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Post-escalation Incursion Changes

First post
Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#121 - 2012-05-11 01:48:54 UTC  |  Edited by: Tyberius Franklin
Xorv wrote:
Tyberius Franklin wrote:

I'm not arguing that highsec needs to make the same as null/low/WH for similar activities. I do however feel that having highsec incursions on a per person basis compare or exceed the reward of running nullsec anoms solo, taking the average in both activities, is not a bad thing. I think there should be a significant divide between activities that require constant teamwork and those that require none or only require some initial investment of cooperation.

I also believe balance based on high end earners is flawed, especially if the range from high to low end is quite wide or the high end is rather far from the average. I expect Affinity knows far more there than I do though.


Your comparison to running nullsec anoms solo, is flawed in that there is a great deal of effort and teamwork far exceeding anything in High Sec Incursions to create the environment that they can run anoms solo. Nullsec residents require constant teamwork to maintain that environment and they do so against other players not NPCs. Same is true of Wormhole space. There's simply no way your going to be able to justify High Sec Incursions earning remotely that of PvE activities in areas of space more open to PvP.

The high end earners must be considered, and part of why they can earn so much is that they can go out in very expensive pimped out ships without serious risk of losing them as would be the case in Lowsec, Nullsec and WH space.

I can only agree to dissagree on the case of nullsec anoms. Not in that nullsec sov and defense isn't an involved process, but considering the wide variety of benefits that yields it can't be argued that all that effort should accumulate to single people being able to go out and vastly outpace anything highsec has to offer by just shipping into a raven and warping to a spot detected by the onboard scanner.

Openness to PvP is ever present. People use it constantly against other players in highsec, incursion runners aren't off limits and the great thing is if you want to kill them you know what constellations they are in just by looking at the journal. Are the pimp fit ships not enticing enough? If you consistently tank action against then I'm sure their numbers will diminish. And lastly, I never stated high end earners should be considered, but rather that they shouldn't be the ONLY ones considered.

Edit: Has any thought been given to returning HQ/AS to closer to what they were pre-escalation and adjusting the highsec multiplier downward if they were thought to be paying highsec to much?
Capitano Rivel
Doomheim
#122 - 2012-05-11 03:19:01 UTC  |  Edited by: Capitano Rivel
I actually enjoy the duel-room concept of NCNs it gives assaults some veriety for those of us who don't collect civs. :3

Has the option that both sides be turned into battleship sites be brought up? Or have no ship restrictions on either.
Perhaps make one side sniping targets (antems) and one side DPS targets (aguas)?

I remember one of the best part about assaults in ISN was the competition between the cruisers and battleships.

Another option that I think would be really amazing and creative with the NCNs is to not just have finishing the sites activate the gates...

BUT

Have one sides triggers, trigger waves in the OTHER side.
Nothing too complicated but enough so that it would be fun. :)

OH and remove a room ~~~

Keith Planck~~~~~~~
Jessie Davis
Horlan Logistics and Support
#123 - 2012-05-11 04:50:10 UTC
Apolyon I wrote:
Herr Ronin wrote:
Apolyon I wrote:
DarthNefarius wrote:


The truely INSANE null sec ratting done I beleive in the "Forsaken Hubs (?)" by super CAP Titans was netting 200-300 million an hour.
NULL SEC ISK generation ( and W-Space ) dwarfed Incursions in many many areas

have you seen losses while pveing in wh space???

http://rooksandkings.com/killboard/?a=kill_related&kll_id=36059

http://eve-kill.net/?a=kill_related&kll_id=13256025

http://eve-kill.net/?a=kill_related&kll_id=13142589

can this happen in HS incursion??



Come on, Let's keep this topic on the main thing at hand, Incursions, We do not care about your WH adventures, All other threads have turned into mush, Lets keep it Incursion related, There is other Forums for that.

