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Incursion fixes/feedback thread

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Author
Joe SMASH
You Got A Purty Mouth
#81 - 2012-01-23 20:57:44 UTC
It's funny that people who run a valid site are called griefers. Once the mom spawns, anyone is free to engage...

Just because you don't want the mom to die doesn't make people who do griefers.
Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#82 - 2012-01-23 20:58:16 UTC
Endeavour Starfleet wrote:
If you are coming to this topic to incite flames, Troll, Or post crap please take it elsewhere.

The main goal ought to remove the "stupid" advantage shiny fleets have. Which is ability to blitz sites with little effort while a nonshiny fleet has to complete the site fully.

For instance instead of having to mine the Ore directly. Have it so that the roid involved can be shot at to generate just enough to complete the site. And no more. Others have that issue of "Just carry what we need before we go in"

Then increasing the payout on the higher sites while keeping Vanguards the same. This should spread things out a bit.

Again I think it would be great that if he had some way of showing skills to fleet. Too many people are getting in with fake skills.



Sorry, BTL are aiming at flooding this thread :P

DarthNefarius > Here is the DEV string about how incursions should be 'fixed' start flooding it with suggestions on how to extend the incursions past 4 hours https://forums.eveonline.com/default.aspx?g=posts&t=61055

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

Vae Abeo
Viziam
Amarr Empire
#83 - 2012-01-23 20:58:50 UTC
mkint wrote:
This thread is heading nowhere good. If you want incursion feedback, ask people who run incursions, not people who are butthurt because "ihazdrake!" doesn't get any fleet invites. Especially since you at CCP already know what really needs to be changed:

Blitzing needs to be fixed (payouts are fine, 1-2 minute completion times are not. 5-6 minute completion times are completely reasonable.)

assault/hq need to be buffed isk/hour to be more attractive than vg's by at least 10-20%. I don't know if it's the sites faults, or the FC's, but doing them is painfully slow. 1 hour fleeting up, 30 minutes doing a site, 1 hour waiting for replacements for the people the who dropped because waiting hour and a half between wallet flashes sucks noodles. Ludus knows how to blitz assault sites profitably at least, but no one else seems to be able to. How about you ask him how he does it, and what would need to happen to be able to get more people along. You know, like I said, ask people who know, not butthurt trolls.

mom timer - the whole not-killing-the-mom thing is the players trying to fix something that was broken from deployment, and still not fixed going on 1-year later. It was publicly stated by the designers that incursions are meant to last about a week. It is trivially easy to spawn the mom in an hour. It's not working as intended. It's broke. Fix it. Whether that fix is making the mom harder to spawn, a hard timer, or the mom despawns and the influence bar starts reverting if the players don't kill the mom, the current situation is broken and the trolls are all butthurt that players are using workarounds to make it work as intended. The fight against the influence bar should be a real fight. Seriously, why was this not fixed a year ago?

If moms ARE going to be killed within the hour of an incursion spawning, incursions need to respawn faster. Travel time sucks, but it's better than sitting with our thumbs up our asses going "now what?"

It would be cool/interesting if corp membership were rewarded in incursions instead of punished. Never ever EVER join an incursion corp. Especially a successful one. It's the single stupidest thing you could do if you want to run incursions. That is a problem. Not a game-breaking one, but one for which it seems like there could be some fun creative solutions.

It's annoying that the ihazdrake children whine about not getting into a decent fleet, but that's their own damned faults. Adding another class of site that pays less than lvl 4's for the ihazdrake children might not go amiss. The scout sites pay less than lvl 2 missions and are useless, move them to the rookie starter systems, put up a splash window on warp in telling the rookies to bring friends.

Incursions are pretty hard to do casually. If I'm x'ing up as a logi, I'm x'ing up with the expectation that my fleet might not find a replacement for me in 3-4 hours. That might be my own fault as much as anyone's, but having sites that pay in the lvl 4 range with a fleet comp of 1-5 people would help bridge the gap between solo PVE and incursions.

