These forums have been archived and are now read-only.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

Incursions need work

First post
Author
Goldiiee
Bureau of Astronomical Anomalies
#101 - 2013-10-27 17:29:49 UTC  |  Edited by: Goldiiee
Kate stark wrote:
Deleted for brevity.

I guess my Google is better

http://community.eveonline.com/news/dev-blogs/incursions-update/

http://community.eveonline.com/news/dev-blogs/carebearing-2.0-1/

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Kate stark
#102 - 2013-10-27 17:33:00 UTC  |  Edited by: Kate stark


yeah except you just posted the blog i quoted that stated the difficulty hadn't been changed.

well done, you finally realised incursions haven't become easier. only took you 2 pages.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Goldiiee
Bureau of Astronomical Anomalies
#103 - 2013-10-27 17:40:40 UTC
Kate stark wrote:


yeah except you just posted the blog i quoted that stated the difficulty hadn't been changed.

well done, you finally realised incursions haven't become easier. only took you 2 pages.

Still showing off that reading comprehension problem.

we decided to give the spawns more variety, without significantly altering the difficulty of any one spawn. This was done by grouping the NPCs into waves, and moving the trigger to spawn the next wave from an individual NPC to the group as a whole. This will mean that you now need to kill the whole wave to trigger the next one, rather than just specific NPCs.

As well as adjusting these triggers, we’ve also randomized the spawns based on feedback that Incursions had become too predictable. Now, when you enter an Incursion you will no longer be able to predict every spawn. Feedback and our internal statistics also confirmed that Vanguard sites had an excessive reward-to-effort-ratio in comparison to other Incursion sites, so we have reduced their reward by 10% to keep them more in line with the compensation expected for this difficulty of site.


Following these changes Incursion channels lost 90% of their members, and OTA's were as ignored as NCN's are today, because they eat BS's and Logis alike.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Kate stark
#104 - 2013-10-27 17:42:11 UTC
Goldiiee wrote:
Kate stark wrote:


yeah except you just posted the blog i quoted that stated the difficulty hadn't been changed.

well done, you finally realised incursions haven't become easier. only took you 2 pages.

Still showing off that reading comprehension problem.

we decided to give the spawns more variety, without significantly altering the difficulty of any one spawn. This was done by grouping the NPCs into waves, and moving the trigger to spawn the next wave from an individual NPC to the group as a whole. This will mean that you now need to kill the whole wave to trigger the next one, rather than just specific NPCs.

As well as adjusting these triggers, we’ve also randomized the spawns based on feedback that Incursions had become too predictable. Now, when you enter an Incursion you will no longer be able to predict every spawn. Feedback and our internal statistics also confirmed that Vanguard sites had an excessive reward-to-effort-ratio in comparison to other Incursion sites, so we have reduced their reward by 10% to keep them more in line with the compensation expected for this difficulty of site.


Following these changes Incursion channels lost 90% of their members, and OTA's were as ignored as NCN's are today, because they eat BS's and Logis alike.


so once again; the level of difficulty never changed. as it clearly states.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Goldiiee
Bureau of Astronomical Anomalies
#105 - 2013-10-27 17:53:04 UTC
Kate stark wrote:

so once again; the level of difficulty never changed. as it clearly states.

So you weren't there and you can't read 'Double threat'.

They were made harder by eliminating a predictable spawn mechanic, and then they doubled the spawns of certain ship types, then added to that by reducing the Constellation control mechanism (More sites for less blue).

Your wrong and I know you don't want to admit it, but really are you making headway?

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Kate stark
#106 - 2013-10-27 17:58:08 UTC  |  Edited by: Kate stark
Goldiiee wrote:
They were made harder by eliminating a predictable spawn mechanic


that's not what your source said.
Quote:
without significantly altering the difficulty of any one spawn.


either CCP lied, or you're wrong. i'm not that bothered which but i just thought i'd make the point.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Battle Cube
Cube Collective
#107 - 2013-10-27 18:05:44 UTC
i agree that at least highsec motherships should be more difficult - more time consuming - and less rewarding.
Battle Cube
Cube Collective
#108 - 2013-10-27 18:08:57 UTC
Durka'durka Zu'lander wrote:
Hmm ... long post lost to preview button .. fk it, here's the summary:

1) Fix respawn timers: This should not even be debated imo. If CCP is worried about the effect on the economy, see pt 2

2) Invert pay-out penalty: It doesn't make sense to me that Concord pays less while sites are harder.. Inverting the pay-out penalty will encourage fleets not to skip hard sites under influence, and will reward the people who put in the most effort instead of the leeches who just wait for easy-isk. For me this addresses the main issue which imo is a mind-set one - people think it's ok to ruin everyone elses fun because incursions for them = risk-free isk rather than hard-fought battles. This also limits the time that people can get max payout, which in turn limits the effect of insta-spawning incursions on the economy.