The one thread that CCP reply's to you, Make the most of it.

in my defense, I've been keeping this thread clean until Darth pull wh in.

anyway, as Herr said, incursion is fine as it is now!!!!!!

reverse the payout nerf and we'll see people leave all other activities, go back to farming incursion.

the ISN guys can adapt it, why can't others do it??

one more thing, the payout should be VG < AS < HQ. that way it'll encourage shiny fleet to run high end sites, leaving low earning VG sites for newbie and non-shiny fleet to experience incursion


It's not about other not adapting. It's more of the reason being why they were doing incursions.
Most "private channel", they are doing incursions because of ISK.

Most people were doing incursions solely for the ISK. Only a rare few is doing because it is fun, community value, making new friends.

So when the patch hits, all those who were doing for ISK drops out. (which is like 70-80% of btlpub and random private channels)

I don't blame them for not adapting and putting effort into doing it.
C'mon, who will wanna waste their time making fleets when no one is there to x up?
Capitano Rivel
Doomheim
#124 - 2012-05-11 06:12:48 UTC  |  Edited by: Capitano Rivel
If I were to only see 1 thing in the next short-term fix, it would be this...

#1 Keith Planck Posted: 2012.04.30 07:29

Currently OTAs are very noob unfriendly, and not just because of the jamming and dps. The on site Maras are extremely difficult for anything but a shiny fleet with several Alpha ships to kill. Having the hacking array so far away from fleet warp in and out of rep range makes the only logical hacker an out of fleet frigate. This is a chore to say the least as it is extremly easy for the hacker to get destroyed and you need at least 2 hacks to get through the site.

I propose that the hacking site each be moved to 50kms from the fleet warp in and 25kms from each other.
What will this do you ask?
This will allow ships inside the fleet to fit a hacker and a prop mod and STAY WITHIN REP RANGE.
Advanced fleets will still ignore hacking but it will be much more noob friendly to hack the sites.

Low-Sec Sites
Need to be balanced so that with T1 battleships they make slightly more then Shiny High-Sec.
Right now, that's just not what it looks like.
That being said the ConsControl in lowsec is even worse then High-Sec due to the lack of fleets, making it pretty much impossible to run efficiently anyways.

On a side note* It's funny how fast my thread was shot down, now all the same people are coming back and suggesting it as a possible fix.


Keith~
Sturmwolke
#125 - 2012-05-11 06:59:37 UTC
A few of things :

* For highsec, more realistic distribution of incursion spawns in the ratio of the number of applicable constellations. Not a 1:1:1:1 ratio.

* A little more granularity to incursion status would be nice (instead of Established > Mobilized > Withdrawing) , ala WH.
This gives better estimation for players whether to commit or goto/wait for the next one.

* Easier/more intuitive lookup when someone wants to find out which are the Vanguards, Assaults or HQs systems in the constellation.
Best way is to put it on a dashboard in the journal. Currently pilots are resorting to : http://eve-survival.org/wikka.php?wakka=IncursionConstelationLayout

* Transparent active ship fit lookup for fleet, available to FC/Wing/Squad leaders. This ensures a double-check can be done within fleet without resorting to ship scanners.

* Remote repair & energy transfer icons (as per ewar scheme). This makes it a little easier for pilots to keep tab on their status without having to resort to graphics-fu.
It also enables pilots to quickly identify any issues with logistics repair/ETs.

* Simple target capacitor state white bar (or bars) somewhere onscreen that pops-up when you use ETs on one/multiple targets.

* Adding an "All clear" broadcast to denote the pilot is no longer targeted/need assistance.

* General UI improvements to show ROF, range (optimal+fallout for turrets) and tracking (exp vel/rad for missiles) for the weapon's mouseover. The traditional "Show Info" is very clunky.

* Long term, a better, reliable and more robust EVE voice as the lowest denominator for VOIP. Some fleets run exclusively on TS3/others - which makes it a non-option for those that prefers more privacy or choose not to install the client for one reason or another. Incursion folks use to be on EVE voice a lot, until you stacked up the screw ups and issues for it from several patches. Just like the incursion nerf, people migrated to TS3/other options to keep the fleet running.

