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Incursion changes

First post
Author
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#161 - 2012-05-07 02:24:28 UTC  |  Edited by: Fronkfurter McSheebleton
Simi Kusoni wrote:
High sec is not intended as the end game

Neither is nullsec or WH space...?

There isn't supposed to BE an end game. Highsec shouldn't just be full of people who haven't yet made their way out of it.

thhief ghabmoef

Azura Solus
Rules of Acquisition
#162 - 2012-05-07 02:29:14 UTC
Fronkfurter McSheebleton wrote:
Simi Kusoni wrote:
High sec is not intended as the end game

Neither is nullsec or WH space...?

There isn't supposed to BE an end game. Highsec shouldn't just be full of people who haven't yet made their way out of it.


Exactky The whole idea of a sandbox is That people can do what they want.
ISN Spy spizors
Doomheim
#163 - 2012-05-07 03:32:03 UTC
CCP Shockwave o/

I would just like to point out that if all you do is move the hacking tower in OTAs closer and revert the income nerf, it will not save incursions.

That is all o/
ChemicalQueen
Perkone
Caldari State
#164 - 2012-05-07 03:38:43 UTC
Now that there MIGHT be a possibility that CCP will re-investigate incursions, I feel a need to post something.

Currently, I am back to doing Level 4 missions or ratting to get enough isk to pay for PVP. Incursions aren't even close to worth doing for the risk and logistics involved. You nerfed them to uselessness without performing a proper investigation... AGAIN. Time and again you do this. If you don't have enough resources, offer up some in-game players some incentives to log into SISI and do your work for you or something. Don't just "nerf now fix later". You're just gonna **** us off. Oh wait, too late.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#165 - 2012-05-07 03:54:41 UTC  |  Edited by: Fronkfurter McSheebleton
ChemicalQueen wrote:
Don't just "nerf now fix later".


Actually, that's not a terrible plan, considering the amount of more important stuff that's being worked on. You can still make 60m/hr ish with a smooth fleet, which is more than most mission runners, but it's near-impossible to get much higher than that...seems like a decent enough band-aid, if that was the purpose. Certainly not a permanent solution, though.

thhief ghabmoef

ChemicalQueen
Perkone
Caldari State
#166 - 2012-05-07 05:19:01 UTC
Fronkfurter McSheebleton wrote:
ChemicalQueen wrote:
Don't just "nerf now fix later".


Actually, that's not a terrible plan, considering the amount of more important stuff that's being worked on. You can still make 60m/hr ish with a smooth fleet, which is more than most mission runners, but it's near-impossible to get much higher than that...seems like a decent enough band-aid, if that was the purpose. Certainly not a permanent solution, though.

Because that's always gone over so well in the past...
DarthNefarius
Minmatar Heavy Industries
#167 - 2012-05-07 05:52:14 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?



-If by degree of success you mean the nerf has killed the lo & NULL SEC communities & more then decimated HI sec communites then mission accomplished
So what were the the total daily incursion payouts the week before the Escalating NERF and the near 2 weeks afterwards?

-Blitzing has stopped in Vanguards but the OTA's have been made so tedious and long they are avoided like the plague & stack up in system after system. The shield reppping of especiially the Mara is ridiculas.
The randomness of hacking working seems pecular. If you don't hack it the first 2 tries we're seeing a long string of failed hacks.
On a side note what was the point of the Echelon anyways? The thing only moved at a 500 m/s clip you know how long it's take to get in range to hack?

Giving back the 10% income change seems like a slap in the face to be honest. Are we also going to get another 10% pay cut when the bounties are getting the 10% cut that you mentioned in your Ten Ton Hammer interview? Is WH blue sleeper loot also getting this 10% pay cut in the NPC buy orders ?

