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Post-escalation Incursion Changes

First post
Author
CCP Affinity
C C P
C C P Alliance
#41 - 2012-05-09 20:55:23 UTC
Daniel Plain wrote:
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 really hope to be able to do something awesome with scout sites in the future - watch this space

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CCP Affinity
C C P
C C P Alliance
#42 - 2012-05-09 20:57:37 UTC
COMM4NDER wrote:
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.



Couldn't agree more on the need to flesh out the LP store - but this is not a short term, fix it by June project :)

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ChemicalQueen
Perkone
Caldari State
#43 - 2012-05-09 20:59:20 UTC
Levy Break 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 :)


I'd also recommend contacting Electric Shoe ( https://gate.eveonline.com/Profile/Electric%20Shoe ). He was our de-facto logistics coordinator,


Everything in this post pretty much sums up our experience with incursions. Please contact shoe. He was our thankless incursion leader, and was quite disappointed when he announced we had to disband.
CCP Affinity
C C P
C C P Alliance
#44 - 2012-05-09 21:01:59 UTC
ChemicalQueen wrote:
Levy Break 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 :)


I'd also recommend contacting Electric Shoe ( https://gate.eveonline.com/Profile/Electric%20Shoe ). He was our de-facto logistics coordinator,


Everything in this post pretty much sums up our experience with incursions. Please contact shoe. He was our thankless incursion leader, and was quite disappointed when he announced we had to disband.



I will definitely do that, thanks!

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Daniel Plain
Doomheim
#45 - 2012-05-09 21:04:34 UTC
CCP Affinity wrote:
Daniel Plain wrote:
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 really hope to be able to do something awesome with scout sites in the future - watch this space

you made me very happy :)

I should buy an Ishtar.

Lyron-Baktos
The Scope
Gallente Federation
#46 - 2012-05-09 21:21:14 UTC
Daniel Plain wrote:
CCP Affinity wrote:
Daniel Plain wrote:
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 really hope to be able to do something awesome with scout sites in the future - watch this space

you made me very happy :)


Will be good even though I doubt I'll ever run them once they get fixed, lol. Giving 1-2 month old players a great experience in combat and teamwork will get them hooked on Eve, much better than solo mission work I'd imagine. My best memory so far in Eve was joining a fleet for the first time and watching everyone work together to get the job done
DarthNefarius
Minmatar Heavy Industries
#47 - 2012-05-09 21:28:05 UTC  |  Edited by: DarthNefarius
Levy Break wrote:


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.



I tend to agree with the above but actually Wormhole NPC buy orders inject more ISK into Eve then Incursions. The wormhole PvE residents on top of that get the melted nano ribbons salvage which I am told generates more income then the NPC buy orders ( blue loot ) thier reward for the risk& pain of moving things out of W-Space. I've seen ccp diagoras provide statistics on the number of Incursion runners for a day in February (~1700) but I've never seen a statistic on the number of runners of sleeper sites. Many W-Space residents I'm told do gas mining too.

I understand that now more of the Incursion runners are in shield fleets but I have not heard of any contact with the armor fleet veterans.
Once again the main contact for the armour community is: https://gate.eveonline.com/Profile/Cozmic%20Cowboy
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Herr Ronin
Brutor Tribe
Minmatar Republic
#48 - 2012-05-09 21:33:31 UTC
Lyron-Baktos wrote:
Daniel Plain wrote:
CCP Affinity wrote:
Daniel Plain wrote:
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 really hope to be able to do something awesome with scout sites in the future - watch this space

you made me very happy :)


Will be good even though I doubt I'll ever run them once they get fixed, lol. Giving 1-2 month old players a great experience in combat and teamwork will get them hooked on Eve, much better than solo mission work I'd imagine. My best memory so far in Eve was joining a fleet for the first time and watching everyone work together to get the job done



Exactly, Incursions are all about community's, Yes there is Nazi community's like ISN who people hate or BTL, SSN, sUmmer and tons more that people love, But we are all doing the same thing, Having a great time, Incursions stopped me from quitting EVE Online, The reason why i like to Log into EVE Online is being part of a community, Having great guys to fly with, Not only that a lot of people have been given more opertunitys doing Incursions, Proving that they are not good a pvp but a AWESOME HQ Logistic or a Epic Drone bunny.