3) Fix red-bar degredation: Make it slower ... this could even be a fixed 2-day timer or something. What you want is for people to have to make a decision when a new incursion spawns: Stay for less payout, or move for more? If everyone moves, you run the risk of losing the LP, but you also can't force the mom to spawn too fast. For me this has 2 key benefits:
a) New communities form which specialise in closing out < 50% influence incursions, and have lower barriers to entry (newbie friendly). Older communities move when they choose to move, and earn higher isk but at higher risk.
b) Bickering over the mom virtually disappears as the fleets who generally are involved in said bickering have already moved on to the next site.

4) Make the mom kill mean something: At the moment, one fleet can grind for hours to get the red bar blue, and then another (potentially weaker) fleet can just warp in and ruin their day by killing the mom. Initially I thought "Just suspend concord inside mom sites - let them fight it out", but given the bickering over losing a contest (30mil isk), I'm not sure what would happen if people started losing their 5 bil Vindi's! Free PVP would probably also draw griefers to incursions like a fly to ... jam? So instead, how about a gate-key that drops from 1 random site while influence >50% but is tradable? The fleet that finds the key gets to decide who closes out the incursion. If/when they leave to a new high influence incursion they can sell / donate the key to one of the "Newbie incursion" communities. Alternatively, entrance to the site could be based on more realtime data - e.g. only the fleet with the highest avg damage+healing in the past 6 hrs is allowed in.

I know I am new to incursions (and EVE in general), but that is my 2p



oh, inverting payout is an interesting idea
Rolland Braue
Last Rites.
#109 - 2013-10-27 18:12:07 UTC
+1
Goldiiee
Bureau of Astronomical Anomalies
#110 - 2013-10-27 18:21:26 UTC  |  Edited by: Goldiiee
Kate stark wrote:
More bad reading skills.

At this point in time someone from a younger generation would say something like 'Do you even Lift'

But I am going to go with; Not long ago, you thought grinding rocks was a good pastime in EVE, something changed your mind and made you decide to try Incursion, A little while before that (Over 2 years ago, 30 days from 3 years now) there was a bunch of us playing the game and doing Incursions, we learned how to overcome the first sites, and have been teaching others to do them ever since. The team aspect influenced me to leave the quiet life of missions and WH riches to come out and play with the rest of EVE, not the ISK (because there wasn't nearly as much when we first started replacing maelstroms).

So I can sit here confidently and say there was a change, it made Incursions harder, there were more changes, and we changed tactics. That would be a qualifying authority in case you needed an annotation.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Cornwalace
Aliastra
Gallente Federation
#111 - 2013-10-27 18:24:49 UTC  |  Edited by: Cornwalace
I originally posted this on an alt in another thread that was looking for idea's. I haven't exactly read all the idea's in this thread, but, I'll just list mine and let CCP sift through the idea's accordingly. I've adapted it to what's already changed.

First of all, Thank you for doing what you guys do.

As far as changes, here they are.

1.) My First payout idea: Payouts needs to be more when the Sansha Influence is high. It's more work and more of a drain on player resources and simply - more risky. The Risk for the Isk is part of the fun! It will also help in getting players to the site as fast as possible to have the best fun/isk/risk ratio. In a Lore sense, it doesn't make sense for Concord to continue the way of their payout if things are much easier. The Influence bar becomes much more important to manage. I love these kinds of challanges.

2.) My Second payout idea: Increase payouts exponentially. For example, if a bunch of scout sites are completed, make the higher sites pay more, but, to counter the payout, make the sites have an increased number of ships. Somehow create an algorithm where the more activity on the lower end (Scouts/VG's), the higher the risk/isk on the higher end (HQ sites). Just to be clear, here is the example I'm referring to -- if I ran a scout site once, have payouts remain the same. If I ran 50 scout sites, increase vanguard payouts slightly, but also increase the amount of ships or DPS coming out of those ships, since - in essence, we stirred the hornets nest that is called Sansha. It would balance out in the sense that the communities would be forced to come together, such as two 80-man fleets being required to take out a Mothership site, contest be damned. I would even suggest including another BPC to make it even more tempting to pop the Mothership site because the increased risk/reward.

