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Incursions need to be tweaked

Author
carmelos53
Federal Navy Academy
Gallente Federation
#1 - 2011-10-08 03:57:11 UTC
I know that everyone has an opinion but most people troll so I'm offering ccp facts instead in the hopes that something eventually changes.

- over 98% of high sec incursion.isk is made by vanguard farming
- fact vanguards are the most isk/hour in incursions
- there is almost zero risk for pilots who fly vans with a veteran fleet
- ncn assault types give fleets the worst isk/hour ratio period

Now my personal opinion on why the above facts should force a change:
If there are 120+ pilots per vanguard system than obviously something is wrong here. To much isk is being made from vans in high sec in relation to the risk. Honestly vanguards shoudnlt be the end goal of incursion runners, hqs should be. Assaults and hqs need to be buffered isk wise or vans need to be nuked. Why would anyone want to run 2.5 assaults in an hour for 18.5milx2 when they can farm vans for 130mil/h.

Ccp needs to encourage the bigger fleets to form, to take those risks to earn more isk/hour and (hate me if you will) actually create ship loss.
Goose99
#2 - 2011-10-08 04:24:30 UTC  |  Edited by: Goose99
carmelos53 wrote:
I know that everyone has an opinion but most people troll so I'm offering ccp facts instead in the hopes that something eventually changes.

- over 98% of high sec incursion.isk is made by vanguard farming
- fact vanguards are the most isk/hour in incursions
- there is almost zero risk for pilots who fly vans with a veteran fleet
- ncn assault types give fleets the worst isk/hour ratio period

Now my personal opinion on why the above facts should force a change:
If there are 120+ pilots per vanguard system than obviously something is wrong here. To much isk is being made from vans in high sec in relation to the risk. Honestly vanguards shoudnlt be the end goal of incursion runners, hqs should be. Assaults and hqs need to be buffered isk wise or vans need to be nuked. Why would anyone want to run 2.5 assaults in an hour for 18.5milx2 when they can farm vans for 130mil/h.

Ccp needs to encourage the bigger fleets to form, to take those risks to earn more isk/hour and (hate me if you will) actually create ship loss.


It's not that vanguards pay too much, but rather that 10 man fleets are easy to form. Forming fleet is the most time consuming part. It's easy to take 10 mil every 5 minutes out of context, until you factor in the hour waiting time. Larger fleets just aren't worth the effort to form... or maintain, as people leaves midway.

Instead of being butthurt over vgs, suggest a fleet finder that's not useless, and improve highsec game mechanics so people are not paranoid in large pugs from safety concerns.
Isan'na
Ministry of War
Amarr Empire
#3 - 2011-10-08 09:48:38 UTC  |  Edited by: Isan'na
It also has to do with the increased risk of running the HQ sites - in a Vanguard, there is literally zero chance of being alpha'd before logi can react unless your logi has a lag spike/dc's, and even that is survivable with forethought. Then toss into the mix that you can complete Vanguards so much faster that you make MORE profit even if you somehow managed to pull together an equally shiny - but larger - fleet, and it just isn't worth the effort for the people in it for the isk. And that's not factoring fleet formation times.

Edit for clarity: My point is, even if you fixed those things, the current risk/reward/difficulty scheme is so out of whack that Vanguards would still be king.
Jackk Hammer
MinnieZ
#4 - 2011-10-08 11:38:37 UTC
It is obvious they make too much isk per hour when you compare to lvl5s, sanctums and even c3-4 wormholes.

High sec incursions need to be nerfed down so you make slightly more lp and liquid isk per hour than lvl4 missions.

If it is fair then put 10/10s, lvl5s etc all in high sec too and how about c3/4 wormholes not taking forever to respawn so they are just as consistent money makers.
Ammzi
Dreddit
Test Alliance Please Ignore
#5 - 2011-10-08 11:46:33 UTC
Kara Books wrote:
Umad?


Wow Kara, you wrote a wall of text and decided to delete it all and replace it with u mad?
Hahah weird.

But anyway. Your numbers were wrong. 3 fleets in a vanguard system and you can still earn 100 m/isk an hour, not even calculating LP which adds another 20-30 m.

And he IS posting with this main (or one that he frequently uses).

