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incursions are slowly killing off LP store profits

First post
Author
CCP Phantom
C C P
C C P Alliance
#21 - 2011-10-18 15:27:59 UTC
Thread cleaned from off topic replies.

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CCP Phantom - Senior Community Developer

CCP Dropbear
C C P
C C P Alliance
#22 - 2011-10-18 23:23:40 UTC
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.
Ammzi
Dreddit
Test Alliance Please Ignore
#23 - 2011-10-18 23:57:25 UTC
CCP Dropbear wrote:


Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.


One could argue this was caused by higher rewards in Incursions vs. Missions.
That said, it was your initial intention as well; for Incursion not only to compete with missions, but efficiently beating it.

XXSketchxx
Sniggerdly
Pandemic Legion
#24 - 2011-10-19 00:03:12 UTC
CCP Dropbear wrote:
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.


Whats your feeling on 100mil/hr isk rates in high sec?
Mocam
Aliastra
Gallente Federation
#25 - 2011-10-19 00:44:12 UTC
Ammzi wrote:
To the above Mocam,

Goose unfortunately took my words out of context as well. This is the full quote.


Ammzi wrote:
Uh uh!! I just found the golden egg.
Quoting soundwave here:

"We purposely made this very rewarding. We didn't want a situation where agent missions f.x. were out competing this feature.
We did raise the bar relatively high, it is possible to earn a load of isk with this, but that was also the intention when we wrote the reward list. "

39 min. 00 seconds.

http://www.youtube.com/watch?v=XCf6pXHBFRM

In other words, rewards in incursions. Working as intended.
Vanguards being most popular, NOT working as intended. According to CCP statements. Smile



Large group rewards being 20/40/80. I don't recall ANY PVE in eve being that large. C6 sites are inbetween vanguards and assaults.
I don't understand your "competitive PVP failure here"? PvP isn't something you come across every day in highsec incursions, but they do exist in form of wardecs, aggro mechanism, kill rights and ganking ships.
However PVP in Lowsec incursion constellation you will find every day, and even better. Without all the annoying capital deployment. :D Subcap pvp ftw!!

Being completed too fast is the reason we've established the agreements in highsec so everyone, anywhere at anytime in New Eden have the opportunity to come join us and kick Sansha-ass with us.
Again it is also a very logical move for almost everyone, there's an incentive to keep the incursions up. However much I dislike this it is the only possibility currently for incursions to last more than 4-6 hours.... (except pocket incursions that might be able to last a day if it's the only existing highsec incursion).

I'd much rather see CCP implement a dynamic influence gain like I've discussed earlier in general discussions forum. An intelligent one that doesn't just remain static throughout the entire week, but perhaps is a bit tougher to get to 100 % in the weekend, while being easier to pump up in the weekdays. Also hopefully one that would rise slowly in the timeperiod of let's say 2 days or so.


Know what it's like to go through a video for over an hour pulling time marks and bullets from it to have it removed as off-topic? lol -- teaches me for replying to a "working as intended" snippet...

There are other small group content sites in the game - higher level plexes -- the 8/10's through 10/10's do take a gang to do them. Whereas it is possible to do many of them with a fairly small crew, it is also possible for a smaller crew to do VG's - it's just not as rewarding for smaller groups vs plex running.

To try and reiterate my summary on the point:

- I don't think Vanguards need their value reduced.
- I do think the farming of them needs to be prevented in highsec. (low/null = ok - risks involved)
- I think that the higher level incursions could use a buff to encourage more participation in those. (LARGE scale PvE)
- I also think that the LP conversions across factions needs to be revisited. That's an issue.
Goose99
#26 - 2011-10-19 00:48:41 UTC
XXSketchxx wrote:
CCP Dropbear wrote:
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.


Whats your feeling on 100mil/hr isk rates in high sec?


Working as intended. Learn to read.
Noopy Nemra
#27 - 2011-10-19 00:59:07 UTC
Mocam wrote:
...
- I do think the farming of them needs to be prevented in highsec. (low/null = ok - risks involved)
- I think that the higher level incursions could use a buff to encourage more participation in those. (LARGE scale PvE)


What about limiting the number of each incursion site type that a party could participate in during a 24 hour period. That might cause people to farm up the chain, that is, run their limit of vanguards then move to larger types. It would also let some of the 'lower level' players get into the game rather than being shut out, as some have argued they are now.

