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Post-escalation Incursion Changes

First post
Author
Lyron-Baktos
The Scope
Gallente Federation
#21 - 2012-05-09 17:56:11 UTC
Regarding new players, I have only done Scout belt ratting and not the actual Scout sites, if they exist, but you could buff those and put a limit on the ship types.

I ran it with a Harbinger and one other player and it was so boring and the payout was awful. I'd rather watch TV than kill a few rats for 50K isk plus LP
-beef up the rewards to about half of what a VG site would pay. maybe about 3-6 minutes of work for just a couple million ISK
-put a ship restriction on the acceleration gate, probably BC and lower
-
Daneel Trevize
Give my 11percent back
#22 - 2012-05-09 17:57:48 UTC  |  Edited by: Daneel Trevize
Discussions shouldn't be private. Obviously certain individuals are experienced in the topic, and these forums are terrible for productive debate, but the key points need to be acknowledged to be recieved by CCP, less they just keep getting repeated in every vaguely related thread.

Damn this wasn't the evening to start drinking and then have this thread appear.
Some other points from my experience & observations:

  • Min-maxing will happen. AFAIK it is accepted for missions, nullsec player vs rats isk sources, and sleepers. And those things can be run be each specific character near 100% of the time for their max rate, while incursions do move, have wait-lists and most importantly Contests.
  • Running the min-maxed channel of players & fits is effort. Most people happily give some of their reward back to those running these, of course they are also benefitting from the higher isk rate of their existance, but paying FCs, booster alts and ore droppers is a thing.
  • Disconnects happen, suicide ganks happen in and between incursions, hauling ships about highsec is more effort than earning isk in null & w-space.

Solo ratting tengus/machs/(super)cap ships in null are terrible gameplay. Group sleepers farming is mechanical but at least a fleet op and with the unstoppable risk of sieged/triaged blinged-out cap ships being caught out. Incursions were the best PvE content I've ever experienced in Eve.

Running a 20man fleet is harder to create & sustain than 2x 10man fleets. Reward for all should reflect this. Reward balancing still needs sorting for all site types as well as each site per size grouping. No more lol scouts, and NCOs being mini-assaults. As said, bad sites will pile up while better ones exist to be run.

What happened to the idea of Scout sites spawn first, then VGs, then Assaults, then finally the Mom? Giving all sized ships & fleets an optimal time to attend the incursion, keeping more people moving aboud the different ones in highsec, and reducing the total access to VGs/the best blitzable site.

Why the hell is there only 1 lowsec incursion? Lowsec's terrible enough as is for doing anything but passing through or being a risk-averse pirate. If there were 3+ lowsec incursions at a time, a channel could at least run without 1 spy letting some gankers know the 1 place to go each time to ruin their day. Nullsec incursions could be run by whoever lives near, highsec ones are chased about by all, but lowsec is just the worst place to put only 1 bullseye for PvEers to sit in. I understand people would take cheap PvP fleets to do them, e.g. armour hacs, but still, just 1 incursion at a time seems blind to the realities of Eve.
CCP Affinity
C C P
C C P Alliance
#23 - 2012-05-09 17:58:40 UTC
Asmodes Reynolds wrote:
CCP Affinity , before this thread gets out of control, I have questions for you;

What does CCP intend incursions to be?

Do you want them to draw conflict between null-sec and low-sec entities or low sec and high sec entities or both?

If your intention was to draw Null-sec entities into low sec, then you did the opposite

The CFC as a whole has abandoned them, and to my knowledge we were the only 0.0 entities bothered to run them in the first place. Pre-patch we could easily make 80-100 mill/hour running them one after another. We Only run Vanguards, Because of the logistics of moving ships and keeping the required number of people in Fleet over the long term. Post-patch the most you can make is about is about 80 mil/hour I think it averages out to be about 60 may be 65mil an hour . Which the average null sec dweller can easily make that by running anomalies in there home space. So why bother with the logistics to move ships and organize a fleet sometimes 40 jumps from home?

If your intentions were to to create conflict between high-sec entities and Losec entities.

Then you will need to widen the Profit margin between high sec incursions and Losec incursions while keeping it below what someone can make doing anomalies in sovereignty space. You need to make it enough to justify the logistics issues and the danger increase. Or my personal favorite just remove them from high sec entirely. (If Concord with a 200 man fleet of goon/test tornados In under One minute Then such invaders should be no problem lol)

do you intend them to be just an alternate activity to the existing PVE mechanics or do you wish them to pay out more?

Where do you intend that the bulk of the incentives to run these to come from?


I look forward to your responses, and I hope my comments are helpful.


