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Incursions need to be tweaked

Author
Goose99
#41 - 2011-10-10 01:03:25 UTC
Shawn Pierce wrote:
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...


HQ sites are where you see your overtanked buffer BS armor bounce between 0% to 100% and back repeatedly, and shield BS/cruisers instapop. Broadcast for rep the moment you get full aggro redbox, or you're a goner. This kind of "c7" lvl dps is unfit for subcaps.
Isan'na
Ministry of War
Amarr Empire
#42 - 2011-10-10 01:06:05 UTC
Grumble, damn forums eating my poasts. Here goes again.

Shawn Pierce wrote:

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.


Absurd. I've clocked a 16-man fleet doing assaults in 12-15 minutes. That'd be 240m isk/hour. And people complain that the Vanguards are too big an isk faucet?

Drop VG payout by 30-40%.
Leave Assault payout as is. However, drastically rebalance the NCN. As it stands, it contains 2-3 times the EHP** that you need to burn through. Possible fix - remove the third separated pockets, and add a focus completion trigger in the final wave. This will bring it closer in line to the other sites as you'll only have to kill ~10 BS.
Buff HQ payout to Mothership payout level.

Effect? Vanguards are capped at 60m. Assaults pay 80m. HQ's pay between 100m and 140m depending on the sites that spawn. Proper incentive, risk/reward, and requirement for skill.

*The NCN contains 4-5 BS in three separated pockets and the same in the joint pocket, so there are 16-20. Most of these you'll be engaging with a split fleet. In comparison, the OCF has 10-12 BS and the NCS 9 with similar support fleets.
Muestereate
Minions LLC
#43 - 2011-10-10 01:14:00 UTC
Don't forget the time it takes to put a bigger fleet together.

I haven't run many assaults so I haven't seen those kind of numbers at all. If it were practical to do and the fleet comp and fcing info known, perhaps people would do more assaults.

Could you tell me the fleet comp and tactics to achieve 240 million an hour?
Isan'na
Ministry of War
Amarr Empire
#44 - 2011-10-10 01:22:58 UTC
IIRC it was 5 Mares, 2 CNRs, 3 Tengus, a Loki, 2 scrub t1 BS, and 4 Logi. Tactics consisted of...well, kill everything. Nothing special. However, the theoretical 240m is what that fleet would've pulled if the assaults were buffed to mothership levels, as suggested in my quotation of Shawn. Under the current scheme, they pulled about 80m.
Muestereate
Minions LLC
#45 - 2011-10-10 01:41:55 UTC
Oh I'd missed that part of his post. I was in awe of the new double post mechanics and speed reading him.

Thats an awful small fleet for assaults. I like it, I just didn't think that would be possible. The assault fleets i have been on were all double that size and very slow paced. Actually I need the faster pace of the way we run vanguards now to stay interested. As much as I like to relax, my mind wonders if the pace gets too slow. I could hang with assaults if I stay busy.
Captain Deathette
Imperial Shipment
Amarr Empire
#46 - 2011-10-12 07:22:36 UTC  |  Edited by: Captain Deathette
Isan'na wrote:
Worthwhile analysis.
Cheers.

At the risk of pissing off any of my fellow pilots who enjoy incursions (carmelos53...cough). I'll just toss on a few thoughts (3) as I've spent the last couple weeks coming back to incursions a little (~1mil LP or there abouts).


1. We've seen dilution of incursion knowledge to the point where people now understand exactly what to bring/how to fit/what types of fleets do well in what sites. This has of course made it almost trivial to run the basic incursion sites.

Of course VGs were always easy. They weren't meant to be 50/50 live or die 'missions', just a group activity in eve, a primarily pvp game.

I would more-or-less enjoy the developers to possibly make the 'incursion game' more pvp centered as the entire of eve's universe. Right now between BTL and TDF, every .5 or higher incursion sees hundreds of pilots and the top earners are seeing 300-800,000 LP in only a few short days. That goes to show just how 'farmable' the content is to well-trained or connected groups of players.

http://incursionguide.wordpress.com/

http://incursions.nexsoft.de/

http://forums.eve-incursions.net/index.php

http://jestertrek.blogspot.com/

http://mikeazariah.wordpress.com/

All have incursion-related content to the point where a completely new FC can understand incursions in an hour or so of perusal. This is not a problem. Lets not be elitist about 'knowledge' in the case of NPC encounters in a PVP game... I don't think this can be helped, but it CAN be tweaked.