* Long term (mainly for PUG), a better way for active pilots/FCs to advertise their fleet, availability + available ships types - like a local mercenary BBS system or similar. Minimizes the need to spam the channel with fits every few minutes. Some just lurks until they see an FC asking for ships to x up. So, it can degenerate into a waiting game for both sides. Many of the regular pilots brings 1-2 other ships along for hot switching. Atm, there's no way to advertise for this non-verbosely except to spam fits or someone asking directly.

* Long term, some sort of effective ranking system (ala faction warfare), mainly for mainly for e-peen and immersion. It can also be utilized as a general gauge for the pilot's incursion experience. While this makes it easier to discriminate newbies/veterans, as a whole, it makes FCing less complicated when you know at least 50-75% of the fleet is reliable for a PUG fleet. It also encourages participation for a newbie to build up their reputation as an incursion pilot.

* The change to per wave mechanics made incursion more bland/boring than previously. The only good thing that came out of it was basing primary focus on NPC ship types + most damaged ship, rather than the old follow the tag routine. Situation shifts like water, depending on what spawned - which is good. Now, up the ante and make the waves group random. For example, NCOs, randomize the last all frigate spawn into the 1st/2nd/3rd wave. Swap those wave groups around.

* Preferably, incursion payout should be paid only to those pilots that are on grid. Prevents abuse (especially in larger groups) by people sitting at the acceleration gate - idling, ninjaing and etc. Any quick disconnect/re-connect shouldn't be affected as the pilot would warp back to grid upon re-connect.

* NMCs needing to mine Lyavite looks nice on the design paper, but absurd in practice. No regular incursion fleets will waste time mining them. They are sourced in two major ways - alt mining or buy from contracts. The need to supply/account for this Lyavite directly goes into extending the logistics behind incursions - with very little reason for it. Preferably, you want to design it very similar to OCF for just-in-time quick pick ups, with a little bit of spare. Any future site designs should keep the above in mind.

* As for some comments on spawning the Mara closer, it's not going to make a whole lot of difference to kitchen sink fleets with low dps. The default orbit is 60km, it'll just burn away and you'll have fun trying to chase it even further away from the fleet. If you're planning to make it slightly easier, reduce the default orbit to 40km - which is ideal for med Scorch (on bonused hulls) and reasonably reachable with large ACs.
Crest Cutty
The Country Club Crest
#126 - 2012-05-11 07:32:57 UTC
*This post got longer than I hoped, so compulsory wall of text warning*

I think some input from CCP as to what they envisioned Incursions to be would help the community wrap our heads around what's going on.

end game empire content for shiny ships w/ t2 guns?
an intro to pvp tactics (rr/shooting primaries...) ?
a vehicle to put the M's back into eve MMO, corp focused or PUG?
RP event?
supplemental income for low-sec/0.0 dwellers?
PvE w/ risk (many a machariel is just shiny space junk thanks to incursions)

The isk generation problem was terrible when you have a guy with 3-4 alts in the same vanguard fleets, that's comparable to ratting in a titan and 4 tengu alts is significantly cheaper.

It is the beast that is eve. Some people will spend the time on sisi to perfect something and some people will show up in the public incursion fleet screaming about a drake lfsf, it is very difficult to balance these two competing dogmas (0.0 v. empire) given access to the same resources. Reminds me of trying to design a D&D adventure for a group with one power guy using every supplemental rule book he could find as well as some guy who builds his character around a rp concept.

I personally would love to see them as end-game empire content. Shiny fleets strap on your brass ones and you could potentially earn 0.0 carrier ratting isk. Make them require near constant focus (the addition of neuts would help, truly random spawns, more ewar, coordinated alpha strikes, you know...harder). If you show up in a random blob you earn lvl 4 isk (40m hour, regular person lvl 4 isk, not super spreadsheet)

Make assaults noob friendly, much easier to find 25 dudes w/ t1 guns in B.C's. Make vanguards for more experienced players, say t1 bs w/ t2 guns and turn the scout sites into elite small gang warfare, high risk while requiring very specialized ships. Reward FC's somehow (boss of fleets get some bonus LP?)