Dons asbestos.
Goose99
#28 - 2011-10-19 01:19:33 UTC  |  Edited by: Goose99
Noopy Nemra wrote:
Mocam wrote:
...
- I do think the farming of them needs to be prevented in highsec. (low/null = ok - risks involved)
- I think that the higher level incursions could use a buff to encourage more participation in those. (LARGE scale PvE)


What about limiting the number of each incursion site type that a party could participate in during a 24 hour period. That might cause people to farm up the chain, that is, run their limit of vanguards then move to larger types. It would also let some of the 'lower level' players get into the game rather than being shut out, as some have argued they are now.

Dons asbestos.


It would move them back home to whatever they were doing before.

With fleet finder and Eve gank mechanics the way it is, forming larger fleets is not viable, period. There aren't any FCs motivated enough to put in the time and effort.

Mmos where this kind of large pug actually works have 2 features:
1) No involuntary gank allowed - removes the paranoia of being in large group of strangers.
2) Efficient pug mechanism - easily viewable skill/equip, efficient queues, easy selection.

Don't want to do what it takes? There won't be large groups forming on a regular basis, simple as that. Don't hate the players, hate the game.Cool
XXSketchxx
Sniggerdly
Pandemic Legion
#29 - 2011-10-19 01:31:39 UTC
Goose99 wrote:
XXSketchxx wrote:
CCP Dropbear wrote:
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.


Whats your feeling on 100mil/hr isk rates in high sec?


Working as intended. Learn to read.


Sweet troll bro.

Pretty sure he never specifically said "100mil/hr isk is exactly what we wanted."
Spineker
#30 - 2011-10-19 01:39:33 UTC
CCP Dropbear wrote:
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.



Stop trying to force my mindset in any direction has CCP not learned yet? I see at least 15k less players online after the last year or so of "get people out of thier mindset".

What part of open ended game has not made sense to CCP devs yet? I don't want you pushing me in any direction and if you think you will by nerfing missions or some other aspect of "mindset control" well I have played since beta but really the force thing is really pissing me off and rather tired of it. You try to create incentive but use a bat on other players to force them down a road you think should be fun. I don't group at all in Eve and most likely will not anytime soon outside of a Corp.
Ammzi
Dreddit
Test Alliance Please Ignore
#31 - 2011-10-19 01:57:54 UTC
Mocam wrote:

Know what it's like to go through a video for over an hour pulling time marks and bullets from it to have it removed as off-topic? lol -- teaches me for replying to a "working as intended" snippet...



I have no idea why it was removed. It was ... perhaps not ontopic, but mine was neither. I thought your post was well written so good job for that mate.

And I agree with your opinions. A change is needed and hopefully CCP has been following us in this thread and the few others about incursions.
Esperio Ferver
Perkone
Caldari State
#32 - 2011-10-19 02:05:59 UTC
the thing is: no one has to support your mindset, you can have it if it's supported or not, that is to say, nobody will stop you from running missions, if that is your cup of tea. why should it ever have to be the best thing?

there are people who FC larger sites successfully, and they would get better pilots and thus do them more successfully if the sites had better rewards. limiting site runs would mess with the fleet mechanics (oh i have to drop, i cant enter anymore sites today, find someone else, wtf). i am of the opinion that rewards would be slightly reduced if it was just made so that vanguards would not reduce influence, and that the sites would be riskier as well. and that would be for the better.

Any good game needs a rewarding group activity that isnt pvp, often referred to as co-op. incursions are great for that.
Fedimart
Doomheim
#33 - 2011-10-19 02:50:07 UTC
Incursions are profitable and don't require you to be a part of a huge 0.0 alliance. I think this is causing a lot of hate from the big 0.0 aliances and once they twist CCP's arm Incursions will be nerfed. Enjoy them while you can Smile
Solomar Espersei
Quality Assurance
#34 - 2011-10-19 04:44:53 UTC
The only PVP element in 90% of the Vanguard grinding is learning how to use the broadcast window to target primaries and call for reps.