2. People are bringing ships and fittings tailored specific to incursions. This goes along with the dilution of knowledge but is also related to the quantity of incursions people are running. Seeing 500-1.5B in fittings on cruiser-sized hulls isn't uncommon. People fitting officer webs/abs on ships they wouldn't dream of otherwise fitting with such mods is an exciting proposition and will eventually get the attention of k-space ganking groups, but for the moment its allowing people to run incursions at blindingly fast speeds.

With properly fit T3 (legion/loki), proper boosters, and proper RSB and TL'd logistics pilots, armor fleets can run NCOs in just under 2 minutes from warp in. That's an absurd pace if the spawns can keep up (which they can't). What ends up happening is that well-equipped groups of players end up racing each other for the mass of OTA or NCO sites in the same or neighboring systems.

This is a good thing (ship/module inflation), but it doesn't help with the NPC aspect of the difficulty, only the 'pvp' side.


3. There is no diversity in incursions once they're 'found out'.

While #1, the dilution of information, means that public incursion groups, and other random 'pug' fleets have much greater chance of success, it exposes the underlying problem with incursions... the lack of actual diversity in the sites.

Between VG, Assault and HQ sites (the ones that I run), there are only a few things to know in order to 'blitz' every site as efficiently as possible. These can be gleaned from looking online for 20 minutes or by stopping into public channels and asking FCs.

While it wouldn't significantly alter the difficulty of the sites, why not provide a 10-20% chance of an escalation or other variable within each type of site for an increased payout (IE: in a VG have a 10-20% chance that an NCO spawns X additional quick, very-high dps and low HP ships after trigger ships are killed, the plus side being a 10-25% increase on the rewards for completion????

Project that out into OTLs, where you could have an extra deltole or a named bs with increased DPS output and ecm burst tower which is untargetable (a la mothership with immediate targeting thereafter, pulsing every 20-30 seconds, for a 10-15% increase in pay on the site).

NMC (or the citizen assault site) you could apply an escalation to the 'drop' of civilians or ore, where a 'surprise' spawn is spawned rather than the mission trigger, the spawn targeting the 'drop' ship amidst some ecm cover in an attempt to burn through that ship.

Maybe the The Kundalini Manifest could have a siege or triage-mode variant, requiring dynamic thinking by the FC in prioritizing targets. The mothership could have dynamic triggers at intervals where she could increase the dmg or resistance of the ships on the field for the next spawn. Seeing bombers with 90% omni resists and extra HP, or a flight of BS/cruisers with some hot guns would allow for that particular encounter to be more than the current "bring too much of everything" that it has become.



These aren't complicated ideas. There could be 3-4 possible escalations for each site, varying in difficulty and reward (say a 10, 15, 20, or 25% increase in payout as compensation that makes the site approximately 110% 120% 130% or 150% of the ehp or incoming dps (or in the case of the NMC/OCF, the attempt of the site to 'burn' your trigger ship).

Having the possibility of double spawns or killing a particular type of 'blitz' ship first only to see 3 of them spawn and immediately lock the same target would provide at least a nice 'dynamic' to the sites we all know and love.

In the end I think some balance of the NPC and PVP aspects of incursions will be the answer.



Finally...

I'd love for there to be sites designed as 'races' between 2 fleets, though I doubt mechanics will allow for that to actually be the case. I think the NCN is a good model for this, though again actual implementation of this sort of site would obviously create problems. I'm sure this is a wall of text, but I guess I'll live with people calling me out on that in the interest of being a semi-complete thought.
Captain Deathette
Imperial Shipment
Amarr Empire
#47 - 2011-10-12 07:39:39 UTC  |  Edited by: Captain Deathette
My other 'novel' site idea cut off by the post limit:

I would think that a 'station' which people could dock their ships at, and then PvP in "stolen or liberated" sansha frigs/cruisers as 1v1, 5v5 or 10v10 'arena' style fights (paying out the top 5 or 10 individuals/groups a modest amount of LP and Isk after the incursion is liberated) would be a welcome addition to the incursion agenda.

I'm sure the 1v1, 5v5 and 10v10 groups would find quick followings of people interested in 'free' pvp, and it would basically eliminate any downtime in the incursion area.