That's what's really broken, but you already know this. You already know that incursions add no more isk to the economy than any other form of PVE, especially since the LP added is an isk sink. You shared the data at the summit that inflation is not a problem right now at all. The whining "they pay too much" butthurt trolls are wrong, and you know it, though that's 99% of what this thread is going to be. Pay is fine. The players organize themselves, share standings lists, and have worked out a lot of that "emergent gameplay" you people like to brag about so much. Fix the problems and the complexity of the emergent gameplay will increase. Listen to the butthurt trolls, and incursions will die, and you'll lose all those subscriptions who refuse to go back to lame missioning or ratting after having done incursions.

edit: Lowsec incursion payout is fine. They already get farmed by people who can, and will NEVER get farmed by people who can't. Simple as that.

^^^
okst666
Federal Navy Academy
Gallente Federation
#84 - 2012-01-23 21:10:59 UTC
Endeavour Starfleet wrote:
If you are coming to this topic to incite flames, Troll, Or post crap please take it elsewhere.

The main goal ought to remove the "stupid" advantage shiny fleets have. Which is ability to blitz sites with little effort while a nonshiny fleet has to complete the site fully.

For instance instead of having to mine the Ore directly. Have it so that the roid involved can be shot at to generate just enough to complete the site. And no more. Others have that issue of "Just carry what we need before we go in"

Then increasing the payout on the higher sites while keeping Vanguards the same. This should spread things out a bit.

Again I think it would be great that if he had some way of showing skills to fleet. Too many people are getting in with fake skills.


Sorry..shiny fleets are not the problem...this can easily be get rid of by a better fleet with shinier ships.. The main problem is that there areNO F4KKING HIGHSEC INCURSIONS IN THE GIVEN MOMENT (well I checked last 2 hours ago).

Not for your shineys, not for mine!

An other option to get that proplem out of the way is that if someone shoots in the mothership he instantly is free to shoot on sight for everyone, till someone finally gets him.. for lets say 180 days.

[X] < Nail here for new monitor

J3ssica Alba
Federal Navy Academy
Gallente Federation
#85 - 2012-01-23 21:17:09 UTC
Incursions have been awesome for me to get to participate in mostly pick-up fleets and accomplish something. That something may be mindless vanguard farming but hey, I don't think I'm going to join a null alliance soon for mindless 1000 person fleet fights or pos bashing especially since I only log on for a few hours everyday depending on work schedules.

In short, incursions are good and shouldn't be nerfed just because null people are jealous. My 2 cents :)
This is my signature. There are many others like it, but this one is mine.  Without me, my signature is useless. Without my signature, I am useless
J Kunjeh
#86 - 2012-01-23 21:20:32 UTC
Very nice to see CCP finally polling the players directly about how to change Incursions. Glad that the mom interdiction got them to take action sooner than they were planning.

Lots of good suggestions in here. I would add my own, but they'd likely be too uninformed to matter much. I just want to say that Incursions should not be farmable they way they are now. Sitting on the mom for a week is a joke when that's the whole point of them, to kill them and end an Incursion. And it does seem that the payouts are a bit high considering there's no more danger in running an Incursion than in running L4's.

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

Serge SC
The Valhalla Project
#87 - 2012-01-23 21:22:44 UTC
I have ran all sites and these are my thoughts:

1. Vanguards are too easy - A 10-man gang with almost no tank can go in, finish a site in 4-8 minutes and move to the next one, while payout is far too generous for such a short period of time. Somewhere in the lines of half the current payout or 25-30% higher risk.

2. Vanguards are repetitive - This is no easy feat, however not impossible. Sites are the same all the time, without the element of random. Perhaps not completely at random, but several presets, for different NPC fleet composition, as well as random triggers. This falls into the vanguards being harder.

3. Assaults in general - Assaults are arguably the hardest sites. Nation Commander Networks are completely at random, and require delicate fleet composition and fleet management. But at the same time, Overwhelmed Civilian Facility is too easy, as the trigger is always the same and the amount of NPCs on grid is low. Nation Commander Strongholds are perhaps the most balanced sites, as there are 4 spawns that can be all at once or by groups. Problem is that payout can be inadequate for sites such as the Nation Commander Networks, which require a lot of planning, forming and managing, but pay the same as the other 2 which are noticeably easier and faster. My suggestion would be either increase the risk of all the sites, to the same level.

4. Headquarters are too easy - I mean this one. I've ran a lot of those sites, and they are too easy. Pay is adequate for the amount of NPCs that need to be shot down, however the fact that all sites are virtually the same all the time, can make them a bit tedious and/or repetitive. Sites could introduce random spawns using chance, as a surprise backup, or a second wave before the first is completely destroyed.