This approach would address multiple problems:
-reduce the multiple toon problems breaking the bank
-allow the more experienced pilots not have to roll their eyes at all the terrible fits
-smaller gangs can be challenged beyond throwing more dps/rr at them
-reduction in time needed to form up "good" fleets. Increasing the pool of pilots who can fly in the fleets that require more numbers should reduce form-up times
-FC bonus would allow veteran FC's to not loose on isk/hr by running with the noobs
-dividing players by skills, thus allowing proper control of rewards and away from the, regular fleet makes 40m/hr ISN makes 140m/hr

I'm sure there would be further impact of these changes but I think this would be a big step in the right direction.

tl;dr

Things are broken the way they are now and instead of trying to cover it up with a band-aid that will soon be painfully ripped off by psychotic, ocd eve spreadsheet junkies at the expense of the casual players more innovative solutions need to be examined.
CCP Affinity
C C P
C C P Alliance
#127 - 2012-05-11 10:31:09 UTC
Crest Cutty wrote:
*This post got longer than I hoped, so compulsory wall of text warning*

I think some input from CCP as to what they envisioned Incursions to be would help the community wrap our heads around what's going on.

end game empire content for shiny ships w/ t2 guns?
an intro to pvp tactics (rr/shooting primaries...) ?
a vehicle to put the M's back into eve MMO, corp focused or PUG?
RP event?
supplemental income for low-sec/0.0 dwellers?
PvE w/ risk (many a machariel is just shiny space junk thanks to incursions)

The isk generation problem was terrible when you have a guy with 3-4 alts in the same vanguard fleets, that's comparable to ratting in a titan and 4 tengu alts is significantly cheaper.

It is the beast that is eve. Some people will spend the time on sisi to perfect something and some people will show up in the public incursion fleet screaming about a drake lfsf, it is very difficult to balance these two competing dogmas (0.0 v. empire) given access to the same resources. Reminds me of trying to design a D&D adventure for a group with one power guy using every supplemental rule book he could find as well as some guy who builds his character around a rp concept.

I personally would love to see them as end-game empire content. Shiny fleets strap on your brass ones and you could potentially earn 0.0 carrier ratting isk. Make them require near constant focus (the addition of neuts would help, truly random spawns, more ewar, coordinated alpha strikes, you know...harder). If you show up in a random blob you earn lvl 4 isk (40m hour, regular person lvl 4 isk, not super spreadsheet)

Make assaults noob friendly, much easier to find 25 dudes w/ t1 guns in B.C's. Make vanguards for more experienced players, say t1 bs w/ t2 guns and turn the scout sites into elite small gang warfare, high risk while requiring very specialized ships. Reward FC's somehow (boss of fleets get some bonus LP?)

This approach would address multiple problems:
-reduce the multiple toon problems breaking the bank
-allow the more experienced pilots not have to roll their eyes at all the terrible fits
-smaller gangs can be challenged beyond throwing more dps/rr at them
-reduction in time needed to form up "good" fleets. Increasing the pool of pilots who can fly in the fleets that require more numbers should reduce form-up times
-FC bonus would allow veteran FC's to not loose on isk/hr by running with the noobs
-dividing players by skills, thus allowing proper control of rewards and away from the, regular fleet makes 40m/hr ISN makes 140m/hr

I'm sure there would be further impact of these changes but I think this would be a big step in the right direction.

tl;dr

Things are broken the way they are now and instead of trying to cover it up with a band-aid that will soon be painfully ripped off by psychotic, ocd eve spreadsheet junkies at the expense of the casual players more innovative solutions need to be examined.


Thanks for the feedback :) The issue of what CCP see Incursions as - I answered on page 2 :)

♥ CCP Affinity ♥

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Game Designer for EVE Online

Team Astro Sparkle

TriadSte
The Scope
Gallente Federation
#128 - 2012-05-11 11:04:49 UTC
In my opinion, you said your talking to key figures within the community but Eve is not about the single person. You should listen to everybodys points and take them on board? For example speaking to Ronin is all well and good but have you spoken to LadyTomohawk? he is a key figure head within Incursions.