The original goals for Incursions were to provide group game play, high end PvE opportunities and high risk content. I would like them to eventually be at a point where they have a high enough risk to warrant a high end reward. I would also like the incentives to come from a growing community but a place to experience a PvP like style of gameplay within a storyline setting. I will provide more info on this after we sort out the short-term problems.

♥ CCP Affinity ♥

Follow me on Twitter

Game Designer for EVE Online

Team Astro Sparkle

CCP Affinity
C C P
C C P Alliance
#24 - 2012-05-09 18:00:28 UTC
Just Alter wrote:
CCP Affinity wrote:


I have already been in talks with Ronin and Serge and quite a few other people within the community - it's been a really good learning experience for me :)


Holy s*it!

I can believe what i am reading!!

A dev actually talking with players and not hiding behind "csm blah blah yada yada".

Also you choose good people to talk to.

I must say that after these few post of yours you seem one of the best dev around and i personally like your style.

Keep it up, you could do grand things.



Thanks! Feel free to post again ;)

♥ CCP Affinity ♥

Follow me on Twitter

Game Designer for EVE Online

Team Astro Sparkle

Lyron-Baktos
The Scope
Gallente Federation
#25 - 2012-05-09 18:02:46 UTC
Daneel Trevize wrote:

What happened to the idea of Scout sites spawn first, then VGs, then Assaults, then finally the Mom?
.


I think all sites, except the MOM, should be available most of the time. You don't want the advanced players to quickly kill the noob sites so they can then get access to their sites. That would leave the new players out in the cold.

Maybe have the scout spawn first but stick around once the other sites have been spawned. That way the new players can run them a few times as well. Makes sense as you would expect some random bad guys to be hanging around on the outskirts of their fleet
Lyron-Baktos
The Scope
Gallente Federation
#26 - 2012-05-09 18:04:21 UTC
CCP Affinity wrote:


The original goals for Incursions were to provide group game play, high end PvE opportunities and high risk content. I would like them to eventually be at a point where they have a high enough risk to warrant a high end reward. I would also like the incentives to come from a growing community but a place to experience a PvP like style of gameplay within a storyline setting. I will provide more info on this after we sort out the short-term problems.


For the most part, this is working I feel. Just tweak some sites/rewards and revamp the noob Scout sites
CCP Affinity
C C P
C C P Alliance
#27 - 2012-05-09 18:04:54 UTC
Daneel Trevize wrote:
Discussions shouldn't be private. Obviously certain individuals are experienced in the topic, and these forums are terrible for productive debate, but the key points need to be acknowledged to be recieved by CCP, less they just keep getting repeated in every vaguely related thread.

Some other points from my experience & observations:

  • Min-maxing will happen. AFAIK it is accepted for missions, nullsec player vs rats isk sources, and sleepers. And those things can be run be each specific character near 100% of the time for their max rate, while incursions do move, have wait-lists and most importantly Contests.
  • Running the min-maxed channel of players & fits is effort. Most people happily give some of their reward back to those running these, of course they are also benefitting from the higher isk rate of their existance, but paying FCs, booster alts and ore droppers is a thing.
  • Disconnects happen, suicide ganks happen in and between incursions, hauling ships about highsec is more effort than earning isk in null & w-space.


Solo ratting tengus/machs/(super)cap ships in null are terrible gameplay. Group sleepers farming is mechanical but at least a fleet op and with the unstoppable risk of sieged/triaged blinged-out cap ships being caught out. Incursions were the best PvE content I've ever experienced in Eve.

Running a 20man fleet is harder to create & sustain than 2x 10man fleets. Reward for all should reflect this.
What happened to the idea of Scout sites spawn first, then VGs, then Assaults, then finally the Mom?

Why the hell is there only 1 lowsec incursion? Lowsec's terrible enough as is for doing anything but passing through or being a risk-averse pirate. If there were 3+ lowsec incursions at a time, a channel could at least run without 1 spy letting some gankers know the 1 place to go each time to ruin their day. Nullsec incursions could be run by whoever lives near, highsec ones are chased about by all, but lowsec is just the worst place to put only 1 bullseye for PvEers to sit in. I understand people would take cheap PvP fleets to do them, e.g. armour hacs, but still, just 1 incursion at a time seems blind to the realities of Eve.


I agree completely and that is what I am trying to do with this thread. It does also help me to hear from key members of the community though, it's been very rewarding.