Meanwhile, back in those dull old Lv4 deadspaces, we continue to provoke fights, get shot, shoot back, etc. I would say that Lv 4s offer far more in the way of "players shooting at players" (note that calling this PVP really pisses some folks off, so I'll refrain) than you'll ever see in High Sec Vanguard farming. Don't get me wrong, I think the idea of Incursions and Live Events are great ideas, but Incursions really make Lv 4s redundant and they're (Vanguards) only dangerous to the clueless.

Sure, we could still mess with your pug fleets by screwing with your Logi chain, but that got boring after a while. Logistic ships just don't drop enough cool stuff to keep us "high sec piracy" types all that excited. I'm sure the response will be a very predictable "go to Null sec, invade Low sec Incursions" etc., but the devs have clearly "boxed out" the high sec predators from Incursions. For such a profitable enterprise, that seems to be completely out of step with the overarching themes of EVE.

Just one bastard's opinion.

PS After the nerf, please come back to Lv 4s. We really miss you guys.
Lol

Quality Assurance Recruiting intrepid explorers and BlOps/Cov Ops combat enthusiasts

Aggressive Nutmeg
#35 - 2011-10-19 04:59:49 UTC
Spineker wrote:
CCP Dropbear wrote:
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.



Stop trying to force my mindset in any direction has CCP not learned yet? I see at least 15k less players online after the last year or so of "get people out of thier mindset".

What part of open ended game has not made sense to CCP devs yet? I don't want you pushing me in any direction and if you think you will by nerfing missions or some other aspect of "mindset control" well I have played since beta but really the force thing is really pissing me off and rather tired of it. You try to create incentive but use a bat on other players to force them down a road you think should be fun. I don't group at all in Eve and most likely will not anytime soon outside of a Corp.

+1

I'm sure the intentions are honourable, but nobody likes to be told how to play a game. The game is marketed as a sandbox on the FAQ page:

"You can trade to make a living, conduct mining operations, market your fighting skills as a mercenary, camp the spacelanes for profit as a pirate, conduct espionage and infiltration, focus on research and manufacturing, or perform increasingly profitable missions for NPC (non player controlled, run by the EVE system) agents. What you choose to do day by day is up to you. You can play alone, form a corporation (equivalent of clan or guild) with a close group of friends or seek entrance to any of the large player run corporations and alliances..."

If CCP's masterplan really is is to turn everyone into a pew pewer, then perhaps it should say that on the box? There's no point sucking in new players with false advertising and then trying to sell them something else in-game.

Never make eye contact with someone while eating a banana.

Steelshine
Caldari Provisions
Caldari State
#36 - 2011-10-19 08:17:21 UTC
CCP Dropbear wrote:
Cearain wrote:
We would actually need some numbers to determine if this is the case.


As far as I know we're still looking into gathering some numbers (meaning a request was filed with our awesome Research and Statistics crew, and I should follow it up!). The plan wasn't to look at LP though, but at the larger picture of overall mission and incursion completion rates. One goal behind Incursion was to get people out of their solo PvE mission runner mindset and into a group, dealing with more PvP-like scenarios (logistics, for one). Ideally, Incursions should compete with missions for income, mostly because they teach a player so much more than standalone missions ever can, and draw them into PvP much more effectively.

Tl;dr moral of the story is that the popularity and consequent economic impact of Incursions, if they're at the same time really moving people out of missions, is probably ultimately a better system than missions as the sole and primary income stream.



What about expanding the incursion concept to a few distinct tiers of difficulty vs payoff? Lower the skill/ship/coordination for the entry level, keep the middle as current incursion, and increase difficulty and reward for a higher tier.

Also could tweak anomalies into something needing 3-5ish people to do, if rewards were increased. I'd rather have to deal with getting another person or two to run a sanctum, if in the end I can make more isk in less time vs. grinding out sanctums for hours with the main risk being I get so bored I stop checking local.

aside:for a nullsec player who does pve combat for income the only thing that really beats Hi-sec incursions income rate is low-sec or null incursions. Working as intended? hi-sec incursions are much safer then the majority of 0.0 pve activities.
Kata Amentis
Sebiestor Tribe
Minmatar Republic
#37 - 2011-10-19 08:27:26 UTC
We were discussing the “incursion vs mission” topic during the incursion fleets I was a part of over last weekend.