Incursions went from good to awful the change was far far too drastic.

Work load increased exponentially for a far less ISK LP reward. The reason you did this was because of all the null sec alliance whine bags...whining. You know thats true?

The biggest playerbase and therefore largest paying percentage of EVE players are highsec based yet your determined to take everything away from empire players.

There is a great saying here for this situation - Don't bite the hand that feeds you.

If you continue to take everything decent from empire you will lose subs and plex sales, an awful lot of them.

What percentage of Incursions are being done now compared to before the change? How long are the MOMS staying up?

I think those figures will speak for themselves

[and I dont even live or fly in empire]
CCP Affinity
C C P
C C P Alliance
#129 - 2012-05-11 11:09:05 UTC
TriadSte wrote:
In my opinion, you said your talking to key figures within the community but Eve is not about the single person. You should listen to everybodys points and take them on board? For example speaking to Ronin is all well and good but have you spoken to LadyTomohawk? he is a key figure head within Incursions.

Incursions went from good to awful the change was far far too drastic.

Work load increased exponentially for a far less ISK LP reward. The reason you did this was because of all the null sec alliance whine bags...whining. You know thats true?

The biggest playerbase and therefore largest paying percentage of EVE players are highsec based yet your determined to take everything away from empire players.

There is a great saying here for this situation - Don't bite the hand that feeds you.

If you continue to take everything decent from empire you will lose subs and plex sales, an awful lot of them.

What percentage of Incursions are being done now compared to before the change? How long are the MOMS staying up?

I think those figures will speak for themselves

[and I dont even live or fly in empire]


That is why I am also on the forums - reading everything and replying. I am only 1 person, I cannot possibly talk individually to every single person in the Incursion Community but I have spoken to quite a few and am making myself available on the forums and anyone is welcome to EVE mail me. I think you could benefit from reading through the thread again to see that we are aware of the issues and we do plan to do something about it.

♥ CCP Affinity ♥

Follow me on Twitter

Game Designer for EVE Online

Team Astro Sparkle

TriadSte
The Scope
Gallente Federation
#130 - 2012-05-11 11:12:40 UTC
Thank you for your reponse =D Ill take some time to read this properly after lunch.
CCP Affinity
C C P
C C P Alliance
#131 - 2012-05-11 11:26:57 UTC
Keep the discussion on topic - short term fixes

♥ CCP Affinity ♥

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Team Astro Sparkle

Roime
Mea Culpa.
Shadow Cartel
#132 - 2012-05-11 11:35:51 UTC
Best, and only fix needed is to make Sansha-controlled systems low security space for the duration of the incursion. This is perfectly in line with the backstory, and also balances the risk vs reward.

.

Kodavor
Iz Doge Korp .
#133 - 2012-05-11 11:43:31 UTC
CCP Affinity wrote:
Xorv wrote:
CCP Affinity wrote:

I'm not convinced removing concord is something I want to do ;) Definitely not for the short term june/july fix and probably not long term either. However, keep your suggestions and feedback coming, want to get as much as possible.


So how are your going to balance High Sec Incursions benefit of being largely risk free due to CONCORD protection with Income sources from other areas of the game, Low Sec, Null and WH space that have no such security? Surely this would require further nerfs to High Sec Incursion income, not reversals of the recent moderate nerfs?


That is a discussion we will have at a later date - a change as drastic as removing CONCORD is not one I would take lightly and definitely not for the short-term fixes this thread is about. After we have those out of the way I will start a long-term re-design thread and we can pick this topic back up.

Pseudo Ucksth
Camellia Void Cartographics
#134 - 2012-05-11 11:53:22 UTC  |  Edited by: Pseudo Ucksth
If you're only looking for ~short term fixes~ then it's easiest just to talk numbers.

Let's balance the isk/hr around 100m/hr at the 1.0 payout factor.

