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Incursion changes

First post
Author
Jenn aSide
Soul Machines
The Initiative.
#21 - 2012-05-04 15:29:24 UTC
CCP Soundwave wrote:
Hey guys

We're looking into the Incursions right now. Our changes had varying degrees of success and this is my view on it currently:

Making NPC groups dynamic and stopping blitzing works as intended for Vanguards. I'm considering reversing the 10% income change, to increase their value slightly again.


"Slightly" would be fine, no one wants to see wasted content, and the truth is (and despite the claims otherwise), people won't participate in an activity without a good monetary reason to do so.

Just remember what you've already done in other sectors of pve, and keep incursions in line with the spirit of the game, tha'ts all people like me are asking

Quote:

For assaults, I think the NPC groups work fine as well, but the difficulty might have gotten a little too high.

Comments?


I don't think the Assaults are too hard, of course i fly with a super experianced team and the Nightmare is awesome (Tachs = best guns in game :) ).

A more fun way is to keep the difficult and add different/more objects as was suggested. Incursions/group pve content that are fun but not farmable is what this game has always needed.
Caellach Marellus
Stormcrows
#22 - 2012-05-04 15:46:24 UTC
Lyron-Baktos wrote:
I'm not sure noob incursion sites should be paid around the same as level 4 missions. level 4 missions mostly require battleships as well. But they should not pay the same as level 3's as those pay out **** as well.

very difficult to get the pay right as one person may be perfectly happy with the pay on one pve experience but then someone else, with the same ship and skills will hate that same payout


Straight up L4 pay without salvaging and LP sales afterward isn't that great. Unless you hit a hotstreak with your missions the pay is roughly 20-30 mil an hour?

For younger players who need a means of making isk to progress up the incursion ladder, to afford the bigger ships and more expensive modules having Scout Sites changed to reflect the above and pay out that much would be justified. Yes L4's usually take Battleships (or T2/T3 cruisers) but they're also a solo income. Scout sites would have tighter ship restrictions that means you can't roll them over, and reward teamwork.

In my opinion teamwork should always be better rewarded than solo play, it's an MMO. I don't want to discourage solo play, but the best rewards should be through working with others towards a common goal.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

adopt
Brutor Tribe
Minmatar Republic
#23 - 2012-05-04 16:04:26 UTC
There's no such thing as too much difficulty, in all honesty make more Outuni's spawn in HQs and AS sites, they get way to boring. Regarding the VG nerf, change the income nerf from 10% to 5% (so its at like 9mil or something) and keep the dynamic spawns though.
Quontor Zarrkos
Island Monkeys
#24 - 2012-05-04 16:07:15 UTC
I'm quite a new player (like, 3 months old) and I recently started running those incursions. I have not been around before the nerf, so I don't have something to compare it with. I do however think that you should always remember that there's a lot more hassle to incursions then to missions. You have to move between systems (just made 20 jumps to get to the new incursion), you have to gather AND keep together a fleet (don't forget getting into one can also take some time), .... So they should surely offer a lot more money per hour than missions do as you lose a lot of time getting organized and ready to start. However, I agree with the nerf, as hitting more than 100mil/hr is just way too much. There are a few points I'd like to make:

- Buff lowsec and nullsec incursions, being there with your pimped ship is just dangerous, and you should either make (almost) double the income compared to highsec or make a bit more when using simple T1 battleships to do them. (to cover losses)
Or you could make them more difficult AND more rewarding, like the complexes work.

- Buff vanguards a little bit but make sure you can make more money while doing the bigger sites, make it work like missions, the higher the difficulty and the higher the alpha damage from the waves, the more rewarding it gets

- I heard something about the bonus for the fleet commander, I think it's a really good idea to encourage more people to FC those fleets, we currently are a bit low on FC's and there are often a lot of (good) fits being spammed in the incursion channels just because all FC's are busy. Reward them for all their work!

I'm really, but really, happy about the random spawns, it is just too easy to look up the triggers on some random website and do those sites. Making random spawns makes the whole thing more difficult and less boring. Maybe the same could be done for missions? So you need to use at least a small portion of your braincells to complete them and can't just go to eve survival and check every possible detail of the mission.

As I said earlier, I'm still very new, so if some stuff I say here is completely wrong, just deal with it What?
Caellach Marellus
Stormcrows
#25 - 2012-05-04 16:15:35 UTC
Quontor Zarrkos wrote:
and the higher the alpha damage from the waves


No.