-Assaults are easier for both the NCS's and NCN's; they are not more difficult quite the opposite actually . The OCF is slightly more difficult. The NCS's & the OCF's take longer.
To be honest niether the NCS's nor the OCF's needed to be touched. The NCN should have had 1 room middle room cut out to make its completion time on par with the NCS's & OCF's


Has there been a stealth NERF to the influence bar or is it going up & up because thelack of people completeing sights?
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'
xVx dreadnaught
modro
Northern Coalition.
#168 - 2012-05-07 07:23:42 UTC  |  Edited by: xVx dreadnaught
Assaults are technically easier to do, they removed the dangerous triggers and added more NPC's to every wave. So it takes a lot longer to complete but there is less chance of being overwhelmed with incoming DPS.

I'd say fleet composition has changed a little as well, the NCN's seem faster on the cruiser side. We had a BS heavy fleet and the cruiser side had only 5 DPS and were still completing their pocket faster than the BS side. So taking close range BS as well and limiting your group to 4-5 T3's may make it more efficient and faster composition.
ISN Spy spizors
Doomheim
#169 - 2012-05-07 09:18:08 UTC
xVx dreadnaught
modro
Northern Coalition.
#170 - 2012-05-07 10:38:39 UTC
ISN Spy spizors wrote:
http://www.strangecosmos.com/images/content/131784.gif

This Thread :/


I like what you did there... But CCP Soundwave did say he was looking for constructive responses.

Back On Topic... The Nerf on Vanguards can stay, if Assaults and Headquarters are buffed to compensate for the difference. We are using bigger stronger fleets to do these sites and getting no reward for it when we could simply form 2 or 4 vanguard fleets and farm the hell out of Incursions... Because the Incursion communities aren't fractured enough.
Taga Kreon
School of Applied Knowledge
Caldari State
#171 - 2012-05-07 10:40:34 UTC
CCP seriously? Our corp used to form an incursion VG fleet OP to have fun and earn some ISK, not farming 7 days a week, just once a week. Other days everybody is minding their own business : mining, manufacturing, plexing, pvp'ing etc.

It was fun at least once week to form fleet. Now what we have after the escalation patch is complete nonsense. If you're lucky there are NCO's and NMC's, but what we have seen past two weekends it's just OTA's, which take way too long to complete with a 10 man fleet. Short discussion in TS and there will be no more future fleet OP's.

Being in a small corp (up to 20 member) and having limited amount of logistics pilots (not trusting neutral logies with our shiny fleet) means there is nothing in terms of PVE (mining maybe, lol) for a fleet OP in high sec.

I think the NMC's and NCO's are ok now. But the OTA seriously need to be looked at, cause you overfixed it.

P.S. Yeah it's a forum alt. Nullbears don't bother posting **** like HTFU etc., we are well established in hi and wh and we roam the lows daily.
Malcanis
Vanishing Point.
The Initiative.
#172 - 2012-05-07 11:48:50 UTC
Fronkfurter McSheebleton wrote:
Simi Kusoni wrote:
High sec is not intended as the end game

Neither is nullsec or WH space...?

There isn't supposed to BE an end game. Highsec shouldn't just be full of people who haven't yet made their way out of it.



I disagree with even that. All areas of EVE should be "endgame" space; they should all be able to support a high-risk, high-reward lifestyle.

I don't agree with nerfing the rewards available in hi-sec; if anything, they should be increased. I just think that they should be balanced & reworked with additional risk.

The concept of hi-sec as a "beginner area" has been dead since 2005.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#173 - 2012-05-07 12:23:05 UTC
Malcanis wrote:
Fronkfurter McSheebleton wrote:
Simi Kusoni wrote:
High sec is not intended as the end game

Neither is nullsec or WH space...?

There isn't supposed to BE an end game. Highsec shouldn't just be full of people who haven't yet made their way out of it.



I disagree with even that. All areas of EVE should be "endgame" space; they should all be able to support a high-risk, high-reward lifestyle.

I don't agree with nerfing the rewards available in hi-sec; if anything, they should be increased. I just think that they should be balanced & reworked with additional risk.