Payout factors:

Highsec: ISK 0.6, LP 0.6
Lowsec: ISK 1.0, LP 1.0
Nullsec: ISK 1.0, LP 0.8

Also, lower the overall base LP payout across the board. Concord LP is single-handedly crashing the Hardwiring market, as it is not unheard of for highsec pilots to bring in 900k LP per incursion, even with the reduced payout factor. That is insane considering how relatively cheap the 5%/+4 implants are. We want low and nullsec incursions to be more desireable. We /want/ competition in lowsec. Let Incursions become an anchor for the dying art of lowsec PvP

That's all I can really come up with that could be implimented on the short term. Everything else you have already heard from our representatives and our CSM.

oh seven, meight.
Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#135 - 2012-05-11 11:57:42 UTC
Pseudo Ucksth wrote:
If you're only looking for ~short term fixes~ then it's easiest just to talk numbers.

Let's balance the isk/hr around 100m/hr at the 1.0 payout factor.

Payout factors:

Highsec: ISK 0.6, LP 0.6
Lowsec: ISK 1.0, LP 1.0
Nullsec: ISK 1.0, LP 0.8

Also, lower the overall base LP payout across the board. Concord LP is single-handedly crashing the Hardwiring market, as it is not unheard of for highsec pilots to bring in 900k LP per incursion, even with the reduced payout factor. That is insane considering how relatively cheap the 5%/+4 implants are.

That's all I can really come up with that could be implimented on the short term. Everything else you have already heard from our representatives and our CSM.

oh seven, meight.


900k lp?

avg was around 300k for the top earner and 100k for the avg joe, i'd rather see isk pwned and lp go up as they drain isk out of the economy rather than adding
Herr Ronin
Brutor Tribe
Minmatar Republic
#136 - 2012-05-11 12:11:36 UTC
Asmodes Reynolds wrote:
The best, and only solution that I can see to this problem is to compromise: I proposed two options:

#1. For high-sec incursions Suspend Concorde/faction police response in incursion systems, while leaving all the rest of the penalties (sec status, GCC, ), and make them function exactly the same as low sec/null sec but a minor difference in pay out somewhere between 90-100% of what you would get in low-sec.

This would add virtually the same risk but still allow for additional safety (do to the one hit kill guns on stations and Gates) and you can give one of the fancy messages saying that Concorde will not protect you when you try and jump into the Consolation.

#2: the high-sec incursions as they are currently, as far as payouts are concerned

-Reduce Concorde's response to the point that they can be tanked, with a reasonable amount of logistics (old Concorde -Someone remind me which patch that changed that.. it's been too long. The rest of Concorde is busy trying to defend the surrounding area and they can't ask for more support ships because of the system being jammed. If the fluff is what you're concerned about.

- This would allow there to be a measurable amount of risk in comparison to the low sec/null sec counterparts, while still giving a reasonable of amount of additional safety. While still allowing up a determined and well organized player force to disrupt operations. (To keep servers from crashing limit the amount of NPC's that can spawn in the system at one time.)

- give a fancy message when people try and jump into hi sec incursion system about the reduced presence of Concorde

Both options, would allow incursions to become a True event with far-reaching consequences (trade routes would have to be redirected . Depending on where the incursion spawned possibly cutting off safe access whole sections of hi sec from each other. Crating interesting short-term market/industrial Opportunities for quick acting opportunistic player.

I personally think option #2 would be the more dynamic and balanced option, I believe was a little bit of tweaking, you could reasonably balance the risk versus reward situation. While Creating creating interesting and dynamic environment that can be found nowhere else in the in the universe.



I can see where you are going with this, But it is just a silly idea, Are you aware how much people fly on there ship's if this did happen in High sec, The amount of Gankers in the Incursion area's would be insane, Meaning you would get ganked in your PVE Ship due to the time of Concord getting to you.

Its a good idea, But it just wont work in the long run, I for one will not fly my Vindi if that happens.

