These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Incursions need work

First post
Author
Gantrithor105
Deep Core Mining Inc.
Caldari State
#1 - 2013-10-27 01:37:16 UTC
I have been running incursions for a very long time. I ran them for almost a year, from when incursion were live events, until I took off to null sec for a while. I came back after a year and have spent a year again running incursions. What I have seen is what Incursions were, what they are now, and where they are going.

Incursions can't simply be removed from the game. They are the only source of meta 2 capital modules and 6% implants. These items could be moved to other LP stores, or another method of earning CONCORD LP introduced, but these are time consuming projects that I believe are not worth the effort.

When Incursions were new, we all had a lot of fun grinding the influence bar down, forming a mothership fleet out of Incursion local, and moving on to the next incursion. It was great fun, and we all earned a lot of isk when we were flying. An effort was made to consolidate all the small groups together into larger communities, based around BTL, and TDF, for shield and armor fleets respectively. Groups began running headquarters consistently, and more and more people came into incursion communities. Even when Headquarters communities became a thing, the incursion population was small compared to it's current size.

Fast forward to the present day. There are several headquarters communities, and a vast number of vanguard communities, and almost no one runs assaults because they're still kinda broken. Even null sec corporations will form up vanguard fleets and make isk on occasion.

When incursions first started it took several hours to fight down the influence. Most of the communities that did this came together to clear the incursion, and moved on to the next. There were so few of us running that we seldom ran out of incursions. There are now so many players running incursions that when a fresh incursion spawns if no others are up, the bar is fully blue in less than 2 hours. There are usually 4, sometimes 5 fleets running headquarters sites in the EUTZ, and 2 or 3 in USTZ. If all the communities are in a single incursion, the system respawns and the rate at which they respawn can not support the fleets running without contests occurring. I am not saying this needs to be changed, I am simply stating fact.

Incursions are no longer about fighting the sansha, they are about fighting the clock, and fighting other communities. When one of the headquarters fleets gets mad at another, they close the mothership, and shut the isk making down. Incursions are about printing isk as fast as possible, they have been figured out to the point that a fleet can carry several players who should not and could not be there when incursions first started. Some incursion runners invest so much in their ships that their fits are more expensive than the fit on my mothership. All of this is done in the name of clearing sites as fast as possible. This was not what incursions were about in the beginning.

I recently ran a null sec incursion with my alliance. it took over a day to blue the bar, and we lost more than a few ships. However, we all had a good time, and when the bar was blue, we formed a mothership fleet, cleared the incursion, and everyone cheered. It reminded me of the days in the beginning. The influence was something to be fought and an achievement when cleared. The bar is a formality now, with many communities not even forming until it is clear.

Some communities as of late have taken to closing incursions as a way to 'penalize' other communities, often for simply contesting a site. Contesting is a valid game mechanic. As a community that takes non-shiny ships and new players, I have been on the losing end of more than my share of contests. However, I do not believe that they are broken. Contests, while frustrating, are in essence the only form of combat between two high sec communities. What I do feel is broken, is that since the bar is almost always blue, a simple fleet can go and kill the mothership, ending the incursion for all players in that incursion. The real victims, in my opinion, are the vanguard communities that often have no warning or reason why the mothership is killed. While headquarters fleets can finish the sites they are in, or put players on beacons to hold them open and run sites for an hour after the mothership is dead, vanguard communities finish one 5 minute site and are forced to stand down.

I feel there are ways to address many of these issues, while keeping incursions from simply being farmed and printing isk.

First, a list of problems as I view them.
1. Incursions are now too easy.

I have heard time and time again that incursions are to be the end-game of high sec carebearing. While I am fine with this and find it to be largely true, I do not feel the difficulty is in line with this. As long as the bar is fully blue, a drake fleet can run headquarters. This hardly seems like end game to me.

2. Incursions are too easy to farm.

Incursions can be farmed in thinly tanked high damage ships making isk per hour that is unheard of in almost any other area of the game. Players no longer worry about losing ships, as the sites without influence must be easy enough to clear when the influence is 100%. A player can form a fleet simply saying 'shiny ships only' and run around making an isk / hr ratio even above most incursion fleets.
Gantrithor105
Deep Core Mining Inc.
Caldari State
#2 - 2013-10-27 01:37:37 UTC
3. One community can shut down everyone's ability to run incursions.

Now I'm not talking about making isk, I'm talking about someone's preferred method to play the game. This is something the headquarters communities are guilty of. It is usually the loser of a contest, by definition the weaker fleet who closes the incursions. I have referred to this as 'pissing in the sandbox.' They can not win per the rules so they close the incursion for everyone, most of whom have no idea what has happened or why. Many times, these communities will close all the incursions. With the timers, which are still as they were in the beginning, it can result in days without a high sec incursion.