But in the end I still agree. Assault and headquarter sites need a buff. That is for sure.
We all like doing the bigger sites with a larger fleet that requires more coordination because the risk is higher and thereby the fun factor as well.
There's nothing like comms when they get totally silence because a nightmare pilot was screaming for shields, did he pop or not? Big smile

But... when the income is less well meh ...
I am aware that the higher sites generate more LP than isk, but the prices on Concord LP is just not worth it.
Kara Books
Deal with IT.
#6 - 2011-10-08 11:50:18 UTC
A post like this, to me at-least looks like a trolling attempt... I was hoping to see him reply with an alt at-least...

The biggest clue:
1 man corp.
Frooth
Caldari Provisions
Caldari State
#7 - 2011-10-08 11:53:00 UTC
Dont nerf them make them harder.

or wai

meby

u should try flying 2 logi and go do DDD on a OTA.

PS.
All ure sites belong to ''SSN''
PPS
All VG sites then because we obv dont care about Assaults.HQ,Momz
Esperio Ferver
Perkone
Caldari State
#8 - 2011-10-08 13:08:49 UTC
Esperio Ferver wrote:
the only thing that needs to change is making vanguards have less of an effect on constellation control. That way fleets running Assaults and HQs would be more difficult, and more necessary, as you cant farm VGs at high constellation control (well you can, its just harder. which is probably a good thing.)

nobody these days would ever dare to run an NCN at 100%, imagine if you had to for it to be possible to reduce control.

Maybe have it so that:
VGs can reduce control up to 5%. 100s of sites run to achieve this.
Assaults car reduce 40% 100 sites to do this.
HQ sites must be run to chip into their 55% of the control.

control should be hard to reduce and fleets should feel accomplished in doing their part to reduce it.


thats what i think.
Also, the fleets that make that much isk have put in large amounts of organizational effort, have highly skilled characters, and have significant isk invested. If you dont have all of those things going for you (and at least most of your fleet), you make a whole lot less running even VGs.
Ammzi
Dreddit
Test Alliance Please Ignore
#9 - 2011-10-08 13:09:11 UTC
Kara Books wrote:
A post like this, to me at-least looks like a trolling attempt... I was hoping to see him reply with an alt at-least...

The biggest clue:
1 man corp.


Probably for wardeccing purposes.
An incursion FC and one who handles the blacklist is frequent victim of wardecs :)
Kadeyoo
Viziam
Amarr Empire
#10 - 2011-10-08 15:22:17 UTC
Not only should assault and HQ even more so be more profitable (as per more difficult t organize and far higher risk), but Vanguard income should be drastically reduced.

Being in one of the more prominent T3 fleets all the time I rarely lose a contest, and doing nothing but NCOs is practically risk free. And yet I get the highest stable income in the game. While I love getting richer and richer every day, it's also somewhat ridiculous.

Jackk Hammer:

Your comparison with level 4 missions is ridiculous. Just look at the type of fleets that are required to run Vanguard incursions.

You can comfortably solo L4 missions in a solo Drake (!).
You can comfortably solo L5 missions in a solo Tengu.

Good luck surviving longer than 20s in a solo Tengu in a Vanguard site - or a drake.

So the higher income is justified in that you get warp scrammed, webbed to crap, you have extreme problems projecting your damage (especially for missile boats - hah!) receive insane amounts of damage, and even a frigate has a higher tank than most L4 battleships - while doing many times more damage compared to them as well.

The incursions vs other content ratio is somewhat fine. But the incursion sites dont scale with increasing size/difficulty - that is the problem.
Goose99
#11 - 2011-10-08 16:31:39 UTC
Kadeyoo wrote:
Not only should assault and HQ even more so be more profitable (as per more difficult t organize and far higher risk), but Vanguard income should be drastically reduced.

Being in one of the more prominent T3 fleets all the time I rarely lose a contest, and doing nothing but NCOs is practically risk free. And yet I get the highest stable income in the game. While I love getting richer and richer every day, it's also somewhat ridiculous.

Jackk Hammer:

Your comparison with level 4 missions is ridiculous. Just look at the type of fleets that are required to run Vanguard incursions.

You can comfortably solo L4 missions in a solo Drake (!).
You can comfortably solo L5 missions in a solo Tengu.

Good luck surviving longer than 20s in a solo Tengu in a Vanguard site - or a drake.

So the higher income is justified in that you get warp scrammed, webbed to crap, you have extreme problems projecting your damage (especially for missile boats - hah!) receive insane amounts of damage, and even a frigate has a higher tank than most L4 battleships - while doing many times more damage compared to them as well.

The incursions vs other content ratio is somewhat fine. But the incursion sites dont scale with increasing size/difficulty - that is the problem.