5. Headquarters require audio - all fleets do, but large fleets in particular need to rely on audio for commands, yet up to this day, problems are encountered with the ingame audio feature.

6. Tagging is too complicated - tags help identify the primary target, however tagging targets in these situations require too many clicks per target. Some people like it, but it would be nice to have the option to bind keyboard keys to, something like an automatic counter. Example: tag shortcut: SHIFT+T ; just type in SHIFT+T over NPC-battleshipX and automatically designate the first lowest number available in a scale from 0-9, for second target use the shortcut over the target in the overview, and designate the second lowest number available from the same scale. For letters could be used the same, but a second key.

7. Kundalini/Uroborus spawn - it is normally triggered when the influence first reaches 0%, however it sits there until taken down or the incursion withdraws completely. A solution could be that it does not spawn until the incursion starts withdrawing in the first place, or pilots should be required to achieve a certain goal before being capable of engaging against the flagship. If we want to put some story, it could be that the super-carrier spawns, but if engaged before the incursion withdraws, it will warp off and escape, covered by NPC ships.

8. Incursion states - currently there is established, mobilised and withdrawing. However nothing stands out as a difference between the three states of the incursion. It could be, as the names suggest, that once it is established, there are an X amount of beacons for sites to be ran per system in the constellation ; once it starts to mobilise, sites become harder as backup forces arrive to fortify their position and dominance ; lastly once withdrawing, lesser troops and lesser beacons can be found until it finally vanishes. This could play well with the super-carrier warping out if the incursion is not withdrawing first, as backup forces would arrive and rescue their leader (playing with storyline if you wish). A bit like Live Events, in which the super carrier can warp out.

9. Dynamic objectives - something in the lines of once in a site, especially the larger ones, having to disable their forces, or interrupt communications, bring a certain item. Somewhat like missions, but on the run, instead of just killing everything and shooting all the NPCs. Several sites have this already, but perhaps more sites require it.

10. Low-security incursion - same as the high-security requiring some rebalancing, low sec require some buff in reward and difficulty, as it comes with considerably higher risks for pilots. In high-security incursions, one is fairly safe from random encounters, not in low.

11. Faction incursions - why does it only have to be Sansha? Why can't it be the Amarr Empire invading Minmatar space looking to expand, and the loyalty and standings go to the faction with the sovereignty, as one is defending that space, but lose standings with the faction one is facing. Or for example Guristas incursion into Caldari space, or Minmatar into Ammatar space, etc. Most, if not all factions have ships that could fill the same roles as current incursion Sansha ships. Would add some diversity and some extra fun to the mechanics already in place, as well as further involve a pilot with his Empire of choice.

12. Rewards vs. missions - As a general, missions become useless to high-security pilots once they get into running incursions. The difference between the rewards of missions and incursions is far top noticeable, compared to the risk per site missions can be. A level 4 mission can tear down a ship, while paying less than half what one would do with incursions, with a higher level of safety. Incursions should not reward pilots anywhere above than twice what missions can pay under the same circumstances.

In my honest opinion, the mechanics are fine, but some extra features would be nice, to introduce some randomness, some extra risk and less automatisation from the pilots. Hope you take at least some of these into consideration as it could make incursions far more...

Serge SC Le Frenchman Friendly FC

Endeavour Starfleet
#88 - 2012-01-23 21:30:52 UTC
okst666 wrote:
Endeavour Starfleet wrote:
If you are coming to this topic to incite flames, Troll, Or post crap please take it elsewhere.

The main goal ought to remove the "stupid" advantage shiny fleets have. Which is ability to blitz sites with little effort while a nonshiny fleet has to complete the site fully.

For instance instead of having to mine the Ore directly. Have it so that the roid involved can be shot at to generate just enough to complete the site. And no more. Others have that issue of "Just carry what we need before we go in"

Then increasing the payout on the higher sites while keeping Vanguards the same. This should spread things out a bit.

Again I think it would be great that if he had some way of showing skills to fleet. Too many people are getting in with fake skills.


Sorry..shiny fleets are not the problem...this can easily be get rid of by a better fleet with shinier ships.. The main problem is that there areNO F4KKING HIGHSEC INCURSIONS IN THE GIVEN MOMENT (well I checked last 2 hours ago).