Simply add a queue system to the 'station' for the trigger of an un-enterable deadspace pocket, allowing for the skirmish as some standard fit of sansha ships, and award some 'points' to the winner.

The rest will figure itself out. I'm sure I just described something that would be impossible to implement and unwelcomed in the event it actually came to fruition ... but it sounds like a fun incursion-related activity in my book and still allows for eve's pvp-first mentality. Heck it might even get some PVE carebears interested in real non-globular pvp.
Kara Books
Deal with IT.
#48 - 2011-10-12 08:29:18 UTC
I still think OP is a troll posting with multiple characters.

just my 5 cents.
TriadSte
The Scope
Gallente Federation
#49 - 2011-10-12 09:25:40 UTC
Incursions are fine as they are. The people moaning maybe cant get a fleet :P

Make no mistake like all things in eve once you master something you'll keep on going at it.

There is alot of god awful fleet setups in vanguards, and alot of ships get lost. A veteran fleet is one that has mastered the art of running VGs and poses little risk.

Vanguards pay should not be dropped at all because you get far more LP doin the other sites.
Shawn Pierce
Live For This
#50 - 2011-10-12 15:44:07 UTC
Kara Books wrote:
I still think OP is a troll posting with multiple characters.

just my 5 cents.

Yep, we are all the OP's alts.

Of course, this includes you.

:)



Just for the record, I did actually say that giving Assault fleets the current supercarrier kill rewards would probably be a little too much. It was even in the quote that somebody called absurd. They should definitely be giving bigger rewards though -- say, 40M ISK and 9K LP.

Basically, the rewards that Assaults offer should make pilots want to "graduate" from Vanguards and actually do Assault sites ... and right now, they don't. The only real reason to do Assaults is to avoid the competition that goes on for Vanguard sites.
Noopy Nemra
#51 - 2011-10-12 18:09:48 UTC
I'm sure I'm going to get flamed for this by people raping vanguards for isk, but what about limiting the number of vanguards you can run per day. This would force people up the incursion site chain.
Goose99
#52 - 2011-10-12 20:24:07 UTC
Noopy Nemra wrote:
I'm sure I'm going to get flamed for this by people raping vanguards for isk, but what about limiting the number of vanguards you can run per day. This would force people up the incursion site chain.


Due to the amount of time necessary to organize a fleet, any sane limit number would make vanguards not worth running at all. Set limit number too high, and it would be meaningless. It might not be possible to find the balancing point, since the time it takes to get a fleet varies greatly from person to person. This will end up just locking out anyone flying anything less than a pimpboat.

This whole nonexistant "problem" is created from the same fuzzy math that made highsec lvl4 income seem "high" - time wasted on various necessary supportive activities, travel, organization, etc, are not taken into account, and maxed SP pimpboats are used as the rule instead of the exceptions that they are. Any attempt at nerf as "solution" to the nonexistant problem will lock lower SP non-pimpboat flying people out of the game.

There are small percentage of people with maxed out skills and pimp gear in any mmo. It's normal. They get out of what they invest. Game breaking nerf attempts out of thinly disguised jealousy will always just hurt the noobs, while the vets move on to the next best thing.
Isan'na
Ministry of War
Amarr Empire
#53 - 2011-10-12 20:25:59 UTC  |  Edited by: Isan'na
TriadSte wrote:
Vanguards pay should not be dropped at all because you get far more LP doin the other sites.


Except you don't. You really, really don't.

Vanguards (10/hour) = 105m isk + 14k LP
Assaults (4/hour) = 80m isk + 14k LP
HQs (2/hour) = 70m isk + 14k LP

And again, these numbers are once you get the larger fleets running, ignoring formup times and other complications. There is currently ZERO incentive for the larger sites.


EDIT: Shawn, we both agree that Assaults and HQs need more incentive. However, I vehemently disagree with the concept of buffing things above the current Vanguard incomes, as the risk/reward needs to be balanced against other forms of income as well (read low/null/wh space activities). I think Assault payouts are in a good place now, and should be the metric around which the other 2 (cuz nobody cares about scouts :D) site classes are balanced.
Goose99
#54 - 2011-10-12 20:34:00 UTC  |  Edited by: Goose99
Isan'na wrote:
TriadSte wrote:
Vanguards pay should not be dropped at all because you get far more LP doin the other sites.


Except you don't. You really, really don't.

