that change these incursions, did you even fly them your self since the ships that are added in the VG atm make no sence they do not add to the isk/risk factor these ships are just a waste of ammo adding nothing to a site but extra tim

Auga's on last spawn of NMC dont add anything to the site they die in less then 10 seconds and dont even get in range before they can do damage why are these added

adding niarja's at the start of a OTA that die instantly does not matter much. why add these when there is nothing in range to shoot back at you ?

alto the i think random spawning niarja during the OTA was nice but they still die kinda fast. Also there where cases when Niarja's spawned when all Tama's where killed wich is a big part of the DPS . but then the niarja's are useless even if they get 1 jamm off on a logi there is not enough sansha dps to cause trouble

Why are Mara's triggers ? High resistance ship that orbits to far away to be webbed, why cant we deside if we wanna deal with the extra repair on the sansha or not ?

200KM spawn on a frigging NCO ? why ? no body can shoot and if they get in range they die so fast to BS fire since you need almost no tracking for that

with the cruiser spawns on the NCO and the increase of the cruiser spawn on the NMC legion fleets would not really be able to compete for these sites any more versus a pure BS fleet. so they might disappear wich is sad becouse legion fleets where a nice piece of incursion meta gaming.

things like DDD blitzing where quite fun. since you could do sites faster with a bit more risk. atm its boring as **** since you have to kill every thing anyway.

better bring the way old OTA worked with a little twist by adding more ships exponentialy each time you kill a trigger, but you would be still to be able to kill the trigger and get rewarded for it

or make it a dps race when you kill a certain trigger that ships will keep spawning until you kill the trigger that would finish the site

this prolly would never happen but if you would atleast do more then add a random blob of ships every spawn that do not make the site harder.



1. CCP Goal is to double the time of Vanguards. Which has been met judging by what you said.
2. Don't current TQ Niarjas in NCO die almost immediately before they jam?
3. Maras aren't necessary the triggers. Triggers are usually the very last rat on the field. (except eysturs because you can ignore them in OTAs)
Endeavour Starfleet
#70 - 2012-04-14 09:07:25 UTC  |  Edited by: Endeavour Starfleet
#1 There goal was NOT likely to double the time. It was to raise the time somewhat. The changes they made were likely based off some idiot nullsec "suggestion" in the idea topic that got virtually no attention from the incursion community because they felt dragging and dropping their X into BTL and TDF were more important.

#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice.
Jessie Davis
Horlan Logistics and Support
#71 - 2012-04-14 09:23:27 UTC
Endeavour Starfleet wrote:


#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice.



more like jam till the fleet land and kills it.
isn't it like 10-20s?
aren't you just saying the same thing? lol o\
Frooth
Caldari Provisions
Caldari State
#72 - 2012-04-14 09:24:15 UTC  |  Edited by: Frooth
Quote:

1. CCP Goal is to double the time of Vanguards. Which has been met judging by what you said
2. Don't current TQ Niarjas in NCO die almost immediately before they jam
3. Maras aren't necessary the triggers. Triggers are usually the very last rat on the field. (except eysturs because you can ignore them in OTAs


1: No
Quote:
Incursion Iteration
The rewards and challenges of Sansha invasion fleets in Incursion content have been revisited to better balance challenge and reward. Vanguard invasions will now take a bit longer, while the time to complete an Assault invasions will be reduced some. In addition, the ISK reward of Vanguard invasions has been changed to bring the reward in line with the difficulty/risk.



2. yes on a NMC they die in my fleets before they get any jamm off so they are quite useless in TQ aswel. on a NCO atleast they spawn closer so BS take a bit longer to track them but they die pretty fast any how but they get a jamm of sometimes.

still adding them at the start of a site at 70KM make them useless. since they do not aggress rite away so you can have them locked before you get red boxed

aswel as adding new ships and still using the OLD TQ spawn points is silly. EDIT: CCP did at a new spawn point: frigs at the start of a NCO 200KM away.

3. that makes mara's trigger..........since you need to kill them to get to the next spawn @ NMC / OTA i would love to see a legion fleet take a mara down
Jessie Davis
Horlan Logistics and Support
#73 - 2012-04-14 09:37:12 UTC  |  Edited by: Jessie Davis
After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by x2
Endeavour Starfleet
#74 - 2012-04-14 10:07:59 UTC  |  Edited by: Endeavour Starfleet
Jessie Davis wrote:
After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by x2


Evidence, Show chat log with context.

If this dev seriously thought that. It was because all said dev was reading was a mountain of BS from nullsec wanting Incursions nerfed to crap. Thank all of the losers who were not bothering to post against the lies and the Incursion Bob idiots thinking only of their new shiny X for that.
Serge SC
The Valhalla Project
#75 - 2012-04-14 10:25:18 UTC  |  Edited by: Serge SC
ignore this post

Serge SC Le Frenchman Friendly FC

Serge SC
The Valhalla Project
#76 - 2012-04-14 10:30:28 UTC
Frooth wrote:


aswel as adding new ships and still using the OLD TQ spawn points is silly. EDIT: CCP did at a new spawn point: frigs at the start of a NCO 200KM away.

3. that makes mara's trigger..........since you need to kill them to get to the next spawn @ NMC / OTA i would love to see a legion fleet take a mara down

I think the 200km frigs was a bug or a preloaded site, didn't seem to have the same behaviour afterwards.

We tried hacking in an OTA, managed to halve the time (from 15m to 7m), by killing the Mara first while using drones on chosen Tamas, not all. The site can be ran by avoiding killing some ships and shaving time off.

The trigger is normally the last ship on the wave to die, not from the reinforcement wave (tamas and niarjas). The site does take longer now though, and hacking is really needed to break the Mara's tank/reps.

Serge SC Le Frenchman Friendly FC

Jessie Davis
Horlan Logistics and Support
#77 - 2012-04-14 10:31:32 UTC  |  Edited by: Jessie Davis
In any case serge can vouch my claims. And you also can request CCP Affinity to tell us her goals on this thread.


*nochatlogsforyou*
Frooth
Caldari Provisions
Caldari State
#78 - 2012-04-14 10:49:58 UTC
Really 2 times longer.... only 1 thing to do then =D

NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D
Jessie Davis
Horlan Logistics and Support
#79 - 2012-04-14 10:53:54 UTC
Frooth wrote:
Really 2 times longer.... only 1 thing to do then =D

NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D




they are looking into *fixing* that too. Twisted
Serge SC
The Valhalla Project
#80 - 2012-04-14 10:55:14 UTC
Frooth wrote:
Really 2 times longer.... only 1 thing to do then =D

NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D


Aye, this is the main problem. Assault sites have been watered down quite a bit, to the point 1 less logi-per-site compared to the number of logi-per-site currently required under TQ conditions.

Serge SC Le Frenchman Friendly FC