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Incursions need to be tweaked

Author
Velvet Eva
Be Nice Inc.
Prismatic Legion
#21 - 2011-10-09 04:01:15 UTC
Goose99 wrote:
Velvet Eva wrote:
Slighty unrelated - how difficult are these Vanguard sites compared to WH C5 anomalies? I live in a C5 myself and would like some info on how incursions are compared to what I'm currently doing.

Preferably by someone who has done both with the same people.


Easier in the sense that dps is lower. Harder in the sense that you're limited to BS and cruiser logi.


Can you jam incursion battleships?
Goose99
#22 - 2011-10-09 04:07:31 UTC
Velvet Eva wrote:
Goose99 wrote:
Velvet Eva wrote:
Slighty unrelated - how difficult are these Vanguard sites compared to WH C5 anomalies? I live in a C5 myself and would like some info on how incursions are compared to what I'm currently doing.

Preferably by someone who has done both with the same people.


Easier in the sense that dps is lower. Harder in the sense that you're limited to BS and cruiser logi.


Can you jam incursion battleships?


Yes. People used to bring in ecm boats to reduce incoming dmg early on after Incursions got implemented. Not so much anymore.
GreenSeed
#23 - 2011-10-09 05:59:54 UTC  |  Edited by: GreenSeed
I’m yet to find a incursion runner who’s worth his salt, who’s not aware of the ridiculous risk/reward ratio of incursions... yes it’s true that over time ppl are bound to realize the "right way" of doing incursions, but this is EVE... not wow. There MUST be risk involved. Even running l4s has risk if you get jammed for too long and you’re not prepared for it.

On incursions? there’s no real chance of dying.

You need to have your logis dc to lose a ship there, and even then, one is bound to stay online.. And there’s this thing called "overloading" for situations like that. This lack of difficulty is what’s making ppl feel so confortable that they bring their shiniest ships knowing that there’s little to no chance of losing them. The result? This effect feeds on itself, pirate bs and t3 ships reduce the risk even more and lead to ppl bragging about clearing sites in 5 minutes.

It’s fairly obvious that CCP is aware of this and will fix it; this is also fairly obvious to anyone who runs incursions that eventually they will be changed. now what’s really confusing, and in my opinion should incite nothing but disdain and mockery on the rest of the eve community, are all this wow kids running incursions and bragging about them making em rich, and then flaming or making up excuses as to why they shouldn't be nerfed. I’m obviously not talking to everyone here, since like i said, the majority of incursioners know a nerf has to come.

Now, what to do?

In my opinion they shouldn’t nerf the payout, they should actually increase it greatly for anything over vanguards, and i do mean greatly, to justify the LONG time it will take to set up fleets. But at the same time they must increase the difficulty, the tools to do so are there.

Incursions must stop being the place where the carebears take their nicest ships for a ride; it should be a meat grinder for T1 hulls.

You lost your 70m t2 fitted Bs? Too bad, but you made 80m losing it. Now go buy a new one, and next time coordinate even better so the changes of losing a ship are lower, yet never nonexistent.

Btw like its ben said a few post before me, on early incursions having Ewar was a must. Now at most you see webs... well not just any webs... you see faction webs. Because really, it’s not like the sansha have a chance of making you drop it.
Elindreal
Planetary Interactors
#24 - 2011-10-09 06:20:53 UTC
GreenSeed wrote:
Incursions must stop being the place where the carebears take their nicest ships for a ride; it should be a meat grinder for T1 hulls.


People will continue to bring their most expensive ships simply because the system can be gamed. Triggers are designated and spawns are set. Almost all sites are a controlled environment.

Except for NCN's
My favourite site, and yet very unfortunate due to the out of proportion completion time when compared with the other assault sites.

Each room of each site has a varied spawn.

If you want to make it a t1 ship meat grinder all sites need random spawns with random triggers. That's the only way to actually provide the 'risk' necessary to account for a loss.