3.) My Third payout idea: Just like LP's, don't pay anyone until the Mothership site is done.

4.) There are lots of gate npc spawns in low/null, just like there are spawns in the belts of hi-sec sites. I believe there should definitely be more prevelance in hi-sec. It doesn't make sense (in RP) that the spawns will only show up at the gate at the start, and nothing else show's up, even though there's an influx of Sansha coming in.

4a.)The longer that the incursion is in an area, I would suggest creating more spawns at the acceleration gates. (Example: let's say it's been a week and an incursion spawn has been around, and has been withdrawing for day's, the suggestion would be along the lines of having Deltoles at all of the acceleration gates. The Sansha are trying to leave, but, they keep getting killed, so, the deltole's can be the the escorts to get everyone else out of there.) The desire to pop the mom will be much greater as the incursion gets more difficult/intense. Granted, with the 2 hour incursions taking place, this doesn't seem like a good idea, but, I'm all for shooting Sansha, and making the grind for isk be more entertaining / risky.

5.) Double the payout in low-sec. Nobody wants to do it because of the opposite issue with hi-sec. Too much risk for the reward. Increasing the reward may bring more people into low-sec and make everyone much happier.

5a.) I know it's not the greatest idea, ubt, have the HQ system (and HQ system only) spawn in low-sec with appropriately increased rewards every now and again. It's not like Sansha care if they're in hi-sec or low-sec. Only Concord payouts matter in that sense. It's quite easy to predict where the HQ sites will be, and yes, it's more annoying, but, so are hi-sec pockets. We adapt. I'm all for making it more interesting and this will definitely make it interesting..

6.) It's been suggested before, and I'll say it again - respawns should be no longer than the next down-time. It doesn't make sense that Sansha will wait 24 hours before trying again. When a site is withdrawing, the Sansha can be "planning" to go to a new site. I would even suggest having 1 or 3 scout sites (and scout sites only) spawn elsewhere while a system is withdrawing. When the mothership site is popped, vanguard/assaults/hq sites in to the scout site that has the least amount of activity from player interaction will be the new incursion area. It will make the scout sites in other places, worth doing, especially if a group wants a scout site to escalate in their system. It increases the player control aspect of it, and ties into the role-play aspect as well, since Sansha will go the path of least resistence.

7.) Slow down the progression of the influence rate, and have the penalties be more severe, such as higher rate of respawns when there is a high penalty, and slow rate of respawns when there is low penalty. Quite Simply, let's say that the influence bar is 100% in Sansha favor. More Sansha would want to come out. New sites would pop up much faster than they are popping up now. On the other end, if there is 100% influence, let the amount of time it takes for a respawn, take more and more time. Right now, there isn't any noticable affect of respawn related ot the incursion bar, as far as I know. There should be though, in my opinion.

8.) Make incursions affect faction warfare. I'm not in FW to suggest anything, but, I'll leave that to those of you that do FW to come up with some great idea's.
Natasha Veritas
Doomheim
#112 - 2013-10-27 18:31:11 UTC
I am happy to see a post without whining about the drama llama and i am totaly agree with Gantrithor105 wall of text on most of the points, so +1 for that Big smile

- Sites are to easy.
- Timers are to short for many fleets in one system, this need an adjustment on this mechanic.
- Mothership Site is to easy to kill an TCRC is harder to fly.
- Mechanic behind the mothership site is broken in my opinion, all pilotes can fly in there and all fleets can closing them, this need maybe an adjustment in the mechanic.
Kate stark
#113 - 2013-10-27 18:33:30 UTC
Goldiiee wrote:
Kate stark wrote:
More bad reading skills.

At this point in time someone from a younger generation would say something like 'Do you even Lift'

But I am going to go with; Not long ago, you thought grinding rocks was a good pastime in EVE, something changed your mind and made you decide to try Incursion, A little while before that (Over 2 years ago, 30 days from 3 years now) there was a bunch of us playing the game and doing Incursions, we learned how to overcome the first sites, and have been teaching others to do them ever since. The team aspect influenced me to leave the quiet life of missions and WH riches to come out and play with the rest of EVE, not the ISK (because there wasn't nearly as much when we first started replacing maelstroms).

So I can sit here confidently and say there was a change, it made Incursions harder, there were more changes, and we changed tactics. That would be a qualifying authority in case you needed an annotation.