Increased alpha is not an increase in difficulty. It leads to RNG oneshots that player skill cannot overcome or avoid, making a site difficult by forced death (in a game where death is the permanent loss of your ship) doesn't work. It's lazy and doesn't make for a challenging encounter.


There are many ways of increasing difficulty before you even look at the alpha.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Herr Ronin
Brutor Tribe
Minmatar Republic
#26 - 2012-05-04 16:17:16 UTC
CCP Soundwave wrote:
Hey guys

We're looking into the Incursions right now. Our changes had varying degrees of success and this is my view on it currently:

Making NPC groups dynamic and stopping blitzing works as intended for Vanguards. I'm considering reversing the 10% income change, to increase their value slightly again.

For assaults, I think the NPC groups work fine as well, but the difficulty might have gotten a little too high.

Comments?



o/ Soundwave

In the recent change's of Incursions it has made a dramatic change in the community's, As you would of noticed from statistics that Incursions aren't flooding the game with Isk like it did before the patch, Obviously down to many things, You increased the time of Incursions and decreased the payout for Vanguards.

Regarding the people that are saying "Carebears Cant Isk Whore Trolol" Well at this current time, Incursions are semi profitable, Yes you can still make 100 million per hour if you are in a community with high standards, For instance people have been "Blitzing" Incursions for Isk earning 1 Bill per day for what two years? Take that away and of course people are going to strike from OTA's that take 12 minutes in Public fleets.

I can totally respect that CCP are trying to make it harder, I will admit, It is stupid for the amount you can earn, If you triple box? Well it's insane.

Question 1: CCP stated that you were going to "Buff" Assault sites, You have nerfed them by making them longer to do, Stating in a Dev Blog that Assaults were going to get a buff to get more of the Incursion communitys to do them, Why lie in a Dev Blog, Didn't you state that Inferno, Crucible is all about the community? Well Lying or not posting correct information isn't a good start to Inferno. ( Maybe i miss read it, please correct me if i did. )

Question 2: CCP said they where going to nerf Vanguards, I do agree with them, But why nerf them twice, Now what i mean by this is you have increased the time to do them, Also you have decreased the payout, So in a way its a 2x nerf, Which just sucks, If you only did one of these things a lot of people would not be bothered, Due to this myself and a lot of people have just stopped doing incursions to see how CCP is reacting to the community and what change's are going to be introduced at a later stage.


OTA: Like people have been discussing, Bring the Hacking array closer, Nobody EVER hack's it, Its just nice to look at in the distance, In 2 years of running Incursions or since Incarna came out i have only seen it been Hacked twice, Maybe people hack it a lot, That is from my personal experiences.

By bringing it loser, You are making it more friendly towards people who do less DPS fleets and who cannot blitz them like ISN, SSN, SAQD and sUmmer, Vanguards would be awesome if you implemented what you saying and bring back the 10% pay or change the kill order.


There is some Feedback, I understand there will be people that will Flame at what i type, Feedback is Feedback.


Herr Ronin

ISN Management Of ISN - Incursion Shiny Network.

I'll Race You For A Amburhgear

PinkKnife
The Cuddlefish
Ethereal Dawn
#27 - 2012-05-04 16:45:22 UTC
Personally I think the payout on the longer sites should be increased, I haven't done the new VGs so I can't comment, but Assaults and HQs are much harder to arrange, not just run, it is harder to get the numbers and the right comp making it take longer.

The metric for completion time shouldn't be the duration of the actual site, but the duration from fleet startup. It isn't uncommon to only run 2 assault sites per hour if people drop out. Where as you can run 8 VGs an hour pretty easily.
Quontor Zarrkos
Island Monkeys
#28 - 2012-05-04 17:01:48 UTC
Caellach Marellus wrote:
Quontor Zarrkos wrote:
and the higher the alpha damage from the waves


No.

Increased alpha is not an increase in difficulty. It leads to RNG oneshots that player skill cannot overcome or avoid, making a site difficult by forced death (in a game where death is the permanent loss of your ship) doesn't work. It's lazy and doesn't make for a challenging encounter.


There are many ways of increasing difficulty before you even look at the alpha.


Yeah, you're right, but what I had to type there was 'increased risk'. I meant it's easier to lose ships in those headquarters than it is in Vanguards (not taking into account the sometimes horrible FC's there).


PinkKnife wrote:
Personally I think the payout on the longer sites should be increased, I haven't done the new VGs so I can't comment, but Assaults and HQs are much harder to arrange, not just run, it is harder to get the numbers and the right comp making it take longer.