I'll Race You For A Amburhgear

Daneel Trevize
Give my 11percent back
#137 - 2012-05-11 12:33:56 UTC  |  Edited by: Daneel Trevize
Just posting a point to make sure it's clear:
There's no advantage and several issues with making an FC or Fleet Boss bonus payout.

In my experience the people in these positions in the fleet are there for mechanical reasons. The FC will be someone with leaderships skills to pass the bonuses, often also the off grid ganglink ship, and an alt of someone who may or may not be currently flying in sites. The boss is often the true FC and who's formed/sustained the fleet as well as calling their actions atm, but this can change if multiple people are helping, and if they disconnect it goes to someone random.
If your booster or waitlist members are afk in system, you don't want everyone to immediately have to drop fleet just to correct the boss position, losing fleet join & chat history, and ganglinks until they can rejoin fleet.

In the blitz group I ran with, we tried to make a community point of tipping the FC, the booster alt, the ore-dropper on an hourly rate. I see no real issue with leaving this as a social problem for people to handle, rather than attempted to be enforced by game mechanics.

If people aren't willing to tip, they can be noted by those in receiving positions, and suffer player-driven consequences.

Also how to chose a pay rate? In very public fleets, the FC may be doing far more work to keep alive and get the most from his inexperienced members. In well-oiled fleets, many are capable of taking the FC role and are acting mostly without instruction when not, and advising on things like contests vs specific compositions & wreck counts. Again, using fleet join time mechanics and the thing almost runs itself/as a group effort.
Jenn aSide
Soul Machines
The Initiative.
#138 - 2012-05-11 13:53:16 UTC  |  Edited by: Jenn aSide
CCP Affinity wrote:
Keep the discussion on topic - short term fixes


This seems to suggest that there needs to be a fix.

With people in shiney ship organized "communities" adapting to the situaiton already, STILL pulling in 100 mil an hour, any "fix" bears a high risk of simply reverting to the protected high sec super shiney isk printing that you were trying to fix in the 1st place.

That's what happened with null sec anomalies, you guys "fixed" them to the point where people fled to the (at the time insane) high sec incursions, only to re-fix them into the (in the case of forsaken hubs) super titan isk prining machines. It's ok now because of the titan nerf....now it's super carriers in those anoms lol.

(Side note, the occaisional NPC Interdictors in null sec anoms triggered randomly by the entry of a super cap might be a good idea, pass it on :) )

I know incursions are not perfect as is, but please tread carefully (and i'm sorry, talking with members of a farming community isn't all you should be doing, eve is one game, not a series of "special interests", you should think about non-incursion folks too), especially with regards to the high sec incursions. The goal should be to encourage people to places other than high sec (where consumption good for the economy happens), not giving them incentive to stay there or flock back to it.
xVx dreadnaught
modro
The Initiative.
#139 - 2012-05-11 14:00:46 UTC  |  Edited by: xVx dreadnaught
CCP Affinity wrote:
Keep the discussion on topic - short term fixes


1. Reduce the NCN pockets from 3 to 2 and allow Command ships into both sides of the acceleration gate.

2. Make hacking despawn Mara's and Niarja's also make it mandatory to complete OTA's (or continuous waves spawn after the 3rd wave is down) and move the Logistics Array to within 50km of the warp in point of the site.

3. Move the warp in point on NMC's 20Km deeper into the pocket so it's closer to the station and Asteroid as well as the NPC.

4. Reduce the number of Romi in OCF from 4 - 2, most fleets don't kill all the Romi anyway, once the cans dropped for the Civi's the rest are left. It seems just a pointless waist of time to have so many Romi, to kill and hope the can spawns.

5. Move the gates in the TPPH sites 10km closer together and remove all armor and structure hit points on the station.
Daneel Trevize
Give my 11percent back
#140 - 2012-05-11 14:01:54 UTC
@Jenn aSide
3/4 races are reasonable to armour-tank. Armour-tanking fleets must be viable, sites & site classes should permit those with spare midslots to rival those with spare lowslots. Just because pirate faction shield BSs can pull in a decent rate, doesn't mean everyone else should be ignored, but instead a spectrum of efficiency ensured.