I never thought grinding rocks was a good pass time in eve. however yes, a combination of factors made me try incursions.

clearly CCP disagrees with you that incursions were made harder. that's fine, i still don't really care.

you also told a guy his opinion was invalid. however, his opinion was correct. incursions are easy (and from ccp's view point, always were this easy) and they do make a sizable amount of isk in relation to the risk and effort.

as much as it's your fault i started incursions (good job on the thread you maintain, by the way) i can't help but feel you've got some kind of bitter vet thing going on that's stopping you from accurately assessing the situation.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Cornwalace
Aliastra
Gallente Federation
#114 - 2013-10-27 18:39:48 UTC  |  Edited by: Cornwalace
I was thinking of incursions like a car.

The car works great, if we use it all for what its for.

It's well past time to update the mechanics of what an incursion Can be now.

Dear CCP, put a smart hamster on the incursions and let him/her have fun with it.
Goldiiee
Bureau of Astronomical Anomalies
#115 - 2013-10-27 19:07:10 UTC
Kate stark wrote:

I never thought grinding rocks was a good pass time in eve. however yes, a combination of factors made me try incursions.

clearly CCP disagrees with you that incursions were made harder. that's fine, i still don't really care.

you also told a guy his opinion was invalid. however, his opinion was correct. incursions are easy (and from ccp's view point, always were this easy) and they do make a sizable amount of isk in relation to the risk and effort.

as much as it's your fault i started incursions (good job on the thread you maintain, by the way) i can't help but feel you've got some kind of bitter vet thing going on that's stopping you from accurately assessing the situation.

My point to his opinion was more towards the WH vs. Incursion ISK/Risk, I remember making 1 bill a day with sleeper escalations for half the work in Incursions. So it seemed like a troll 'Nerf High Sec' response from him deserving an in kind reply.

CCP covered their 'Assets' fairly well but the Nerf in Oct 2012, hit the Incursion community so hard it took nearly a year to get our numbers back, I went from 60 ISN fleet members to a struggling 10 members in a few weeks, 4 months later we got a 10% reduction of their Sansha 'buff' finally making OTA'a survivable for a Public fleet.

My apologies for sounding like a bitter vet, I am inundated with mails asking if there is something that can be done about the MOM killing spree that has plagued incursions for some time now, and this and other threads are the result of inaction of Incursion communities, or CCP.

I do my level best to try and remain neutral in the forums, (Not so much when I am in fleet) and I am confident even today from both experience and requests for help, that without the guidance of someone that has been doing fleets, an Incursion site will kill the unprepared or casually prepared fleet. They are easy now, because the FC's have the experience to predict failure through expensive lessons learned, but they are not 'Easy ISK' as you probably have figured out with the cost of Ship, Downtime and fleet failures.

I leave Incursions at least once a month to run mission, Epic arcs, Roams, and other EVE related stuff, and I can make similar ISK (Not quite as good but close) doing mission and arcs. So the inflated value some people place on Incursion Income does get me in a mood.

BTW; I find there is one thing in EVE that makes me nearly 3 times the amount of Incursions.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Jinx Sawpaw
Republic University
Minmatar Republic
#116 - 2013-10-27 19:07:41 UTC
+1 as much as i enjoy rubbing my naked body head to toe with isk, i enjoy meaningful content more. This might be insanity, but maybe another solution would be to have multiple incursions going on at once in high/low.

p.s. if incursions are to be farmed, it should take strong boosters, the blingiest of the blingies, and as many implants as the minions of sansha have plugged into themselves.
Sean Crees
Sean's Safe Haven
#117 - 2013-10-27 19:21:35 UTC
+1
Cellardoor Zirys
She told me she was level 18
#118 - 2013-10-27 19:30:44 UTC
+1
hasn't been fun for a long while
Lipbite
Express Hauler
#119 - 2013-10-27 19:44:45 UTC  |  Edited by: Lipbite
Gantrithor105 wrote:
1. Incursions are now too easy.

I take it as "thank you very much, logis! you are super pros after ~2 years of training".

But really incursions aren't that easy - at least not for logis who actually work. For basi pilots incursions are simply a nightmare if there is no 0/6 basi in headquarters fleet.
Jason din-Alt
Shady endeavours
#120 - 2013-10-27 19:48:51 UTC  |  Edited by: Jason din-Alt
Kranyoldlady wrote:

You know and i do, Incursions are mostly ran by low or null sec alts to fund their pvp habit, in highsec.
Nice and save right?
Its not like the high sec bears need to run Incursions to fund their mining...

I'm a hi-sec resident, so is my alt. I'm running incursions to fund new PvE ships and for fun / socialization. So not everyone only do it to fund PvP...