The metric for completion time shouldn't be the duration of the actual site, but the duration from fleet startup. It isn't uncommon to only run 2 assault sites per hour if people drop out. Where as you can run 8 VGs an hour pretty easily.


Here you have a good point I wanted to make clear in my post, the bigger sites should not only pay more because they take longer to complete, the time before even going in there is very long. If you take as an average that people run about 4 headquarters before quitting, 10 people are leaving after every site, as a result, it takes a lot of time before you have the replacements on grid and ready to start the next site.
Daniel Plain
Doomheim
#29 - 2012-05-04 17:15:53 UTC
mxzf wrote:
One thing I would suggest looking into, however, is Scout sites. I ran 2-3 a bit ago just for fun. I ran them easily in a Navy Slicer solo, but salvaging just one wreck gave me 3x the ISK that completing the site did. I would love to see them brought up to be more or less on par with lvl 4 missions, both in terms of difficulty and reward.


this. i am one of the few people who like to fly around on my own and right now, incursions might as well not exist for me. providing some solo content other than missions and exploration would be oh-so-awesome.

I should buy an Ishtar.

DarthNefarius
Minmatar Heavy Industries
#30 - 2012-05-04 17:40:40 UTC  |  Edited by: DarthNefarius
CCP Soundwave wrote:
Hey guys

We're looking into the Incursions right now. Our changes had varying degrees of success and this is my view on it currently:

Making NPC groups dynamic and stopping blitzing works as intended for Vanguards. I'm considering reversing the 10% income change, to increase their value slightly again.

For assaults, I think the NPC groups work fine as well, but the difficulty might have gotten a little too high.

Comments?


2/3rrd of the Vanguards now take 3X to 5X longer:
The Vanguard OTAs are horrendous, tedius, and stacking like pancakes. When I do pickup fleets to teach new peeps and help lower skilled pilots over the hump I end up disbanding the fleet when the Constellation becomes 100% OTA's. The hi sec Minitmar Incursion is the largest Sansha Incursion I've seen with 5 Vanguard constellations. Last night 8 hours before downtime there were 5-7 ( seriously there was a wall of 25-35 OTAs !!! ): OTAs in each system maybe 1 non OTA thruout the whole constellation.

2/3rds of the assault sites take longer:
The Assault NCS has become tedius and safer. Used to be the non unique ship spawn could fall on you at once! Tagging was a real challenge & all ships close & short would get into the fight because sometimes it was a fight for thier lives! Its was a fun challenge for me as a FC to manage those & they could often be deadly because the alpha often killed logi & we'd run on pure adrenlane after that keeping things together. Now it takes longer to finish becuase inevitably the close range ships wait around for longer periods of time almost like the old NCNs were the cruiser side nearly always waited for thebattleship side.
NCN's still take as long to form up as before too do to necessity of an exacting fleet compostison
OCFs take longer due to the additions of more ships ( augas ) and are now the only site were you may see any real danger. NCNs I guess the cruiser side have less of a wait but it does not seem signiicant. I guess they are a little bit shorter.

I've seen such a drop in the armor community with the nerf have not really been able to be in more then 2 or so HQ's.
The numbers dropping has made me think our community is on life support.
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'
DJ N00B
National Order Of Bastards Yearning
#31 - 2012-05-04 17:49:08 UTC
yes, reverse the payout nerf

ota's
- even if you bring the hacking can closer, it doesn't make that much of a difference. (yes we've tried it)
- The mara is the biggest issue. either take it off the kill list or have it move in with the rest of the fleet. It's too hard to kill for pug fleets causing the site to take way too long for them. It also forces fleets to have to field snipers which then put you at a disadvantage in the other sites.

doing these two things will make the sites viable again for pug fleets.
Elsa Nietchize
School of Applied Knowledge
Caldari State
#32 - 2012-05-04 17:50:34 UTC
The problem with all PVE content is that eventually becomes boring and repetitive. Incursions are like raids where at least you have the social aspect to keep it fun. If it's too mind numbing, then you get bored and quit. If it's too much effort for the reward, it becomes tedious and you quit. The previous version of Incursions was not immune from this. They just paid out so much, most people who ran them didn't care.

Incursions are just a means to an end, we run them to make isk so we can enjoy the game. Like a job.
Once the fun or isk faction drops below a threshold we look at alternative means of income.

I think the social aspect is very important. This is an MMO and while this game is very conducive to the solo player, the real content for groups (especially around PVE) is severely lacking. Social interaction is the real basis of MMOs and while solo activities are fun, interaction is what keeps us logging on.