Not for your shineys, not for mine!

An other option to get that proplem out of the way is that if someone shoots in the mothership he instantly is free to shoot on sight for everyone, till someone finally gets him.. for lets say 180 days.


Calm down.

As for the current stoppage. It is the group's fault for failing to take action to prevent the mothership from being destroyed. Training and or purchasing ECM characters, hiring merc. A bunch of things could have been done but instead people just dragged and dropped fits without worry. It is outside the scope of this topic and people have already stated that it should take longer for the mom to spawn by days.

And shiny fleets are a problem with vanguards. VGs in a shiny fleet are stupid easy. Simply because the only effort is a few kills and dropping off the stuff. That is mostly the reason VGs are farmed so much. They dont need a pay change they need to be changed to "Kill everything shoot rock and then gather and place"

The higher sites need an LP and pay increase. That will help push the shiny fleets out of vanguards.
Serge SC
The Valhalla Project
#89 - 2012-01-23 21:31:48 UTC  |  Edited by: Serge SC
J3ssica Alba wrote:
Incursions have been awesome for me to get to participate in mostly pick-up fleets and accomplish something. That something may be mindless vanguard farming but hey, I don't think I'm going to join a null alliance soon for mindless 1000 person fleet fights or pos bashing especially since I only log on for a few hours everyday depending on work schedules.

In short, incursions are good and shouldn't be nerfed just because null people are jealous. My 2 cents :)


This is true. Most incursion runners don't log in the game for too long, so they can get into a fleet, run a while and then log off with a couple of extra ISK in the wallet. Perhaps incursions need a rebalancing and null-sec as well. Tech moons can give incredibly high amounts of ISK as well, with little to no danger once said alliance is fully settled.

On a side note, I wrote too much there, wall of text for the win. \o/

Serge SC Le Frenchman Friendly FC

Banksae
Bedlam Escapees
Apocalypse Now.
#90 - 2012-01-23 21:37:52 UTC  |  Edited by: Banksae
mkint wrote:

Assault/hq need to be buffed isk/hour to be more attractive than vg's by at least 10-20%. - Vanguards nare good as they are, if only the others are raised as well

MOM - the whole not-killing-the-mom thing is the players trying to fix something that was broken from deployment, Fix it. That is making the mom a hard timer.

The fight against the influence bar should be a real fight.

If moms ARE going to be killed within the hour of an incursion spawning, incursions need to respawn faster. Travel time sucks. -Going 30/40 jumps to only last a few hour as currently is happending to the hi sec incursions isnt worth the effort. Too much time waitlisting, fleetforming, running and forming again.



I play Eve currently with three accounts. And use incursions to feed my pvp needs, replacing lost ships etc plexing etc

If Incursions, their payouts, traveltime etc change drastically i will have to reduce my playing to a third. We have witnessed some player influences the last few weeks. Recent things in incursionland made it quite impossible to run incursions for a few days. For a large movement of players are popping moms almost the same moment they spawn for their own cause to make a certain point in hi sec.

I do not agree with this but it does show my and my fleets opinion to incursions.
KrakizBad
Section 8.
#91 - 2012-01-23 21:39:45 UTC
Serge SC wrote:
J3ssica Alba wrote:
Incursions have been awesome for me to get to participate in mostly pick-up fleets and accomplish something. That something may be mindless vanguard farming but hey, I don't think I'm going to join a null alliance soon for mindless 1000 person fleet fights or pos bashing especially since I only log on for a few hours everyday depending on work schedules.

In short, incursions are good and shouldn't be nerfed just because null people are jealous. My 2 cents :)


This is true. Most incursion runners don't log in the game for too long, so they can get into a fleet, run a while and then log off with a couple of extra ISK in the wallet. Perhaps incursions need a rebalancing and null-sec as well. Tech moons can give incredibly high amounts of ISK as well, with little to no danger once said alliance is fully settled.

On a side note, I wrote too much there, wall of text for the win. \o/

You will still be able to do all of that if incursions are removed from hisec completely.
Xyzibit
New-Roots
#92 - 2012-01-23 21:40:04 UTC
Krissada wrote:
Thank you, CCP.

Deploy incursion fixes in batches of two (the first being able to be applied quickly).