Yes Incursions have been Nerfed but i feel that they needed too, Not this much of course, This makes us aware of how good we had it, This is our wake up call, Of course CCP is going to make it harder to earn Isk in Incursions, This is why we are in these community's to adapt and overcome the challenge as a group.

Regardless of the Trolls or Off Topic post's, In-between them are Fantastic idea's and opinions, What makes this even better is that CCP is really looking into what you said, This isn't like WOW, Where they just fling it to the back of their mailbox, My view of CCP has changed completely due to these Incursion threads, It shows they care about there playerbase.

Yes they have not been 100% on the Dev Blogs stating all the Information and missing key points, At least they admit it, I feel that Inferno is starting to improve.


Note: To all who have not tried Incursions, Get into a Maelstrom and Join BTL Pub and then you will see how awesome they are :P

I'll Race You For A Amburhgear

Xorv
Questionable Acquisitions
#49 - 2012-05-09 21:46:25 UTC
Vaal Erit wrote:
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.


This is an important aspect to the issues of Incursions that CCP developers need to understand. The High Sec Incursions "Community" is not the same as the EVE community. In fact the vision of EVE held by High Sec Incursion players is often diametrically opposed to the vision of EVE held by much of the rest of EVE's players. CCP needs to tread very carefully, appeasing the demands of Incursion players is likely to lose CCP credibility and good favor with larger parts of EVE's player base.



Lyron-Baktos wrote:

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.


The day I can play EVE and the AI and game design is so good I can't tell the difference between an NPC and a Player will be the day I agree with your argument above. Also, if it really was so similar to PvP, why is there any objection to injecting real PvP into the mix?
Asmodes Reynolds
Rayn Enterprises
#50 - 2012-05-09 21:59:23 UTC  |  Edited by: Asmodes Reynolds
CCP Affinity, I have one more quick question for you, isn't CCP afraid that because hi sec incursion runners protected by Concorde, they can basically run sites 23/7, with virtually no operating costs, and basically no risk of un-consensual PVP however the low sec/null-sec do have the risk of un-consensual pvp and operating costs( safe towers, jump fuel, etc.), and there is only a 42% payout increase ( I believe I could be wrong) will unbalance the risk versus reward between the security levels (hi vs low vs null vs Sov) ?

for example one character can make the same amount or more in hi-sec incursions, as that same character would make you doing Sov anomalies(from bounties) however the risk of Sov anomalies is higher because of the risk of un-consensual PVP.
Lyron-Baktos
The Scope
Gallente Federation
#51 - 2012-05-09 22:07:15 UTC
Xorv wrote:


The day I can play EVE and the AI and game design is so good I can't tell the difference between an NPC and a Player will be the day I agree with your argument above. Also, if it really was so similar to PvP, why is there any objection to injecting real PvP into the mix?


I'd be fine with this tbh. Last game I played, the winner not only won the fight by destroying another players fleet, but they also made a ton of money from it. I would love to be able to blow up real players ships and be paid in liquid ISK when the fight was over. Looting never works as you normally have to donate those to the players that lost ships, or to the logi boats

If I could make ISK from PVP'ing, I would never leave 0.0
Azura Solus
Rules of Acquisition
#52 - 2012-05-09 22:16:34 UTC
WARNING WALL-O-TEXT
Quote:

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.



First offf to CCP affinity Thanks for the quick responses and the clarifacation on what you intend incursions to be> This topic has been debated and beat in the ground worse then the dead horse. Anywho Copying my opinions on The incursion changes from ccp soundwaves post.

Heres my 2 cents on it.

I have ran incursions since December , Both Pug groups ,elitist groups. and i have ran my own high end incursion channel. Through out all this ill admit the amount of is i was getting Was Insane. In which i was able to turn around and spend that isk to pay for my accounts and buy some damn nice pvp ships. Now ill be the first to admit that the amount of isk The High end groups would make in Vg;s was a bit un balanced, But I also believe that you took the Nerf way too far CCP.

As has been stated many times before currently its just not worth it to do it. and honestly it could have been a really easy fix but was beaten till as stated its not worth it with exploration wh's and lvl 4's being a more viable option for people. Some claim they ran incursions for the social aspect of it and that's great. Some was only in it for the money. Which ever case it may be It made it possible, at least for me to plex my accounts and pay for my pvp.