Unfortunately, because these factors are not measurable and to further complicate things, they're different for each player, this means there is no right answer. I propose you do remove the 10% payout cut. Then watch. See how the community reacts. Gather metrics on Incursion usage and see if the people running them is an acceptable population for the event. If you feel it's still too low, go further, if it's too high, cut it back a bit. CCP should work with the CSM to define a player threshold they think is acceptable for this PVE content.

I did run Incursions but the isk was a huge part of it. I feel bad for my corp mates because they can't fly pimped BSs. I'd like to see the lower end Incursions receive a buff so that while it's not as lucrative as VGs, they still get to experience cooperative game play in a manner that pays out more than they can do solo.

I think this last part is key. Current PVE content doesn't seem to scale. So many players (myself included) feel we can actually be more effective solo than we can in a group. I don't think there's anything wrong with being able to be effective on your own, but in an MMO setting it's important that whole is greater than the sum of the parts.
Korgan Nailo
5ER3NITY INC
The Gorram Shiney Alliance
#33 - 2012-05-04 17:58:44 UTC
In shor words as walls of text nobody reads anyway:
- VGs are fine, even with the 10% reduction, the income is what it should be IMHO
- Assaults are too difficult for the volley and the amount of tank you need. Basically you're going with the same tank as HQ / Mom sites now.
- HQs offer too little of a reward. If the site is more difficult, requires more people and takes longer to do, should offer higher rewards.

A GREAT plus would be to get rid of those Acceleration Gates at 65kms in some sites. Totally unecessary IMHO, just serves to create a mess after the first pocket.

--== EvE Online Quick Reference Sheet: E-Uni Forums Link / EvE Forums Link ==--

Jadzeer DAXX
Carbide Wine and Beer Industries
#34 - 2012-05-04 18:01:11 UTC
You have nerfed the fun out of incursions and now made them a chore and a pita - gj...
Inflatable Girlfriend
Solar Trade and Industry
#35 - 2012-05-04 18:21:55 UTC
isk per hour was not the only reason most ran vanguards it was for the fact that u could very easaly keep a 10-11 man fleet together for long times many times they would start after downtime and go till downtime (of the fleet would be passed off to other FC's) and u could maintain a waitlist for vanguard fleet.

assualts or hq are much longer to form up a fleet for then after a few sites people are like fook this and find an excuse to escape and go back to vanguards or thats how it was before the nerf i think like myself many have just gave up on incursions for now.

reverse the 10% pay as site average time alone was a huge nerf as it was sites that took 1.5-3 minutes now take 10 minutse more with weaker fleets.

increase pay/lp on assualts and hq give people incentives to stay in those fleets when they finaly do form up.


another reason people so enjoy vanguards was the contesting sure some hated that but many of us actualy enjoyed droping in behind other fleets and denying them the isk.

i agree the old income from vans was a bit high but now lvl 3 missions in a drake is about the same isk/hour as vanguards lol i can make more on lvl 4's and even exploration with its chance to give nothing :)


adding objectives would be intresting just not so complex as they would incease site time any more then they already are now.
but simple things like the ota hacking wich an out of fleet alt in a cheap frig can do for the fleet.

as for all the whiners go back to ur over powered moon mining and sactums with botting carriers we know u use.
Andrew Dahan
Explorer's Alliance
#36 - 2012-05-04 18:22:23 UTC  |  Edited by: Andrew Dahan
armor incursion is absolutely deserted; you can barely get in a fleet because there isn't any, nobody is doing OTAs anymore, the payout is pretty much miserable not necesarily because of the nerf, but especially because the influence bar fills much much more slowly now (people left and thus there are now fleets running or very few). It's rather sad it turned out this way, wouldn't want incursions become another worhtless EVE feature that nobody is using.
Like someone posted before you said you're gonna make assaults easier/ more atractive. Where is that?! NCS has actually more spawns than it did before, NCN is about as long as before and OCF seems exactly like before, all for the same payout (!). Where is the change/ buff? Also, new sites would be nice and maybe secondary objectives in sites for more payout or some rats warping off to make the site shorter
Just Alter
Futures Abstractions
#37 - 2012-05-04 18:57:03 UTC
CCP Soundwave wrote:
Just Alter wrote:
CCP Soundwave wrote:
Hey guys

We're looking into the Incursions right now. Our changes had varying degrees of success and this is my view on it currently:

Making NPC groups dynamic and stopping blitzing works as intended for Vanguards. I'm considering reversing the 10% income change, to increase their value slightly again.

For assaults, I think the NPC groups work fine as well, but the difficulty might have gotten a little too high.

Comments?