Now I will post a few suggestions that I feel will address these problems, without creating a farm haven for carebears.

1. Change mothership timers

An Incursion can and recently is closed 3 or 4 hours after it spawns. They do not respawn for over 24 hours, meaning that incursion runners who are not on before they are killed do not get to take part in them at all. The mothership spawns as soon as the bar is 100% blue, which as I stated before is often 2 hours after an incursion spawns.

2. Increase the difficulty of incursions

Currently a character who is 3 months into the game can have all the skills they need to farm incursions at a high rate of speed. This does not sound like end-game to me. A fleet of battlecruisers can run anHQ site. This also does not sound very end-game to me.

3. Make the influence bar relevant again.

As I stated, the influence bar used to matter. It is now ground down so fast that it hardly matters and some communities choose to not run until it is cleared.

I feel there are a couple approaches, that can be implemented easily, and make things harder, and make incursions more about the fight and less about farming.

1. Make the sites influence the bar less, or put a maximum rate at which the bar can be depleted.

If the influence stays up, incursions stay hard. This keeps communities from farming as quickly and would slow the spawn of the mothership.

2. Reduce the incursion respawn timers significantly.

If the mothership can be killed and another incursion spawns within an hour, the bar will become relevant again, and incursion communities will spend more time moving and less time farming. I would prefer this, as influence keeps players paying attention and actively flying. More ships per hour are lost to influence grinding than farming with a full blue bar. In my opinion, ships should be lost in headquarters sites. Ships should die if this is supposed to be the end game. It should not be so easy that you can run all day and night and never worry about losing anything. I see nullsec plexes result in more lost ships than incursions.

This also prevents one community from shutting down access to high sec incursions. They can end the incursion, and force everyone to move, but they can not players from running. This is a tactic that some communities have been using. They attempt to 'shut down' incursions for a weekend to 'teach a lesson' to another incursion community. This penalizes everyone, and mostly those who had nothing to do with the conflict. And, as I have stated, it is more often than not the communities that are losing contests that close the mothership. To me, it is broken when the losing fleet can 'win' the fight with no way for it to be countered using game mechanics. It has happened many times in the last few months where a fleet that is so weak, they literally lose every contest, and then shut down incursions for everyone, in an attempt to stop the stronger fleet from contesting them, which as I said, is the only way for these communities to have a proper 'war.'

I believe these two simple changes can address the many problems that exist within incursions, while preventing an isk printing utopia.



Gantrithor105,
Founder and Leader of WarpToMe Incursions

Amethyst Sparrow
Viktor's Invention Emporium
#3 - 2013-10-27 01:38:52 UTC
+1
Graham Nolen
Original Sinners
Pandemic Legion
#4 - 2013-10-27 01:44:11 UTC
i sense an impending flame war here. But this boils down to people crying that they got contested and popping the mom.

Not that ccp cares about incursion bear tears.

not again.

BambaJuice
UncleSamTax
#5 - 2013-10-27 01:46:02 UTC
+1 indeed
PopplerRo
#6 - 2013-10-27 01:47:57 UTC
GantRant. Incursions are fine and finally working as intended :)
Jason Westminster
KarmaFleet
Goonswarm Federation
#7 - 2013-10-27 01:51:09 UTC
+1 I agree completely
Necro Sherrer
Sebiestor Tribe
Minmatar Republic
#8 - 2013-10-27 01:51:35 UTC
+1
MrWacko
Aliastra
Gallente Federation
#9 - 2013-10-27 01:51:47 UTC
+1 indeed. Make them difficult and interesting again.
Lana Elora
Angelic Bitches
#10 - 2013-10-27 02:09:51 UTC  |  Edited by: Lana Elora
+1

While it would sadden me to see incursions become more difficult (considering PLEX are now close to 650 million isk)
Actions definately need to be taken against the current incursion layout. I have personally stopped flying incursions, becaues I spend more time travelling or waiting for a new incursion to spawn than actually flying in it.

This week incursions spawn, people grind the bar, kill the mothership and wait another day for the new one.
Not a single incursion has lived longer than 3 hours in the past 5 days and it's simply gone above and beyond "fun".
I fly in a small vanguard community, it's not the first time that we're in the middle of a site and the incursion dies merely 2 days after it appeared. Considering incursions that aren't farmed or killed disappear in 7 days, that's a farely "fast kill".

It's been done to death, for the past 6 months every weekend we've been out of incursions.
For the past 2 years many HQ communities have shut down incursions for no apparent logical reason other than losing contests. And now it simply spiked up to a point where incursions are no longer an enjoyable or even contributing part of the game. All it is is moving your ship to a new incursion, see it destroyed before you even get a fleet, wait for a new one to spawn and fly there.