Give nco rats more ehp and bigger sig, problem solved. You exploiting a loophole means said loophole should be filled, instead of resetting the bar to screw everyone else even more and make your comparative advantage bigger.Roll
Feligast
Brutor Tribe
Minmatar Republic
#12 - 2011-10-08 19:34:11 UTC
carmelos53 wrote:
facts

- over 98% of high sec incursion.isk is made by vanguard farming
- fact vanguards are the most isk/hour in incursions
- there is almost zero risk for pilots who fly vans with a veteran fleet
- ncn assault types give fleets the worst isk/hour ratio period


You left one out

- 93.452% of all statistics used are made up out of thin air to add a basis for a bullshit argument

There.
Aqriue
Center for Advanced Studies
Gallente Federation
#13 - 2011-10-08 19:43:57 UTC
Vanguards need to be made

-soloable with only 7 days worth of random newb skills, even science 3 and mining 1 would work.
-agent requested
-instance WH, no one else can enter
-simple point and click shoot a weak target
-pay 5x what it currently makes
-move level 5 and 10/10 to highsec but dumb down to level 1 damage wiith the suggested payouts above

BAM! Done, entire game is ruined and buffed at the same time. We get more pissing and moaning on the forums to nerf Vanguards again while at the same time putting out an incredible income stream so everyone can just **** away ships without actually loosing something while at the same time getting rid of market skills and everything is now NPC seeded. You get rid of all the risk, everyone gets all the reward! Win = Win for everyone! *\o/*
Marcus Gideon
Triglavian Assembly
#14 - 2011-10-08 21:11:10 UTC  |  Edited by: Marcus Gideon
Aqriue wrote:
Vanguards need to be made

-soloable with only 7 days worth of random newb skills, even science 3 and mining 1 would work.
-agent requested
-instance WH, no one else can enter
-simple point and click shoot a weak target
-pay 5x what it currently makes
-move level 5 and 10/10 to highsec but dumb down to level 1 damage wiith the suggested payouts above

BAM! Done, entire game is ruined and buffed at the same time. We get more pissing and moaning on the forums to nerf Vanguards again while at the same time putting out an incredible income stream so everyone can just **** away ships without actually loosing something while at the same time getting rid of market skills and everything is now NPC seeded. You get rid of all the risk, everyone gets all the reward! Win = Win for everyone! *\o/*

This sounds familiar...

Kinda like when I took my C3 solo'ing Legion and went to grind standings with a new corp. L1s are easy as pie with Conflag and Scorch Lol
Jackk Hammer
MinnieZ
#15 - 2011-10-09 00:46:26 UTC
I'm not saying you shouldn't make good isk doing incursions. Just there should be a much lower amount of vanguards in high sec or perhaps create some lower quality versions that pay out a bit lower.
Marcus Gideon
Triglavian Assembly
#16 - 2011-10-09 01:07:22 UTC
I do agree, VGs are the most ran. The smaller fleets are easier to gather, and easier to maintain. The sites don't take nearly as long as the higher level. And the pay is great for what little time it takes.

The problem encountered, as already described, is having 150+ in local competing for 3-4 sites up at a time.

One solution I had thought of, was to change the solar system mechanic. Rather than saying "This solar system is Vanguard class" or whatever... just have varying spawns throughout the entire constellation. For any given system, there could be VG, assault, and HQs up at the same time. And then it would add some randomness to where the Mom spawns as well.

That way, fleets could distribute throughout the constellation evenly, competing for sites as they spawn rather than gang raping the 2-3 systems that are guaranteed to have VGs.
Cambarus
The Baros Syndicate
#17 - 2011-10-09 01:48:00 UTC
As far as the balance between systems goes: it absolutely needs to get balanced so that people have an incentive to run hq/assault fleets for reasons other than just proving that they CAN. Assaults and HQs should be the GOAL, with vanguards being run by people who can't get the numbers for the better sites.