1. Reduce vanguard payouts by 15-20 % and boost assault and headquarter payouts by 20 %.

2. Do everything you discussed in the CSM minutes.

3. Include a more "battlefield" sense in the incursion constellation. Make it much more insecure than it is already.
Have all systems continous respawn of rats on gates/stations/planets on a set timer much like rats in an asteroid belt.
Have these rats scale with the difficulty of the system.

- I am aware you currently have Sansha spawn on the gates at the beginning of the incursion, but please make them respawn.


Yours truly and again thank you for listening to us,
Krissada

PS: Payout balancing cannot happen soon enough.


THISAttention

Also boost scout sites and rebalance the effort of NCN assault sites ( they are really out of line compared to other assault sites )

VG sites should not only get their payouts reduced ( i agree on 15% less ) but also more random spawns to make them not predictable like they are now...

The mom could need a max time of lets say 24 hours after its spawn to be killed BUT only if it spawns later than it does now... farming incursion sites while mom is spawned is ok since not everybody can join mom fleets right after it is spawned so while some ppl will finish the mom within those 24 hours other players can just continue flying the sites they want to fly since mom fleet size is limited to ~50 ppl and there are sometimes 400+ players in an incursion constellation. thats why i would not like sites to stop spawning once the mom spawned but instead just have a limited time for the mom to get killed...
okst666
Federal Navy Academy
Gallente Federation
#93 - 2012-01-23 21:47:56 UTC  |  Edited by: okst666
Endeavour Starfleet wrote:
mothership he instantly is free to shoot on sight for everyone, till someone finally gets him.. for lets say 180 days.

Calm down.

As for the current stoppage. It is the group's fault for failing to take action to prevent the mothership from being destroyed.


Okay.. an actual post of me [sttrikethrough]which is not to be taken with a piece of salt..[/strikethrough]

Have it like this...players can jam other players without getting agression and concord attention in incursion sites (or even only in the mothership site).. This could get us in the position to bring more players into the incursion...jam those that want to kill the mothership all day long if needed to.. if they bring more ships, we will too.. and if one of them agresses one of the other group that nonagressionthingy collapses..and everything is to shoot at each others...THAT would be cool.. Concord will come and get rid of the agressors and everything will be status quo...it is decided by one of the fleets..

1. Pro Incursion fcs have to be more cautions WHO they let in their fleet..
2. Contra Incrusion fcs will jsut get raped like they diserve
3 ...
4. profit

[X] < Nail here for new monitor

Akyla Dey
Sebiestor Tribe
Minmatar Republic
#94 - 2012-01-23 21:49:46 UTC  |  Edited by: Akyla Dey
While it's not really a 'little thing', I think Incursions shouldn't be ever-present content. Not only is it completely unbelievable from a RP standpoint (just how much resources/ships/men/etc does ol' Fred Sansha have?), but it provides the framework for truly dynamic content. Full blown Incursions should be an erratically timed, constantly evolving and escalating encounter. That way you can turn the isk faucet on full blast a few times a year while keeping things interesting and people on their toes.

How about having them culminate in a large scale live event every few months, complete with Sansha Supers and Dreads? When Incursions aren't going, quietly scatter Scout sites (with an isk buff, please) around k-space and let people run into them. Sansha should be constantly scouting, but not constantly throwing mass resources at Empire. Let things build to a head, with the rebalanced sites and payouts adjusted accordingly.

When the Incursion finally ends, let it dry up for a while. People can go back to whatever they want with a pocket full of isk and the wonder of when it's coming back. This also gives you a month or two to tweak things like AI and composition before bringing them back in. In short, iterate on your content. With the return of Sansha, you have a great opportunity to both continuously tune gameplay and keep players guessing as to what comes next. The idea that you as a company could strategically react in game as to how players are running the content is a wonderful idea.



Aside from lofty goals, my input would be along the lines of most people in this thread:
- Lower Vanguard payouts
- Scale back smaller sites when the Mothership spawns
- Up payout for Assaults/HQ
- Mothership on a timer
- More diversity in sites to keep them from being blitzed
- Move rewards away from pure isk into salvage/drops/LP
Dinsdale Pirannha
Pirannha Corp
#95 - 2012-01-23 21:51:14 UTC
CCP, for goodness sakes, DO NOT listen to any of the incursion haters.