Also, thank you for your feedback

♥ CCP Affinity ♥

Follow me on Twitter

Game Designer for EVE Online

Team Astro Sparkle

Daneel Trevize
Give my 11percent back
#28 - 2012-05-09 18:08:29 UTC  |  Edited by: Daneel Trevize
If I didn't say it already, also add my thanks to reading & responding promptly. Especially with things like post being repeatedly edited & rushed. Ugh

Can you give a shortlist of points accepted/high on the consideration by CCP? Detailed things, like the NPC RR in a given site, or range of things spawning, or hull classes/fitting choices that are being promoted/restricted?
E.g. do you design sites expecting people to learn to go with AB + medium weapons, or almost-stationary BSs, or try to permit both fleets?
Some admitance that Scout sites (apparently, never had the incentive to try one) don't jive with the general level of difficulty & reward of incursion content.

Lyron-Baktos, re: site size progression being directed, my understand of the idea is that it's only per each incursion, and there'd still be multiple incursions up, so those that can/want only to do specific site classes just move to the next incursion at different times to others. They're out of phase with each other but working as a whole.
Lyron-Baktos
The Scope
Gallente Federation
#29 - 2012-05-09 18:19:35 UTC
Lyron-Baktos wrote:
Regarding new players, I have only done Scout belt ratting and not the actual Scout sites, if they exist, but you could buff those and put a limit on the ship types.

I ran it with a Harbinger and one other player and it was so boring and the payout was awful. I'd rather watch TV than kill a few rats for 50K isk plus LP
-beef up the rewards to about half of what a VG site would pay. maybe about 3-6 minutes of work for just a couple million ISK
-put a ship restriction on the acceleration gate, probably BC and lower
-


to quote me, the level of difficulty of the Scout belt rates in my experience was also a joke. Even if you buffed up the rewards, I still probably would not do it as it was so boring. But you can't make it too hard as the very, very new players would have trouble. Maybe buff up the difficulty of it a bit and limit the ships to Destroyer - BC's
Just Alter
Futures Abstractions
#30 - 2012-05-09 18:31:07 UTC
CCP Affinity wrote:


The original goals for Incursions were to provide group game play, high end PvE opportunities and high risk content. I would like them to eventually be at a point where they have a high enough risk to warrant a high end reward. I would also like the incentives to come from a growing community but a place to experience a PvP like style of gameplay within a storyline setting. I will provide more info on this after we sort out the short-term problems.


Quote:
place to experience a PvP like style of gameplay within a storyline setting.


My personal feedback on this specific concept would be: incursion current level of similarity with pvp is more than enough (maybe add ship that have to be scrambled) if someone wanted to do pvp he would go to null sec.

I think it's much more important to evolve the storyline aspect and the progression aspect, like titles or clothes or other barely useful stuff like that.

I know this idea will seem awful to most people (thinking about tf2 or wow hats/pets) but it's the easiest and surest way to enhance pve content without screwing over the market and pvp.

Also i think in eve there's a chance it would not be too bad: going around with the title "Bane of Sansha" would be a gank magnet Big smile.

Just an idea though.
Kodavor
Iz Doge Korp .
#31 - 2012-05-09 19:07:49 UTC  |  Edited by: Kodavor
With the current site mechanics ISN can max out at about 100mill/h +/-but that is with an oiled fleet and top notch performance . One of the main questions is : What is the isk/h level that you want to allow the average Incursion pilot to earn ? Currently they stand at about 40ish + . There are those who run the sites more and thosee who run them less . Whatever is changed will be min-maxed by the capable and used ( Me :P ) Majority don't crunch numbers and don't spend time on maxing out the ship fits . They fit so that they would be accepted in a fleet when they X-up in the Incursion local / Btl Pub .

Those who can addapt will do so . Those who can't will leave /stay if the changes are deemed negative / possitive for them .

Regards
Lauris
Stick Cult
there's nothing to see here
#32 - 2012-05-09 19:23:42 UTC
♥ CCP Affinity
Daniel Plain
Doomheim
#33 - 2012-05-09 19:40:10 UTC
Lyron-Baktos wrote:
Regarding new players, I have only done Scout belt ratting and not the actual Scout sites, if they exist, but you could buff those and put a limit on the ship types.

I ran it with a Harbinger and one other player and it was so boring and the payout was awful. I'd rather watch TV than kill a few rats for 50K isk plus LP
-beef up the rewards to about half of what a VG site would pay. maybe about 3-6 minutes of work for just a couple million ISK
-put a ship restriction on the acceleration gate, probably BC and lower
-

this. please ramp up the difficulty and payout of scout sites. the way they are now, they are a waste of server resources. something along the lines of 4/10 to 5/10 DED sites with isk/hr that are between lvl3 and lvl4 missions would be optimal imo.