I suspect and hope that this will be the direction they go, especially after being surprised at the new level 4 Dread Pirate Scarlet mission.
Maikhanh
Doomheim
#25 - 2011-10-09 07:11:39 UTC  |  Edited by: Maikhanh
Velvet Eva wrote:
Slighty unrelated - how difficult are these Vanguard sites compared to WH C5 anomalies? I live in a C5 myself and would like some info on how incursions are compared to what I'm currently doing.

Preferably by someone who has done both with the same people.

11 men fleet with 3 logis is all you need, you can add booster, use faction BS for faster completion time.

honestly, incursion in hisec with 100m/h is just wrong.

PS as GreenSeed said, I even saw a dude using officer web on his bhaal.
Ammzi
Dreddit
Test Alliance Please Ignore
#26 - 2011-10-09 11:18:16 UTC
Sturmwolke wrote:


* typical preferred ship are T3 cruiser hulls (aside from the faction BS) - easy to transport
* fittings are uniform, close range high damage - maximum damage, shortens completion time
* quick to form a vanguard fleet - less hassle as fittings are uniform, beginner friendly and easy fleet management
* casual friendly - easy come, easy go.
* more FCs - as vanguard sites are fairly easy to learn and manage.
* simple logi management - don't have to deal with complicated cap chains.
* more mobile fleet - by virtue of size and composition.
* quick site completion - sub 5mins or less (for experienced fleets).

Now compare that to (non-isk) factors that make Assault/HQs unpopular:

* majority BS hulls - pain in the ass to move
* non-uniform fittings - need T3 fast boats, mid-range dps and snipers
* slow forming fleet - finding the right mix of T3/mid-range/sniper, several refits needed
* non-casual friendly - all the above (and more) takes time.
* very few FC - moderately complicated, learning is done by doing.
* proper logi management critical - 1U1D or 2D cap chain management, needs a logi commander.
* big fleet - you're bound to get a few stragglers
* site completions takes anywhere between 10-20mins, probably 20-60mins for NCN & TCRC if things don't go well.


Well written post Sturmwolke, but that won't solve everything.
Look at what you just wrote:

Assaults/HQ's take more work than vanguards. Yes!! Then they should be paying out more because more effort is going into them.
Even if one stuck only to NMC's one would still be able to make more isk than HQ's and assaults. If anything, vanguard would be needing a massive nerf.
Sure that would perhaps make vanguards, assaults and headquarters equal in completion time and isk/hour, however why would anyone go through the hassle to do larger sites when the same isk can be earned in smaller sites?
They need to be more rewarding than vanguards again because they require more effort.

The only incentive would be (and currently is) to avoid annoying competitions between fleets.
Ammzi
Dreddit
Test Alliance Please Ignore
#27 - 2011-10-09 11:23:54 UTC
GreenSeed wrote:
There MUST be risk involved. Even running l4s has risk if you get jammed for too long and you’re not prepared for it.

On incursions? there’s no real chance of dying.


Oh come on, really?
The risk is griefers, server crashes and connection issues.
The risk is also getting into a fleet with inexperienced logis/FC.

I've had my nightmare go into hull twice and into armor 5 times.
Don't tell me there is no risk, especially in the higher sites. It's not just for fun we have a ship reimbursement fund for our community.
Sturmwolke
#28 - 2011-10-09 11:29:49 UTC
Ammzi wrote:
snip


Ammzi, my dear fellow, you need to read better.
Spend the time properly.
Ammzi
Dreddit
Test Alliance Please Ignore
#29 - 2011-10-09 12:04:53 UTC
Sturmwolke wrote:
Ammzi wrote:
snip


Ammzi, my dear fellow, you need to read better.
Spend the time properly.


I can't! I am sick, nose running and only slept 5 hours.
Re-reading my post, does it even make sense? It doesn't make sense to me ...
Nikki Cox
Bermuda Syndrome Industries
#30 - 2011-10-09 13:09:17 UTC
I dont know if enyone suggest it....
but maybe....
removing incursions from hi sec will solve the problem?
Ooda
Caldari Provisions
Caldari State
#31 - 2011-10-09 13:24:59 UTC
Nikki Cox wrote:
I dont know if enyone suggest it....
but maybe....
removing incursions from hi sec will solve the problem?


yeah, cause that works fine for lv 5's allready! ;)
Aqriue
Center for Advanced Studies
Gallente Federation
#32 - 2011-10-09 15:45:01 UTC
Nikki Cox wrote:
I dont know if enyone suggest it....
but maybe....
removing incursions from hi sec will solve the problem?