CCP, ask directly the leadership of BTL and TDF about what changes are needed, if any.
DO NOT listen to anyone who has taken great glee in destroying Incursion fleets, or destroying the potential income generation of so many.
Teya Ihara
Kite Co. Space Trucking
#96 - 2012-01-23 21:52:51 UTC
I've only run a handful of incursions, not farming them day in and day out like some folks. Given that I can say their current implementation is actually pretty fun, it's the only time I have *ever* sought out any other pod pilots outside my immediate group of friendlies at the time to go do anything in EVE. I don't run lvl 4's because they are simply boring, but incursions as they were farmed allowed me some time to get a day together and head out to an incursion constellation and have a bit of fun for an evening, and earn a good chunk of ISK doing it.

I don't care that people are killing off Mom's as they spawn, although it does mean I'll probably never find an incursion fleet to run with while it happens, I just find something else to do with my time. Incursions lasting an incredibly short amount of time don't really work for the way I play so no big loss. It does seem that the way things were going incursions were very popular with hundreds of pilots online in public channels looking for fleets at any given time. I think there could be a re-balance for the way incursion sites run by slightly reducing the rewards of vanguards while also improving the assault/HQ payouts.

In the end this is really much bigger than incursion risk vs reward ratio though. Its much more a problem with every other area of EVE having out of whack FUN vs risk vs reward comparisons, but I don't expect that to change, so an incursion re-balance might help some of the null power blocks feel better about themselves in the short run.

In the longer term I'd rather see more fun/risky/rewarding things added to nullsec that small groups of pilots can do on a more structured basis(notice how popular 10 man vanguards are), bringing more people out to the areas that really make EVE special among MMOs.
okst666
Federal Navy Academy
Gallente Federation
#97 - 2012-01-23 21:55:17 UTC
Dinsdale Pirannha wrote:
CCP, for goodness sakes, DO NOT listen to any of the incursion haters.

CCP, ask directly the leadership of BTL and TDF about what changes are needed, if any.
DO NOT listen to anyone who has taken great glee in destroying Incursion fleets, or destroying the potential income generation of so many.


BTL...TDF!

WTF??

[X] < Nail here for new monitor

Serge SC
The Valhalla Project
#98 - 2012-01-23 22:01:42 UTC
KrakizBad wrote:
...shortened...

You will still be able to do all of that if incursions are removed from hisec completely.


Believe me, I know. Check my post above, the uber long one...I mentioned it on some bullet point (9 I think). Low sec needs a buff on rewards, due to the increased risk, and lack of interest from pilots. There is little reason for most people to head low-sec.

What I said are that high-sec need to be "nerfed" as people say it, as well as low "buffed". There is a lack of interest from pilots to head to low sec, as the extra reward is not worth the extra risk for many pilots.

I'm in for less payout in high-security, and more in low, but there is a lack of incentive basically. Something like "low-sec incursions can drop loot/mods/etc" or something in those lines, other than just the super carrier.

Serge SC Le Frenchman Friendly FC

KrakizBad
Section 8.
#99 - 2012-01-23 22:03:03 UTC
Dinsdale Pirannha wrote:
CCP, for goodness sakes, DO NOT listen to any of the incursion haters.

CCP, ask directly the leadership of BTL and TDF about what changes are needed, if any.
DO NOT listen to anyone who has taken great glee in destroying Incursion fleets, or destroying the potential income generation of so many.

Clearly listening to the elitist heads of the ISK farmers is the right way to go. Roll

I'm sure they have the game's best interest in mind, not their own pockets.
Vistus Geyer
VSGY CORP
#100 - 2012-01-23 22:10:39 UTC
Joe SMASH wrote:
It's funny that people who run a valid site are called griefers. Once the mom spawns, anyone is free to engage...

Just because you don't want the mom to die doesn't make people who do griefers.



Correct me if i'm wron gbut I think most who are refering to griefers are refering to those who are using alts to assume some Anonymity and form fleets to let pilots lose there ships this is part of the Hypocracy I've seen nearly all these same pilots have made untold billions running these same "Broken" incursions.

just say'in


on a second note baybe CCP should remove 0.0 space all together seeing there is a faction in EvE that wants everyone to have the same play style CCP should cater to the younger/newer player base :P