Comments? I'm speechless.

This is in line with last year "our userbase doesnt really know what they want, they'll talk with their wallets".

A part from obvious trolls or people who simply dont understand the the situation i havent seen a single person saying the changes you made were good in any way.

Before people start to whine "incursions need to be nerfed! they're an isk faucet!!" i want to make clear that i agree, in fact even people who run them agree(at least the reasonable ones).

The problem here is HOW you nerfed them, not the nerf per se.

The feedback is already on these forums, written by people more knowledgeable than me and more interested in the problem.
I'll not spend half an hour trying to write a serious post analyzing the problem and its solutions and doing the job you're paid to do.
Risking, in the end, that the post is simply ignored.

I'm posting here just to express my discontent on how you're approaching this situation.
The problem is the same of last year: you need to actually LISTEN to the feedback and be more clear in your communication (i'm referring to the hidden assaults nerf).

I stress it again: listen to the feedback, do tests that simulate the average game experience.


I made this thread because the other one kind of degenerated into useless posts, much like this one. Please keep this to feedback about the changes to Incursions.


Well i'm impressed a dev actually responded to a post, usually after creating the thread they vanish; except for sreegs maybe.

As for the degenerated thread: as a whole it may be shitfest but reading through it still is useful if someone is looking for good and unalterated feedback.
I hope creating a new thread doesnt mean that all those posts and the time people spent writing them are wasted.

Quote:
Most of the complaining has been "I can't make enough isk!" and "It doesn't work the same way as before!" without any real criticism beyond the fact that *gasp* something changed.

That is a lie. A deliberate lie, no more than that.

If you actually bothered to read the thread you'd see the problem is not(only) about isk but about the fact that incursions are even more of a pain in the ass now, amongst other things.
t8xxic Thiesant
Spooks On Pings
SE7EN-SINS
#38 - 2012-05-04 19:02:13 UTC
the rebalancing of incs has been very interesting and entertaining but you overdid on the otas
ill write what i think needs to be changed
vgs reput 10% pay

OTA: remove the mara keep the tower or the other way around OR make the mara spawn closer
NCO: nothing
NMC: make the mara spawn 10km closer even 5k km will do

NCN: great job they dont take forever anymore
NCS: make only 1 remote repper spawn at a time, instead of having otuni or 2 intaki make it both 1 intaki and 1 otuni same for maras
OCF: remove one auga form each spawn

hqs buff 8% payout
Asmodes Reynolds
Rayn Enterprises
#39 - 2012-05-04 19:10:15 UTC  |  Edited by: Asmodes Reynolds
Soundwave, before this thread gets out of control, I have questions for you;

What does CCP intend incursions to be?

Do you want them to draw conflict between null-sec and low-sec entities or low sec and high sec entities or both?

If your intention was to draw Null-sec entities into low sec, then you did the opposite

The CFC as a whole has abandoned them, and to my knowledge we were the only 0.0 entities bothered to run them in the first place. Pre-patch we could easily make 80-100 mill/hour running them one after another. We Only run Vanguards, Because of the logistics of moving ships and keeping the required number of people in Fleet over the long term. Post-patch the most you can make is about is about 80 mil/hour I think it averages out to be about 60 may be 65mil an hour . Which the average null sec dweller can easily make that by running anomalies in there home space. So why bother with the logistics to move ships and organize a fleet sometimes 40 jumps from home?

If your intentions were to to create conflict between high-sec entities and Losec entities.

Then you will need to widen the Profit margin between high sec incursions and Losec incursions while keeping it below what someone can make doing anomalies in sovereignty space. You need to make it enough to justify the logistics issues and the danger increase. Or my personal favorite just remove them from high sec entirely. (If Concord with a 200 man fleet of goon/test tornados In under One minute Then such invaders should be no problem lol)

do you intend them to be just an alternate activity to the existing PVE mechanics or do you wish them to pay out more?

Where do you intend that the bulk of the incentives to run these to come from?


I look forward to your responses, and I hope my comments are helpful.
Katalci
Kismesis
#40 - 2012-05-04 19:13:20 UTC  |  Edited by: Katalci
Reverse the "difficulty" changes and reduce the 0.0/low to highsec ratio from 0.6 to 0.3.

Asmodes Reynolds wrote:
Or my personal favorite just remove them from high sec entirely.

This is stupid and unncessary. Some strange people think that they're fun, and those people live in highsec. All that needs to be done is a very large reduction in their profitability in highsec. The fun won't change, only the money.

(I say the same for level 4s -- remove them from highsec and make new, better level 3s)