And no one will run them, further negating the entire amount of work by the developers spent on it because there is less hassle of someone interfering because the aggressor is always at the advantage. Lulsec basement dwellers generally do not PVE, cause its boring! to them. Then factor that when a constellation glows on the map, attracts people to run them, that further attracts aggressive "piwates" and making it incredibly difficult to even get there when deep in lowsec....yeah great suggestion. People still generally do not run level 4s in lowsec (PVE or PVP, you can't do both!) and only the brave few attempt level 5, lets not forget that PVE ships do not even remotely fit like PVP ships (PVE lacks scrams, web, buffer putting the entire favor in the aggressor) and that sansha still out Alpha-DPS anything compared to what players can put out short of a Titan Doomsday.

You know whats a better suggestion to fix all the problems everyone b*tches about....TURN OFF THE F****** SERVER! Bam! Done deal. No more complaints about the safety of highsec vs risk and reward, no more moaning to CCP to buff Hulks, no more groaning about FW being broken or overpowered super carriers cause you can't kill it yet lack the will to train and bring your own super. No ******* source of complaints, nothing that needs fixing. See, no one wins and everybody looses....or everybody wins and nobody is the looser? Damn, hard to figure out.

Oh, here is another suggestion. How about you go run incursions and make untold billions, nothing actually stops you but your own choice to not run them. Nothing wrong with you joining the party and benifitng from it. Or you could go make your billions running missions. Or scamming. Or Market trading. Or conquering a region ala BoB vs Goonwar '09 and selling moon goo. There is no physical risk to your person at all outside geting carpal tunnel syndrome in EVE as its all just virtual pixels stored on a hard drive in London and the rewards you reap are just varying levels of challenge to aquire it. Everyone just doesn't like how someone else is making pixelated space bucks, its all "Och! I worked up grid both ways against oncomming rogue asteroids and I liked it Sonny boy. It was grueling I tell you and you should suck it up because it should be grueling to you as well." How about this for, "Adapt or Die" and adapt to how this incursion system could be benifitual to you...be it pulling in massive iskies or causing grief. Who the f*ck cares how profitable it is for someone else, you should be thinking What I get out of it or what else can I do in EVE cause what they are doing isn't really affecting you personally, except I see alot "I just got a grudge sized chip on my shoulder that failed to get a movie script so someone else should suffer because of it!"
Goose99
#33 - 2011-10-09 16:40:13 UTC  |  Edited by: Goose99
I am bitter because other people are getting isk. They risk 2 bil pimpfits for 10 mil a site. I can't afford pimpboats, so I don't get fleet. Oh noez.Oops

I can't get the cake, so nobody should get it. It doesn't have to benefit me, all good as long as it screws others, because I'm awesome like that. CCP should nerf all new features that they poured thousands of manhours into, so that nobody uses them, because I don't care for them.Cool
Tenris Anis
Schattenengel Clan
#34 - 2011-10-09 16:45:19 UTC
Goose99 wrote:
I am bitter because other people are getting isk. They risk 2 bil pimpfits for 10 mil a site. I can't afford pimpboats, so I don't get fleet. Oh noez.Oops

I can't get the cake, so nobody should get it. It doesn't have to benefit me, all good as long as it screws others, because I'm awesome like that. CCP should nerf all new features that they poured thousands of manhours into, so that nobody uses them, because I don't care for them.Cool


Your mad?
Are vanguards still to hard for you, should we increase income of scout? (Which btw could really need a small buff)

Remove insurance.