Vanguards (10/hour) = 105m isk + 14k LP
Assaults (4/hour) = 80m isk + 14k LP
HQs (2/hour) = 70m isk + 14k LP

And again, these numbers are once you get the larger fleets running, ignoring formup times and other complications. There is currently ZERO incentive for the larger sites.




Those numbers are actually far off. 10 vanguards per hour means 6 minutes each, including warp time, bounce from taken sites, potential contest, etc. even for only ncos. If you do otas, running time itself can go past 6 minutes. For HQs, I don't know what kind of fail fleet you got in, but it should do at least 3, sometimes 4 sites per hour. 2 is far too slow. So yes, you do get more LP, and more isk, for higher sites... but only if ignoring formup times. In reality, formup time is the single factor that kills higher lvl sites, and it kills them badly.

The amount of time and effort it takes to form hq sites makes them not worth doing. Not just in comparison to vanguards, but just not worth doing, period. Nerf vanguards, and hqs are still not worth doing. You won't magically fix something by breaking something else.

Make a real pug system with usable fleet finder would be a start.
Isan'na
Ministry of War
Amarr Empire
#55 - 2011-10-12 20:58:07 UTC
Goose99 wrote:
Those numbers are actually far off. 10 vanguards per hour means 6 minutes each, including warp time, bounce from taken sites, potential contest, etc. even for only ncos. If you do otas, running time itself can go past 6 minutes. For HQs, I don't know what kind of fail fleet you got in, but it should do at least 3, sometimes 4 sites per hour. 2 is far too slow. So yes, you do get more LP, and more isk, for higher sites... but only if ignoring formup times. In reality, formup time is the single factor that kills higher lvl sites, and it kills them badly.

The amount of time and effort it takes to form hq sites makes them not worth doing. Not just in comparison to vanguards, but just not worth doing, period. Nerf vanguards, and hqs are still not worth doing. You won't magically fix something by breaking something else.


I like your unique combination of agreement and flaming. Do note that I suggested both a nerf to VGs and a buff to HQs. Also, completing 3 or 4 HQs an hour suggests that you're not running TCRCs, so the figure is unrealistic. And if you can't average 6 minute VGs, even with mentioned factors, then I'm not the only one who got into a fail fleet. :P

Quote:
Make a real pug system with usable fleet finder would be a start.


An improved fleet finder might work. Maybe. Except this is EVE, and everyone is both paranoid and a griefer. And if they're not, they're liars. Shocked Point being, the current incursion communities would still do a better job, there just needs to be incentive.
Goose99
#56 - 2011-10-12 21:40:22 UTC  |  Edited by: Goose99
Isan'na wrote:
Goose99 wrote:
Those numbers are actually far off. 10 vanguards per hour means 6 minutes each, including warp time, bounce from taken sites, potential contest, etc. even for only ncos. If you do otas, running time itself can go past 6 minutes. For HQs, I don't know what kind of fail fleet you got in, but it should do at least 3, sometimes 4 sites per hour. 2 is far too slow. So yes, you do get more LP, and more isk, for higher sites... but only if ignoring formup times. In reality, formup time is the single factor that kills higher lvl sites, and it kills them badly.

The amount of time and effort it takes to form hq sites makes them not worth doing. Not just in comparison to vanguards, but just not worth doing, period. Nerf vanguards, and hqs are still not worth doing. You won't magically fix something by breaking something else.


I like your unique combination of agreement and flaming. Do note that I suggested both a nerf to VGs and a buff to HQs. Also, completing 3 or 4 HQs an hour suggests that you're not running TCRCs, so the figure is unrealistic. And if you can't average 6 minute VGs, even with mentioned factors, then I'm not the only one who got into a fail fleet. :P

Quote:
Make a real pug system with usable fleet finder would be a start.


An improved fleet finder might work. Maybe. Except this is EVE, and everyone is both paranoid and a griefer. And if they're not, they're liars. Shocked Point being, the current incursion communities would still do a better job, there just needs to be incentive.


Lvl5s are rewarding too in theory, yet nearly no one does them anymore once they've been moved to lowsec. It has nothing to do with reward amount.

Do you feel like organizing a hq fleet? Neither do other people. Buff rewards, and some people may be willing to join pre-formed fleet, but the rewards will have to be astronomical to prompt people to fc it.