The concept of hi-sec as a "beginner area" has been dead since 2005.


high risk high sec what ?
Capitano Rivel
Doomheim
#174 - 2012-05-07 12:24:20 UTC
A WILD MOTHERSHIP APPEARS!!!
Capitano Rivel
Doomheim
#175 - 2012-05-07 12:28:52 UTC
Malcanis wrote:
Fronkfurter McSheebleton wrote:
Simi Kusoni wrote:
High sec is not intended as the end game

Neither is nullsec or WH space...?

There isn't supposed to BE an end game. Highsec shouldn't just be full of people who haven't yet made their way out of it.



I disagree with even that. All areas of EVE should be "endgame" space; they should all be able to support a high-risk, high-reward lifestyle.

I don't agree with nerfing the rewards available in hi-sec; if anything, they should be increased. I just think that they should be balanced & reworked with additional risk.

The concept of hi-sec as a "beginner area" has been dead since 2005.


PvE is a part of eve. High-Sec should have the hardest PvE in eve because its a PvE focused environment.
ISN Spy spizors
Doomheim
#176 - 2012-05-07 12:37:42 UTC
Players want a gap between non-shiny and shiny ships, we want to be able to build up nice ships and see an improvement and reap reward for investment. I think the new OTAs are a nice step for this even though the new NMCs and NCOs are F1-faceroll sites.

The mechanics in OTAs are a big step in the RIGHT direction, the problem is the balancing, they just arn't worth running.
I hate being in fleets where people say "oh man the new OTAs are so fun but i need to actually make some isk so im going to go mine while a take a dump"
m0jo
Brutor Tribe
Minmatar Republic
#177 - 2012-05-07 12:38:39 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?



Hello CCP Soundwave!!!!

First let me praise the efforts of CCP to add something dynamic to the game, it is awesome to be quite honest. With that said I shall move on to what I think would best be suitable for incursions.

Vanguards - Before : 2 to 3 min blitz per site not needing to kill all npc's. With enough Pimp DPS you could run OTA's in about 2 mins if your logistic pilots were worth their weight. NMC's , NCO's all took about 3 mins with said fleet and depending on fleet composition. Everyone in eve was running them, it was a faucet of isk.

Vanguards - After : 6 min per site depending on fleet composition and FC , also no more need to contest sites as all of eve pretty much quit running VG's unless it was necessary due to changes that made it necessary to kill entire room plus the -10% nerf to isk payout. Except SAQD.

My Thoughts: I dont understand the -10% payout nerf I really dont and I wish you would change that back otherwise VG's are fine and inline with the difficulty of Assaults and HQ's.

Assaults: Pretty much the only thing that changed there were the spawns , they didnt necessarily get harder you just had to adapt and most groups did not. Some did though. Lol

My thoughts: Nothing wrong dont fix it.

HQ's: Same , nothing changed still takes about 30 minutes to do them payout is fine difficulty is fine. I saw a Machariel and a Vindicator pop within 30 seconds of each other the other night. I laughed alot on the inside. Sorry but I dont have sympathy for noobs who dont broadcast in time.Lol

My thoughts: Completely awesome job overall on Incursions I think that Incursions are the greatest thing to happen to EVE. This is coming from a 9 year vet. 0.0 just got boring to be quite honest. So thank you for the awesome job guys. Well done.
ostar ostar
Perkone
Caldari State
#178 - 2012-05-07 12:39:07 UTC
Just tossing my 2 cents in here:

  • The patchnotes said that assault time was decreased. Where did this go? I think if you did that, assaults become more popular, as at the moment, I can see very few people doing them other than people who did them pre-nerf, or a few tentatively trying them. You've stopped vanguard farming, sure, but people are abandoning incursions in favor of nullsec anomalies or L4 mission blitzing. Why should something pay more if it needs less effort?
  • FIX: Decrease the assault time by having smaller, less frequent spawns, but the same number of enemies. This means they are dealt with faster (none of the crazy RR as mentioned before in this thread) but still challenge you.