Goose99
#35 - 2011-10-09 16:48:33 UTC
Tenris Anis wrote:
Goose99 wrote:
I am bitter because other people are getting isk. They risk 2 bil pimpfits for 10 mil a site. I can't afford pimpboats, so I don't get fleet. Oh noez.Oops

I can't get the cake, so nobody should get it. It doesn't have to benefit me, all good as long as it screws others, because I'm awesome like that. CCP should nerf all new features that they poured thousands of manhours into, so that nobody uses them, because I don't care for them.Cool


Your mad?
Are vanguards still to hard for you, should we increase income of scout? (Which btw could really need a small buff)


Exactly! Buff scouts. Seriously.Big smile
Aqriue
Center for Advanced Studies
Gallente Federation
#36 - 2011-10-09 16:56:49 UTC
Goose99 wrote:
I am bitter because other people are getting isk. They risk 2 bil pimpfits for 10 mil a site. I can't afford pimpboats, so I don't get fleet. Oh noez.Oops

I can't get the cake, so nobody should get it. It doesn't have to benefit me, all good as long as it screws others, because I'm awesome like that. CCP should nerf all new features that they poured thousands of manhours into, so that nobody uses them, because I don't care for them.Cool

I like your thoughts Lol
Kat Bandeis
Trinity Industries Corp.
#37 - 2011-10-09 18:23:22 UTC
How about just making the belt rats in Incursion constellations be salvagable and drop loot according to their buffed strength?

But then, that would just make sense. Blink
Muestereate
Minions LLC
#38 - 2011-10-09 19:40:57 UTC
I'm amazed at incursions and how well their implementation was engineered. They are indeed quite risky and also have the power to change the face of the game dramatically. At their core they acknowledge basic game theory that cooperation produces more than it consumes. They are an accurate simulation unlike the contrived conflict that seems to go nowhere but downhill without added input of content by CCP.

I like how the game resources scale well with the game and network resources. Sometimes in systems we approach blob warfare lag onset and it gets dangerous from discoes and slower keyboard response but usually some overheat and good fcing can pull it out.

I didn't like the Sanctum and level 4 nerfs that were required to push people into this side of the game (incursions) but making high sec income competitive with null sec income uses vastly more of the games potential than null. Perhaps null can become the barren wasteland of capital ship battles and lawlessness and ensuing economic collapse that goes with the destruction of social consequence. Sure would be cool if High sec corps could enter the null arena on their own terms instead of the terms of the sov holders.

That said, Incursions have enormous capacity to influence many people. Before one starts looking at a product changes, one should look at what one wishes to accomplish. Before you can do that you have to go even further back and ask the question WHO?

Who are you wishing to affect? What group(s) do you want to make the game better for. If you want to make the game worse for certain groups, is that good for the game overall? My own example, null sec, do we really think easier access to null is good overall or is the game served better by the current power and material supply chains being in place?

Each side of a transaction has benefits as well as costs. Say I want a tech moon and I get it. I bet the price of t2 goes up cause I'm less efficient than an experienced alliance and my logistics to get it to Jita are less regular and reliable causing price volatility. So even though a nice moon would be good for me, is it good for the game as a whole?

But if you keep me out of nullsec by nerfing the game for a thousands of other people, does that outweigh a t2 price increase. Thousands and thousands of people have skillpoints that require big isk to utilize. This is potential demand, this affects people that could supply t3, faction or t2 ships and shiney fittings, THey can't make money if we have none to spend.

Who do you want to nerf and and how will that effect others and the future of the game itself?

My personal suggestion are to buff rather than to nerf.

Buff Scouts to make that t1 meat grinder someone mentioned, its good for industry and training ground for fc's for future pvp.

Leave vanguards for small groups that need quick isk injections so they can have fun. Do we Need a solution still for isk grinders? It can be a big part of the game just to build and collect ships. I see no problem with working for material goods for their own sake. It like keeping score.

Buff income for assaults HQ's but also change payouts to FC's and WC's to reflect the extra work they do and to encourage more Assault FC's. More Assault FC's can absorb more players so people don't have to wait to get in fleet. Maybe they can take extra advanced t1/sub optimal players also.

Continue to limit beacons to the number a system can support without lagging until we max out constellation utilization with the added assault fleets.