That in itself is the point, 10+ random people chatting about all kinds of stuff. The pilots I was flying with ranged from highsec bears to nulsec alts, all used to grinding out missions for isk to support their gameplay elsewhere. The general consensus was that there were two driving forces as to why people were flocking to them.


The “easy” isk
Monetising missions can be a real pain, or at least requires some additional effort to just the running of the missions. You have to sort loot, reprocess and sell the minerals from the poor stuff, sell the good stuff. Process the LP into isk by getting tags and what not… keeping an eye on the markets and contract prices etc.

Monetising incursions is easy, kill, paid, kill, paid, kill… a fair few pilots I’ve spoken to haven’t even looked at the LP side yet, they’re happy with the pure isk.

The social side
Incursions pull together random people, put them in the same place and make them work together or die… and sometimes die anyway. Sometimes the random nature of incursions kills off a member of even a good crew, sometimes its poor piloting, sometimes the basis are just a little too drunk Blink

Missions as they stand at the moment are solo grind, the missions are stale static known entities. Losing a mission boat to the npcs is quite a feat these days. You can share missions, but the rewards are split between the mission runners and from personal experience, having 2 pilots running the same mission doesn’t usually mean twice the speed, so sharing can net a loss of rewards over time (might just be doing that wrong though Blink ).



Are the highsec incursion sites paying out too much? Are vanguards too easy? Etc.

I think there needs to be some balancing done to the incursions, too many crammed into vanguards rather than spread across assaults and hq can be a pain, but as discussed in other threads some of the affecting factors is the ease of getting vanguards together compared to other types of incursions. 10ish Logis and Dps compared to 20ish Logis, Snipers, Close Dps for assaults (more complex fleet) and however many the HQ sites need (only run a couple, but it’s the size that seemed to be a problem).
I think there needs to be some balancing of the rewards to ensure there is that incentive to push to get a larger more complex group together, but that’s for another thread…

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

TriadSte
The Scope
Gallente Federation
#38 - 2011-10-19 09:03:06 UTC
Yet again this thread is simply 0.0 nomads moaning about how much empire people earn.

They're simply jealous that there -10 sec status stops them from running them.
Lek Arthie
Doomheim
#39 - 2011-10-19 11:45:56 UTC
Where is the risk when your alliance leaders moon mine huge amounts of moon materials, which most of them keep for themselves and have you as meat shield to protect them? No risk at all, even if someone decides to try to take it, it would take maybe even a month to push one alliance out, not to mention huge amount of people to back him up days and nights with expensive ships....
Cant really see the risk, and how easy this risk materializes, and thats why we see all those numerous titans and motherships like they are t1 cruisers.... because the amount of isk generated in 0.0 is immense.
Did i mention that its almost afk money? minus a couple of times per week to fuel.... CCP even gave you JF to make fueling even easier so your leaders can generate even more without risk. Didnt see YOU complain about that.
On top of that you are in 0.0 you have upgraded systems with numerous plexes and sites and anomalies and even belt rats that you can do ALONE without the help of anyone and get all the isk for yourself, and im not mentioning the chance to get very expensive deadspace and officer mods....
Btw low sec incursions have way bigger risk than your 0.0 ones, that you do with 0.0000000000001% risk instead of 0%. Your alliance owns the space you have local and you can just wrp out when you see hostiles, and continue afterwards, where is the risk in that?....... plus full 100% rewards instead of 75% in empire.

No you dont complain about all those things, you complain because you did incursions and you realize that you cant make so much money from lp store rewards that you expected...... So you ask CCP to just nerf high sec ones so you can make more money.
You are in 0.0 you have so many advantages and so many choices to make huge money yet you whine about a way that affects empire.....

Get your facts right ignorant.

What should be nerfed first of all is moon goo, when that is nerfed, come again.
Goose99
#40 - 2011-10-19 14:22:23 UTC
Lek Arthie wrote:

What should be nerfed first of all is moon goo, when that is nerfed, come again.


^this