  • As has been mentioned, OTA sites are broken, at least from a worth the time/not worth the time perspective. The site was designed with the old spawn in mind, and balanced accordingly, so the new random spawns and 'kill everything' objective has messed them up. While I agree that the 3X Deltole Tegmentum -> victory in about 3 mins was wrong, the new thing is wrong also.
  • FIX: Make it so that you have to kill a few spawns that are constant, and compliment them with randoms. You can try and blitz them by killing just the designated ones, or methodically work your way through the whole thing. The constant spawns alone would take about 5-6 minutes to kill, the whole thing about 10. Unless you bring fucktons of logis, you have to work through them slowly or risk getting assraped. Actually make it so that the whole 'reduce DPS or you will die' thing makes people die, and you're golden.

  • Nullsec/Lowsec incursions aren't done anymore, because they pay less than exploration for more effort and risk, as well as paying the same as highsec. Again, something tells me that something is out of balance if you can make the same/more in highsec doing any activity than low/null.
  • FIX: Un-nerf lowsec incursions, then boost them a bit more. Have nullsec ones pay more than the current ones but less than lowsec. As for a reason for low to pay more than null, lowsec is still empire, so CONCORD will pay you highsec price + danger fees etc. on top of it. Nullsec is ruled by us, so CONCORD aren't obliged to give us anything, but pay us a little extra on top of the highsec one for evicting sansha anyway.

  • All sites except 1 or 2 can be run with a single, shiny fleet without problems. This makes things bland, and reduces incursions to 'bring X or GTFO', which isn't a good thing to have.
  • FIX: Make every site require a radically different fleet composition to run with any kind of efficiency, but are juuuust doable with a single fleet. Make one heavy on tackle, ECM and tracking disruption, thus requiring close-range fits with projected ECCM and tracking links on logis, another with lots of sniper ships, so you need long-range hitters with lots of logi reps, for example. You can still run them with current fleets, but it would be a ***** to do and a specialized fleet would steamroller you. Mix it with some variation of spawns while having the same effect and it would be brilliant.

  • Sites stack up in systems and aren't run for ages. This stagnates the incursion and is generally not nice to look at.
  • FIX: make payment scale with the time the site has been left alone, but sansha influence is regained at an ever-increasing rate if sites are not run and the sites themselves get harder. Combine this with increasing influence penalties within the sites themselves and people MUST run them or might not be able to run them at all, and be forced to stare at all the money they could make for a week.

    I think that just about covers itBig smile
    ISN Spy spizors
    Doomheim
    #179 - 2012-05-07 12:43:23 UTC  |  Edited by: ISN Spy spizors
    ostar ostar wrote:
    Just tossing my 2 cents in here:

  • The patchnotes said that assault time was decreased. Where did this go? I think if you did that, assaults become more popular, as at the moment, I can see very few people doing them other than people who did them pre-nerf, or a few tentatively trying them. You've stopped vanguard farming, sure, but people are abandoning incursions in favor of nullsec anomalies or L4 mission blitzing. Why should something pay more if it needs less effort?
  • FIX: Decrease the assault time by having smaller, less frequent spawns, but the same number of enemies. This means they are dealt with faster (none of the crazy RR as mentioned before in this thread) but still challenge you.

  • As has been mentioned, OTA sites are broken, at least from a worth the time/not worth the time perspective. The site was designed with the old spawn in mind, and balanced accordingly, so the new random spawns and 'kill everything' objective has messed them up. While I agree that the 3X Deltole Tegmentum -> victory in about 3 mins was wrong, the new thing is wrong also.
  • FIX: Make it so that you have to kill a few spawns that are constant, and compliment them with randoms. You can try and blitz them by killing just the designated ones, or methodically work your way through the whole thing. The constant spawns alone would take about 5-6 minutes to kill, the whole thing about 10. Unless you bring fucktons of logis, you have to work through them slowly or risk getting assraped. Actually make it so that the whole 'reduce DPS or you will die' thing makes people die, and you're golden.