My two cents but ya know, we incurrsion runners have a few more than most. Sorry for such a long post but I finally learned to CandP before I hit the post button :)
Muestereate
Minions LLC
#39 - 2011-10-09 19:41:14 UTC
I'm amazed at incursions and how well their implementation was engineered. They are indeed quite risky and also have the power to change the face of the game dramatically. At their core they acknowledge basic game theory that cooperation produces more than it consumes. They are an accurate simulation unlike the contrived conflict that seems to go nowhere but downhill without added input of content by CCP.

I like how the game resources scale well with the game and network resources. Sometimes in systems we approach blob warfare lag onset and it gets dangerous from discoes and slower keyboard response but usually some overheat and good fcing can pull it out.

I didn't like the Sanctum and level 4 nerfs that were required to push people into this side of the game (incursions) but making high sec income competitive with null sec income uses vastly more of the games potential than null. Perhaps null can become the barren wasteland of capital ship battles and lawlessness and ensuing economic collapse that goes with the destruction of social consequence. Sure would be cool if High sec corps could enter the null arena on their own terms instead of the terms of the sov holders.

That said, Incursions have enormous capacity to influence many people. Before one starts looking at a product changes, one should look at what one wishes to accomplish. Before you can do that you have to go even further back and ask the question WHO?

Who are you wishing to affect? What group(s) do you want to make the game better for. If you want to make the game worse for certain groups, is that good for the game overall? My own example, null sec, do we really think easier access to null is good overall or is the game served better by the current power and material supply chains being in place?

Each side of a transaction has benefits as well as costs. Say I want a tech moon and I get it. I bet the price of t2 goes up cause I'm less efficient than an experienced alliance and my logistics to get it to Jita are less regular and reliable causing price volatility. So even though a nice moon would be good for me, is it good for the game as a whole?

But if you keep me out of nullsec by nerfing the game for a thousands of other people, does that outweigh a t2 price increase. Thousands and thousands of people have skillpoints that require big isk to utilize. This is potential demand, this affects people that could supply t3, faction or t2 ships and shiney fittings, THey can't make money if we have none to spend.

Who do you want to nerf and and how will that effect others and the future of the game itself?

My personal suggestion are to buff rather than to nerf.

Buff Scouts to make that t1 meat grinder someone mentioned, its good for industry and training ground for fc's for future pvp.

Leave vanguards for small groups that need quick isk injections so they can have fun. Do we Need a solution still for isk grinders? It can be a big part of the game just to build and collect ships. I see no problem with working for material goods for their own sake. It like keeping score.

Buff income for assaults HQ's but also change payouts to FC's and WC's to reflect the extra work they do and to encourage more Assault FC's. More Assault FC's can absorb more players so people don't have to wait to get in fleet. Maybe they can take extra advanced t1/sub optimal players also.

Continue to limit beacons to the number a system can support without lagging until we max out constellation utilization with the added assault fleets.

My two cents but ya know, we incurrsion runners have a few more than most. Sorry for such a long post but I finally learned to CandP before I hit the post button :)
Shawn Pierce
Live For This
#40 - 2011-10-09 21:09:02 UTC  |  Edited by: Shawn Pierce
1. Make Staging sites more difficult. Right now, there is too large a divide between sites you can solo in a T1 frigate or T1 cruiser (Staging) and the sites you cannot do without a fleet (Vanguards).

2. After making Staging sites more difficult, buff their rewards to make them at least sort of worthwhile for beginning incursion-runners.

3. Leave Vanguards as-is.

4. Leave Assault sites as they are, but buff their rewards to make them a worthy upgrade from Vanguards. Right now, they don't give anywhere near enough rewards for the amount of time you spend killing the sites. I'd almost go so far as to say the current payout for killing the supercarrier (63M ISK and 14K LP if I recall correctly) should be the payout for Assault sites. That 's probably a bit too high though.

5. I've only run the Kundalini Manifest sites in Headquarters systems, so I don't know about the others. However, based on the payouts for KM, those should be buffed as well.

That's my two cents anyway...