I should buy an Ishtar.

Frooth
Caldari Provisions
Caldari State
#34 - 2012-05-09 19:48:15 UTC
CCP Affinity wrote:
Kiyarii Oskold wrote:
Really, 3+ months turn-around for what was once a full expansion's main feature?
Too little, too late?

Learn to 'little & often', CCP. Less knee-jerk panic, your instincts have been terrible.



We want to avoid making a knee jerk panic decision.. so we are reading all the feedback before making a change. We are only talking short term changes, we will consider long-term redesigns after the Summer.


Implenting the current incursion changes wassent a panic desision then ? since you are now considering changing the 10% payment back. little wierd you wanna tweek incursions again on such a short notice.

No changes had been made on the VG sites while people where testing them on SiSi and those same sites are live now. seems like you are using the live servers as the testing ground now feels like i have been wasting my time on the sisi server.

Sad thing is that the most important thing these changes had really effect on is the shrinking of the incursion community since a knee jerk panic decision was made. Now you need to ''iterate'' them again to stall a shrinking community.
Jenn aSide
Soul Machines
The Initiative.
#35 - 2012-05-09 19:50:17 UTC  |  Edited by: Jenn aSide
CCP Affinity wrote:
Lyron-Baktos wrote:
CCP Affinity - What is CCP's goal for incursions in regards to hi/lo? Where does CCP see Incursions in regards to other isk making activities. Do you want to reward it more based on risk or group participation? Do you see a spot for very new players in Incursions or just older players with billion isk ships?



Long term we would like to balance all PvE income on a risk vs reward basis and make sure it all falls in line with other income in EVE. Incursions should be one of the higher end incomes in PvE, in my opinion, but we have to make sure we scale the risk to reflect that. I definitely see a spot for new players in Incursions and we need to ensure we have content that meets both new players and shiny fleets needs. This is definitely a long term plan.


The bolded part is very welcomed indeed. The orignal state of incursions was nothing like this at all, to the point where some people had to take it upon themselves to speed things up to kill the mom s that the farmers were basically protecting lol. No one can say that was working as intended.

I'm very glad you guys added group pve like this, but I'm glad you understand that if you do it wrong, the reverse of what you intend can and will happen.

I know people who took isk making alts out of null sec to just do high sec incursions, so instead of doing multiple escalation plexes (like fleet staging point, for instance, which makes you either go through gates, or light a cyno and risk a capital ship) where pvp (and thus economy driving consumption) can occur, they were more safely doing high sec incursions. That simply can't be what you guys wanted.....
Xorv
Questionable Acquisitions
#36 - 2012-05-09 19:56:01 UTC
CCP Affinity wrote:

The original goals for Incursions were to provide group game play, high end PvE opportunities and high risk content. I would like them to eventually be at a point where they have a high enough risk to warrant a high end reward. I would also like the incentives to come from a growing community but a place to experience a PvP like style of gameplay within a storyline setting. I will provide more info on this after we sort out the short-term problems.


High risk content and a PvP like style gameplay will only come from fully opening up Incursions to PvP. It's stating the obvious, but it needs to be said, as your current High Sec Incursions completely fails in this regard.

Storyline would be great, but what we have is PvE Raiders farming for shinny loot, and little else. There needs to be a real chance of an Incursion winning and that having real consequences on everyone. Players ought to be able to fight on the side of the Sansha.

Short term you should remove Incursions from High Sec or nerf its income even further. Long term, you really need to go back to the drawing board. Give us dynamic story/lore driven content intertwined with player conflict that works with the Sandbox nature of EVE, not against the Sandbox and player conflict driven nature of EVE.
Lyron-Baktos
The Scope
Gallente Federation
#37 - 2012-05-09 20:03:58 UTC
Xorv wrote:
[quote=CCP Affinity]
It's stating the obvious, but it needs to be said, as your current High Sec Incursions completely fails in this regard.


How so? Incursions are very similar to how PVP works. You have your support ships, main DPS ships and logi ships. FC calls out primaries and secondaries. you have to watch range for shooting and staying in logi range.