  • Nullsec/Lowsec incursions aren't done anymore, because they pay less than exploration for more effort and risk, as well as paying the same as highsec. Again, something tells me that something is out of balance if you can make the same/more in highsec doing any activity than low/null.
  • FIX: Un-nerf lowsec incursions, then boost them a bit more. Have nullsec ones pay more than the current ones but less than lowsec. As for a reason for low to pay more than null, lowsec is still empire, so CONCORD will pay you highsec price + danger fees etc. on top of it. Nullsec is ruled by us, so CONCORD aren't obliged to give us anything, but pay us a little extra on top of the highsec one for evicting sansha anyway.

  • All sites except 1 or 2 can be run with a single, shiny fleet without problems. This makes things bland, and reduces incursions to 'bring X or GTFO', which isn't a good thing to have.
  • FIX: Make every site require a radically different fleet composition to run with any kind of efficiency, but are juuuust doable with a single fleet. Make one heavy on tackle, ECM and tracking disruption, thus requiring close-range fits with projected ECCM and tracking links on logis, another with lots of sniper ships, so you need long-range hitters with lots of logi reps, for example. You can still run them with current fleets, but it would be a ***** to do and a specialized fleet would steamroller you. Mix it with some variation of spawns while having the same effect and it would be brilliant.

  • Sites stack up in systems and aren't run for ages. This stagnates the incursion and is generally not nice to look at.
  • FIX: make payment scale with the time the site has been left alone, but sansha influence is regained at an ever-increasing rate if sites are not run and the sites themselves get harder. Combine this with increasing influence penalties within the sites themselves and people MUST run them or might not be able to run them at all, and be forced to stare at all the money they could make for a week.

    I think that just about covers itBig smile


    Please for the love of god don't listen to any of these ideas...
    Low and null incursions suck because flying a PIMP ship in highsec makes up for any isk youd lose flying a **** ship in lowsec.

    OTAs only take 6 minutes in the most baller fleets ever that only come around once a week due to people logging in and out
    Herr Ronin
    Brutor Tribe
    Minmatar Republic
    #180 - 2012-05-07 12:53:01 UTC
    xVx dreadnaught wrote:
    ISN Spy spizors wrote:
    http://www.strangecosmos.com/images/content/131784.gif

    This Thread :/


    I like what you did there... But CCP Soundwave did say he was looking for constructive responses.

    Back On Topic... The Nerf on Vanguards can stay, if Assaults and Headquarters are buffed to compensate for the difference. We are using bigger stronger fleets to do these sites and getting no reward for it when we could simply form 2 or 4 vanguard fleets and farm the hell out of Incursions... Because the Incursion communities aren't fractured enough.



    Are you aware that Vanguard Site's make the blue bar go up? Meaning your pitiful HQ Fleet don't go into Structure, Meaning if the Nerf continue's people will not be bothered to do Vanguards. From what i have heard, It takes 1 hour to do 2 site's? Incursions are a group effort, Evening the guys doing VG's are making a difference.

    Fractured, What are you on about, Are you aware that there is a big section of the community who want to farm, If you take notice, Incursions are ran by Alt's who want isk for a Nyx, Or other toy's, A lot of people don't care about HQ's, I am one of them, Yes i enjoy incursions but, I can assure you i am not poking HQ's with a stick, They are slow, Plus Btl and other community's are just idiot's, You are one of them if you think VG's don't need to be revisited again, Yes Dread, There is people who want to farm the hell out of them, ISN is one community that is proud in trying to blitz them as fast as we can, Or shal we all go back into Maelstroms and Abaddons?

    HQ is just a reason for more idiots to **** up, But regarding incursion community's aren't Fractured enough, Well how wrong you are, There is community's based in VG's, Assaults and HQ's, We play EVE how we want, Not to all convert to HQ's so you don't struggle to make a fleet of meta 4 guns.



    A Tip: We are not all like yourself and "Love" HQ's

    I'll Race You For A Amburhgear