As far as payouts go: the irony here is that the only REAL problem with incursions' payouts is that there's no way to force them to spawn in certain nullsec areas. Think about it, rewarding people for working together with higher isk/hour (hint: if you're making 100+mil/hour in incursions, you're most likely in a ship that would be pulling in 60-70 doing lvl 4s) is a GOOD thing, the perceived balance issues stem from the fact that due to the randomness of incursions, most nullsec alliances don't have the option of running them for any extended amount of time. Not only is the payout on incursions increased by ~43%, without the absurd amount of competition you can easily just take a zealot fleet out, run NCOs for a few hours, and pull nearly 300mil/hour/person. Incursions are literally the only thing in the game that's WELL balanced wrt high vs low/null, the ONLY problem being that you can't actually CHOOSE when to run them in null, which IMO should be changed.
Sturmwolke
#18 - 2011-10-09 02:49:50 UTC  |  Edited by: Sturmwolke
The real reason behind OP's posting is likely from either being burned out by vanguards or getting tired of all the competitions going on in vanguards in a crowded system.
I'm betting the latter. Big smile

No, I would actually strongly disagree at buffing* Assaults and HQs. The solution isn't always a straight forward "increase the reward" and let the players sort themselves out. Not only it impacts highsec incursions, but lowsec and null as well. The latter two have their own ecosystem in terms of isk making activities, just like highsec - there will be a ripple effect.

(*Good game design practice always look at more nerf-down than buff-up. This mitigates the eventual power-creep that will require more balancing down the road.
Player inputs are always inherently biased)

Look at the incursion scene right now, then peer back a few months ago. Notice any difference in the level of adaptation?
Given time, in any game or MMOs, puzzles or tasks will be solved/accomplished by players in the most efficient way possible (within the realm of the game mechanics).

There's really no denying that vanguards constitute the majority of isk income source for most incursions runners, but instead of looking at it from the narrow angle of isk/hr, look at the other factors that contributes to its popularity from a player perspective:

* typical preferred ship are T3 cruiser hulls (aside from the faction BS) - easy to transport
* fittings are uniform, close range high damage - maximum damage, shortens completion time
* quick to form a vanguard fleet - less hassle as fittings are uniform, beginner friendly and easy fleet management
* casual friendly - easy come, easy go.
* more FCs - as vanguard sites are fairly easy to learn and manage.
* simple logi management - don't have to deal with complicated cap chains.
* more mobile fleet - by virtue of size and composition.
* quick site completion - sub 5mins or less (for experienced fleets).

Now compare that to (non-isk) factors that make Assault/HQs unpopular:

* majority BS hulls - pain in the ass to move
* non-uniform fittings - need T3 fast boats, mid-range dps and snipers
* slow forming fleet - finding the right mix of T3/mid-range/sniper, several refits needed
* non-casual friendly - all the above (and more) takes time.
* very few FC - moderately complicated, learning is done by doing.
* proper logi management critical - 1U1D or 2D cap chain management, needs a logi commander.
* big fleet - you're bound to get a few stragglers
* site completions takes anywhere between 10-20mins, probably 20-60mins for NCN & TCRC if things don't go well.

For the average players all those factors matter, depending on their personal inclines. Isk/hr isn't necessarily the primary driving force behind their motivations. It's a pie with isk/hr taking a large chunk, while the rest are taken up by the others. Why do you think the majority of EVE players are Empire dwellers? Think about it.

Back to topic, the major issue with vanguards that allow 120mil isk/hr (or above) are the NCOs, and to a lesser extent the OTAs (after they patched it). The NMCs take an average 4-6mins to complete per site, and this more or less falls within the average income range . However, I've seen some novel ways where players shorten NMCs completion by using an alt in a blockade runner. The accel gate allow list for NMCs might need some re-evaluation Twisted

The simplest and easiest fix (with little collateral impact) is to adjust the completion time for NCO/OTAs to fall within whats needed.
How CCP may do this, can be left to the imagination. The same trick can be applied to Assault/HQ sites as well for the same reasons.
If you're having a hard time grasp this picture, think everyday groceries - nowadays you get less for the same price, many consumers hardly notice this sleight of hand.
They're however more sensitive to price changes.

Finally, at the same time, they also need to address some of the teething issues that makes it harder for players to form large incursion public fleets.
Plenty of fixes pop to mind, but that's really off topic.
Velvet Eva
Be Nice Inc.
Prismatic Legion
#19 - 2011-10-09 03:38:55 UTC
Slighty unrelated - how difficult are these Vanguard sites compared to WH C5 anomalies? I live in a C5 myself and would like some info on how incursions are compared to what I'm currently doing.

Preferably by someone who has done both with the same people.
Goose99
#20 - 2011-10-09 03:43:29 UTC
Velvet Eva wrote:
Slighty unrelated - how difficult are these Vanguard sites compared to WH C5 anomalies? I live in a C5 myself and would like some info on how incursions are compared to what I'm currently doing.

Preferably by someone who has done both with the same people.


Easier in the sense that dps is lower. Harder in the sense that you're limited to BS and cruiser logi.
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