TLDR;
What i believe would be a decent fix for incursions is the following

Scout sites: Make them worth it to do them Ie lvl 4 payouts for all fleet members

VG:'s Make sites take around 5-8 Minutes 5 Being Shiny fleets 8 being pug fleets. and remove the payment reduction

Nco: Pretty decent as they are may remove some augas

NMC : Bring the mara in closer

Ota's: Take the mara and the hacking unit out

Assaults: These need to drastically increase in payouts. IMO around 25 mil per site And take around 10-16 minutes to complete

NCN's : Completely overhaul the site remove cruiser side make it multiple gate room. ( lighten up a bit on the neuts)

OCF's : Remove the ninja nerf where you put more spawns in there.( Fyi you didn't make them faster)

NCS's : Same as above.**

HQ's : Make them pay around 35-40 mil And take 23-30 minutes to complete: Now i dont know much about the sites but i do know one was ninja nerfed like the ocf's and ncs's Come on ccp Really we do see when this happens.

Anyhow there's my 2 cents


Edit : One of the biggest gripes pre escalation was how crowded the vg systems was I believe that Focusing on Buffing the Scout assualt, and Hq sites will do alot more for the game And incursion runners as a whole Then just slamming a nerf bat down

Edit 2: After reading your statement on what you intend incursions to be i still stand by most of the completion times i stated But can also agree with making the risk worth the reward. Also still stand by the fact the Vg's just need minor tweaking at this point. Real focuses should be on Scouts and assaults primarily along with the Hq's but others are more knowledgeable then me on those
Janoun
Hedion University
Amarr Empire
#53 - 2012-05-10 00:23:39 UTC  |  Edited by: Janoun
I think low-sec Incursions took an unintended hit from the nerf bat with the recent incursion changes.

It used to be worth it to run Vanguard sites in low-sec if you knew what you were doing. Armor HACs in proper PvP setups would generate better income than a highsec fleet and when you did get into fights you stood a good chance. As it stands now, VG sites aren't worth running and Assaults are simply impractical for low-sec. To exceed the income levels you can reach doing them in highsec you must use faction fitted pirate Battleships. Not only are their PvE fits ill suited for PvP, they're a much bigger bullseye, they're riskier to move around between systems, you need to change fleet comps for one of the sites and finally logistics is a bigger problem because Battleships fill up a Carrier real quick.

Basically, it's not worth it to travel to low-sec Incursions anymore.
CCP Affinity
C C P
C C P Alliance
#54 - 2012-05-10 00:25:36 UTC
Total hypothetical talk here.. but how would you feel about, long-term, Scouts being proper training grounds - mirroring vanguard type risk with more hints/tutorials and less reward? Geared towards settling new members into the community.

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Team Astro Sparkle

CCP Affinity
C C P
C C P Alliance
#55 - 2012-05-10 00:32:49 UTC
Azura Solus wrote:
WARNING WALL-O-TEXT
Quote:

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.



First offf to CCP affinity Thanks for the quick responses and the clarifacation on what you intend incursions to be> This topic has been debated and beat in the ground worse then the dead horse. Anywho Copying my opinions on The incursion changes from ccp soundwaves post.

Heres my 2 cents on it.

I have ran incursions since December , Both Pug groups ,elitist groups. and i have ran my own high end incursion channel. Through out all this ill admit the amount of is i was getting Was Insane. In which i was able to turn around and spend that isk to pay for my accounts and buy some damn nice pvp ships. Now ill be the first to admit that the amount of isk The High end groups would make in Vg;s was a bit un balanced, But I also believe that you took the Nerf way too far CCP.

As has been stated many times before currently its just not worth it to do it. and honestly it could have been a really easy fix but was beaten till as stated its not worth it with exploration wh's and lvl 4's being a more viable option for people. Some claim they ran incursions for the social aspect of it and that's great. Some was only in it for the money. Which ever case it may be It made it possible, at least for me to plex my accounts and pay for my pvp.