People are not paranoid for no reason. Mmos without mechanics enabling griefing also has no paranoia. Either fix mechanics, or deal with it. Pointing fingers at player behavior without acknowledging the source of that behavior - game mechanics, won't solve a thing. Don't blame the players, blame the game.
GreenSeed
#57 - 2011-10-12 22:10:43 UTC
How about when the incursion gets to 1% the mom starts a countdown to warp off? Say.... 20 minutes?

Oh wait, but then you cant farm... Lol

How about concord gets turned off on the incursion systems, when away from stations/belts/gates? that would easily solve suicide griefing on fleets.

"oh but then those mean pirates could gank my buffer tanked faction dps fit with webs and tracking enhancements all over + fleet paint and logi support, the risk would be too much."

yeah... i've read stuff like that... incursion fleets as is can obliterate most roaming fleets, even well organized ones... because most incursion fleets are very well organized already.


Please ppl, what you’re doing is almost offensive; you can’t defend a source of income like this. I’ll say it again in case ppl are too dense to see it... 100m/h with no risk.


And don’t get me wrong, i a fly logi on incursions, and i made billons, had a lot of fun on them and will continue to have fun on them. but after a while it gets too dumbed down, fleets start to fill up with leeches, ppl who bought a char for 4 bill, fit it for another bill and in 2 weeks already amortized their inverstment... and quite frankly they still suck as much as they did on day one.

The closest thing to a "risk" is getting a wardec but we all know ppl drop their corps and go NPC to avoid wardecs and they do it on mains Shocked... i mean you know how that looks on your record? They don’t care, because the "incentive" far outweighs the shame. "100m/h but my alt gets a "pussy" sign on its corp record? OFC!"


anyway all you need to do is read this thread to see, apart from 4 ppl of wich two are just trolls and two with very mild arguments the rest agrees in different ways that they should definitely change.
Dr Logico
The Injustice Society
#58 - 2011-10-13 11:40:21 UTC
For someone whos "had their fun" and made your billions I find your argument mostly bullshit. As long as you continue to have fun, why should I validate anything you have had to say? I agree with most some tweaking is in store and assaults and HQ's need to be reevaluated but as soon as players provide competition in the VG systems that 100/mil hour ratio goes down. And where do you think a good chunk of that isk generated goes? Im guessing it gets burnt and blown up for the most part. (After your pimp boats good to go)


"yeah... i've read stuff like that... incursion fleets as is can obliterate most roaming fleets, even well organized ones... because most incursion fleets are very well organized already." You must roll with some pretty ******* gimp roaming fleets/friend/pilots guy.


That quote dosent even make sense, an organized fleet will obliterate an organized fleet because their organized already?
Maikhanh
Doomheim
#59 - 2011-10-13 17:00:07 UTC
Aqriue wrote:
[quote=Nikki Cox]I dont know if enyone suggest it....
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.

this guy is mad big time because someone touching his wallet.

have you ever tried a C5 escalation, it can alpha a paladin from full shield to pop in one volley. poor you carebear only know about hisec.

btw, I dont believe you have balls to bring your shiny ship to run incursion in low, don't use pirate as excuses.
Cambarus
The Baros Syndicate
#60 - 2011-10-13 17:29:18 UTC
Maikhanh wrote:
Aqriue wrote:
[quote=Nikki Cox]I dont know if enyone suggest it....
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.

this guy is mad big time because someone touching his wallet.

have you ever tried a C5 escalation, it can alpha a paladin from full shield to pop in one volley. poor you carebear only know about hisec.

btw, I dont believe you have balls to bring your shiny ship to run incursion in low, don't use pirate as excuses.

IIRC C5s pay more than incursions, and tbh I'm not quite sure why people get so upset over 100m/hour in incursion fleets, a good mission runner can make that if he knows how to sell LP properly. That said, I would agree that there is a balance problem wrt the isk being made, but it's moreso the lack isk in low/null than it is the isk in highsec. As it stands, getting 10 people together in faction fit pirate BSs SHOULD generate more isk per person than someone can reasonably make on their own, that much makes sense. What doesn't make sense is that CCP decided to nerf most of nullsec, and the fact that the isk being made in highsec is currently on par with what you can expect to make in low/null.

If CCP made it possible to force incursions to spawn in certain systems/constellations, than said balance would be restored (because the payout difference between high and low/null for incursions is HUGE) But no, group pve paying more than solo pve is not a problem, it's common sense.