The OP's suggestion would definately put a stop to that, give incursion their "end-game" feel back and prevent a single group of immature people from ruining the fun for everyone because they were too incompetent to win a contest
LeMorted'Authur
KarmaFleet
Goonswarm Federation
#11 - 2013-10-27 02:15:04 UTC  |  Edited by: LeMorted'Authur
I think the real issue is, ccp never separated Low sec incursion sites from high or null, the only real difference is the payouts. While most changes or designs is focused on with the high sec incusions in mind. The live events were great fun.

People wanting to make crazy isk and have fun at one point move to low sec and even groups on null sec alliances ran low sec incursions to grid down the blue bar to take the mom in the hope that they got the Rev bpc. Low sec incursions should be reset to the "good old blitz days" when an armor t3 fleet could blitz and battleships could ddd through. This would take alot of preasure off the newer communities and two different groups of players would harvest low incursions for thier needs, carebears for the isk.

Where there are carebears and isk; there griefers trying to steal it or steal hard won tears. Make adjustments to high sec while adjusting low sec down, bc its not the npcs that want to kill there. Everyone would be happy. Griefers would have a place to farm kills and uber carebears would always be temped to move to lower sec to make easier isk. Supplying economy with much needed rig mats, and kills.

******edit I think this change to low sec incursions would bring back the live event feel and change the uber fits back to basic ones at lease in low sec. It would be great fun without killing DEVs :(. (DEV pods are the best one to kill and loot)*****

Flying it like you stole it, because half of the others in eve have. 

Nolak Ataru
Hedion University
Amarr Empire
#12 - 2013-10-27 02:19:00 UTC
+1
DevilDog11101775
Black Aces
Goonswarm Federation
#13 - 2013-10-27 02:22:10 UTC
I agree with all the suggestions. I would like to see incursions be harder and more in line with the 'end game' they were designed to be. I would also love to see a way to delay the spawning of the mothership therfore removing the cry babies from ending the incursion. Although, back to reality. This is Highsec stuff and CCP ain't gonna give two ***** since this doesn't involve nerfing Titans and Supers, but it never hurts to wish.
Ginza Chuo
Republic Military School
Minmatar Republic
#14 - 2013-10-27 02:28:17 UTC
+1

But I also would like a change to the sites itself. If you know exactly what to do every time you enter a site, it becomes repetitive and boring. I would like to see the challange back and make it harder to grind the bar or close the Incursion.

I want the feel of "What's waiting behind the gate?" back, I had during my first runs in Incursions. More random, more challange.

It's not necessarily to easy to abuse atm. It's too easy to use.

Suicide Smith
Center for Advanced Studies
Gallente Federation
#15 - 2013-10-27 02:28:31 UTC
Mom?

All Mom's, All the Time :)


But seriously, this is a great idea. A community could at best hold incursions hostage for a few hrs.. then they would go to bed and everything would calm down.. and even if it didn't there would still be incursions to run.

At the minimum, it would be worth a shot, I mean they are broken as it is.. almost everyone agrees, most communities, and CCP for sure. Something needs to be done.
Nicholai Thomasovich
Astroco
Straight Jacket Bears
#16 - 2013-10-27 02:40:29 UTC
+1
Aura Union
Trolololololololololololololololol
#17 - 2013-10-27 03:06:10 UTC
+1
A447
Honest Nolak's Payday Loan Shack
#18 - 2013-10-27 03:07:43 UTC
Mongo only pawn in game of life... +1
Wyatt Maulerant
The Scope
Gallente Federation
#19 - 2013-10-27 03:09:34 UTC
+1
Alvatore DiMarco
Capricious Endeavours Ltd
#20 - 2013-10-27 03:27:27 UTC  |  Edited by: Alvatore DiMarco
I agree that Incursions have been researched and charted and "figured out" and now serve as little more than a hyper-competitive way to print ISK and generate pathetic highschool drama. +1 for things that can put a stop to that.

Perhaps a combination of increasing the bar's rate of regeneration to red and decreasing the amount of effect clearing sites has on it. That way not only do you have to work to turn the bar blue but you also have to actually fight to get it down and keep it that way.

Give the mothership a random timer before it spawns. Anywhere from spawning instantly on 100% blue to having 5 hours delay. Maybe even add a specific amount of time that the bar has to remain 100% blue (or 95%, things happen) before the spawn timer begins.

If you want to increase the spawn rate of incursions after the previous one has been shut down, you'll have to consider the prospect of a proportional nerf to ISK/LP payout. Don't forget to look for ways that your suggestions can (and will) be exploited.

If HQs can be farmed without even the worry of ship loss, then perhaps they're too easy. Reduce the number of pilots allowed for full payouts as an easy way to ramp up the difficulty without having to actually change things.
123Next pageLast page