TLDR;
What i believe would be a decent fix for incursions is the following

Scout sites: Make them worth it to do them Ie lvl 4 payouts for all fleet members

VG:'s Make sites take around 5-8 Minutes 5 Being Shiny fleets 8 being pug fleets. and remove the payment reduction

Nco: Pretty decent as they are may remove some augas

NMC : Bring the mara in closer

Ota's: Take the mara and the hacking unit out

Assaults: These need to drastically increase in payouts. IMO around 25 mil per site And take around 10-16 minutes to complete

NCN's : Completely overhaul the site remove cruiser side make it multiple gate room. ( lighten up a bit on the neuts)

OCF's : Remove the ninja nerf where you put more spawns in there.( Fyi you didn't make them faster)

NCS's : Same as above.**

HQ's : Make them pay around 35-40 mil And take 23-30 minutes to complete: Now i dont know much about the sites but i do know one was ninja nerfed like the ocf's and ncs's Come on ccp Really we do see when this happens.

Anyhow there's my 2 cents


Edit : One of the biggest gripes pre escalation was how crowded the vg systems was I believe that Focusing on Buffing the Scout assualt, and Hq sites will do alot more for the game And incursion runners as a whole Then just slamming a nerf bat down

Edit 2: After reading your statement on what you intend incursions to be i still stand by most of the completion times i stated But can also agree with making the risk worth the reward. Also still stand by the fact the Vg's just need minor tweaking at this point. Real focuses should be on Scouts and assaults primarily along with the Hq's but others are more knowledgeable then me on those


Thanks for the feedback. NMC : Bring the mara in closer - this is something I have heard a lot!

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CCP Affinity
C C P
C C P Alliance
#56 - 2012-05-10 00:35:12 UTC
Also a huge thank you to everyone who has posted so far - this is exactly the kind of thread I wanted! Useful feedback and carefully thought out posts. You guys are awesome :)

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Azura Solus
Rules of Acquisition
#57 - 2012-05-10 00:53:23 UTC  |  Edited by: Azura Solus
CCP Affinity wrote:
Total hypothetical talk here.. but how would you feel about, long-term, Scouts being proper training grounds - mirroring vanguard type risk with more hints/tutorials and less reward? Geared towards settling new members into the community.



Are you talking Like VG size fleets with reduced pay with some type of aura tutorial or something like that?

or

Small scale gang sites with payment inbtween current and vg's for basic intro to fleet life


Edit: in the theme of turtorial or ( preperation for the next bigger thing) an idea for ncn reformation could be somthing like the mtac site in HQ's to help people prepare for a role where its time critical in what your doing. Just a stoned after thought i hade
ISN Spy spizors
Doomheim
#58 - 2012-05-10 00:54:50 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 :)


Should have talked to Noble Ranger instead, hes the one actually running and keeping ISN alive :/
CCP Affinity
C C P
C C P Alliance
#59 - 2012-05-10 00:56:32 UTC
ISN Spy spizors 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 :)


Should have talked to Noble Ranger instead, hes the one actually running and keeping ISN alive :/



I am also talking with him :) Talking with Noble Ranger, Ronin and Kodavor

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KeeganWaffle
Sebiestor Tribe
Minmatar Republic
#60 - 2012-05-10 01:03:41 UTC  |  Edited by: KeeganWaffle
CCP Affinity wrote:


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.


I agree with this completely, baby steps should be taken to avoid rubber-banding back between OP and UP incursions.
Right now the best ideas are pretty obvious:
-Move hacking site closer in OTAs (Also decrease the difficult because Most pilots will have a T1 code-breaker with Level 3 skills and I've sat around for more then 5 minutes due to the randomization, perhaps instead of random chance with the OTA, have a set amount of times based on skills.)
-Revert the payout Nerf
-Reduce site time somehow (Either by slightly less ships, moving the mara's orbit closer, or even something as simple as not having to kill renyns)

A not so much talked about idea but one I think is equally important is to prevent the ability to or reduce the difficulty of Pre-loaded OTAs.

I can't wait to see what you guys do with scout sites, I would greatly enjoy something similar to C2 wormhole level combat (heavy tank, low dps or small RR BCs gangs). Get players used to broadcasting and have them learn the importance of Applied DPS


Keith Planck
Poni will always Poni Poni~~~~~~

P.S. would it kill you guys to add more MLP references in eve :(