There is only so much you can do with AI but I feel Incursions are a very good step to showing players how PVP works. CCP could add in more randomness I guess.
Levy Break
State War Academy
Caldari State
#38 - 2012-05-09 20:10:40 UTC
CCP Affinity wrote:

I have already been in talks with Ronin and Serge and quite a few other people within the community - it's been a really good learning experience for me :)


I'd also recommend contacting Electric Shoe ( https://gate.eveonline.com/Profile/Electric%20Shoe ). He was our de-facto logistics coordinator, theorycrafter, and prime FC for the last few months when we still did lowsec/nullsec incursions. We prepared for the changes, anticipated it, swapped for shield fleet, gathered our wits for patch day, and a few days later we were all done with them. Vanguards took as much time to complete as assaults, so we tried assaults, which were okay-ish... until a system was poisoned with Nation Consolidation Networks, those sites took nearly an hour each on their own, even with a specialized fleet. All that time for 40 mil ISK/hr (on average, accounting formup times and downtime between sites from people dropping, etc, vs 100-110 mil ISK/hr pre patch, or even a consistent 60 mil ISK/hr ratting in forsaken hubs, without any faction spawns taken into account) PLUS placing your (very expensive and specialized) ship at high risk PLUS the backbreaking logistics required the move the ships just made it terrible to do.

But yeah, Electric Shoe was the one organizing us in those last days. We thought we'd be able to continue post-patch, but it proved to be otherwise. Lowered income, slower speeds, the higher man-power requirement, and the more expensive ships required all made it very difficult to justify. I'm sure he appreciates the break from his role, bit I for one miss the community running them made within the CFC, it was pleasant to be able to chat with people while making ISK for once.

Side note: An incursion spawned in CFC space last week and we got a broadcast on out jabber about it asking the incursion group to run it. I got a broadcast a little later saying how worthless we all are because nobody was running it. We won't even run them in own own space, whereas before we'd carrier jump across the galaxy to do a lowsec one. That's a drastic change in interest level.

Also, incursions are comparable to wormholes without the commitment of going into a wormhole, I'm not sure if that's good or bad. Pre-patch wormhole dwellers made more, but it was all indirect through the sale of loot, which made incursioning look more profitable.

But yeah, I'd like to see incursions respawn as something that's once again for fun and profit. (Unlike ratting in anoms which is strictly for profit... and boring.)
COMM4NDER
Legendary Umbrellas
#39 - 2012-05-09 20:35:32 UTC
Well I would look into the LPs on this instead of pure isk. Putting some more stuff into the Concord LP store would also be something interesting. How about the new modules from the test server? (Adaptive Hardener, the shield booster with cap injectors etc.)

Random spawns are great, but why remove the blitzing of sites. I for once loved the fact that you could blitz OTAs with nice fleet but with the higher danger of dying. Flying in a faction ship jumping to hull dmg just as the final trigger is dead and Sansha warps away. now that was something. This should be for all sites, make it possible to blitz but with a _bigger_ risk of dying.

This is where good FCs will shine and make it more interesting to do incursions apart from other PVE experiance.

Issues with AS/HQ is that it need _allot_ of work from the FC and the players to make actually something worth the play. One thing would be to have a dynamic of payout with different sites.

Here is a thought, why not to have some kind of ratio between [Scout]-VG-AS-HQ
The more the lower end sites are done the more they loose the ISK/LP reward "to some point" and the higher end sites gain in ISK/LP reward. This will make the HQ/AS more attractive.

TLDR
For the short run:
In short terms look over the blitzing for all sites but with the higher risk of dying (risk/reward).
Check the balance of the isk/lp reward vs time on all sites both on highend fleet comp but also with lower end T1 ships.
Long run?
More LP stuff!
More sites of each category with more variation maybe not just sansha?
Think about lowering the sec status to .5 on each incursion system?

Some thoughts some good i think some less good.
Also revisit lowsec and highsec incursions check from both the nullbears and highsec bears, only seeing incursion as one whole is bad.

[url=https://github.com/CommanderAlchemy/.bin/blob/master/eve] EVE - Online Launcher [Linux] [/url] Installs, launches character prefixes (both SISI & Tranquility). Simplescreenrecorder shm inject

Vaal Erit
Science and Trade Institute
Caldari State
#40 - 2012-05-09 20:52:20 UTC
CCP Affinity wrote:


The original goals for Incursions were to provide group game play, high end PvE opportunities and high risk content. I would like them to eventually be at a point where they have a high enough risk to warrant a high end reward. I would also like the incentives to come from a growing community but a place to experience a PvP like style of gameplay within a storyline setting. I will provide more info on this after we sort out the short-term problems.


Couldn't agree more. Not enough risk in the Incursions atm. You've probably already figure this out but most of the "Incursion community" are only concerned with farming tons of isk for no risk. You're going to have to burn them down and start over with a new community.

If you really want to add pvp aspects to Incursions then make a mechanic such that players can take control of rats like we can take control of pos guns. Only so much you can do with a script before it becomes known and farmable and no risk.