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Incursions as PvP:

First post
Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#101 - 2015-08-21 02:58:18 UTC
Salvos Rhoska wrote:
Tyberius Franklin wrote:


How can you be this intellectually dishonest?

So you HS afK mine, and run HS Incursions at no risk.

Im beginning ro see the picture here.

Love how you completely skipped moving Incursions out of HS.

Hows that for intellectual dishonesty.

Actually I didn't. I stated directly that would be superior to your idea, but even before that I conceded they could use an income nerf.

As far as the type of player route your taking, let me get ahead of that game by saying that's an evaluation I couldn't care less about. IMHO if being the right kind of player is a core concern of yours you may have missed some of the point of this being a sandbox game. And if you think the ships you've lost or could be made to lose are your value as a player I have no interest in your thoughts on the matter.
Salvos Rhoska
#102 - 2015-08-21 03:02:25 UTC  |  Edited by: Salvos Rhoska
Tyberius Franklin wrote:
I stated directly that would be superior to your idea, but even before that I conceded they could use an income nerf..


Fair enough, I must have missed that. Mea culpa.
Glad we found some common ground.

So now we are at removing Incursions from HS, or nerfing its profits.
Both sound good to me.

(Incursion/aggressor fleet PvP in HS would be cool, but as you pointed out, kind of screws anyone trying to escape the penalized system at the gates, or unwittingly passing through)
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#103 - 2015-08-21 03:03:20 UTC  |  Edited by: Tyberius Franklin
That was back in a different post though, so I suppose it's lost in the shuffle now, but consider the above my updated thought regarding priority of the 3 ideas.
Eugene Kerner
TunDraGon
Goonswarm Federation
#104 - 2015-08-21 05:58:45 UTC
There is already enough griefing, no need to create more.

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP

Markus Reese
Deep Core Mining Inc.
Caldari State
#105 - 2015-08-21 06:13:10 UTC  |  Edited by: Markus Reese
Salvos Rhoska wrote:
Tyberius Franklin wrote:
I stated directly that would be superior to your idea, but even before that I conceded they could use an income nerf..


Fair enough, I must have missed that. Mea culpa.
Glad we found some common ground.

So now we are at removing Incursions from HS, or nerfing its profits.
Both sound good to me.

(Incursion/aggressor fleet PvP in HS would be cool, but as you pointed out, kind of screws anyone trying to escape the penalized system at the gates, or unwittingly passing through)


I prefer neither. Nerfing profits to what extent. They can cut profit in half, is still more than mission running making it still the number one in isk to risk.

I have a few options that does not spoil the enjoyment for people legitimately wanting PvE but does disrupt the farm. 1, give pirates (sansha incursion rats) the ability to "scan" out ships in deadspace. Ergo, the offgrid boost which gives so much tank and logi rep to the bling. huge tank boost is huge reduction to risk.

Second, have a base penalty for system, but add a random additional penalty to the site similar to how wormholes can have different penalties.

Thirdly, let us randomize the spawns and where they can spawn in.

lastly, some sort of random or procedural site layout to remove that bit of predictability.

That will reduce the isk earning while enhancing a non farmer style gameplay.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Black Pedro
Mine.
#106 - 2015-08-21 10:23:32 UTC  |  Edited by: Black Pedro
Tyberius Franklin wrote:
To be specific, I don't believe people will run guaranteed loss incursions even with the removal of sansha incursions. Moreso I don't believe CCP will create a mechanic which pays enough to make a BS loss every few sites trivial while still providing enough profit afterwards to compare to other non-incursion activities to make the effort worthwhile (which is considerable above the effort for current incursions due to loss replacement alone).

The original incursions were different enough from other PvE encounters that most did to make the initial period of adjustment a bloodbath, but basic tactics quickly resolved that. The advent of OHK weapons isn't open for a tactical workaround save minimizing loss and guaranteeing a minimum working expense and effort greatly changing the effort:reward evaluation.

If its raw payout isn't greatly more than current incursions, as the peek we've had at the feature suggests is the case, I can see these causing a shift back to other activities if they replace Sansha incursions. Though that may be the goal. Who knows?
That is the goal. I am sure CCP has the data showing how many low/null players fund their activities grinding highsec incursions and is unhappy with it. They will want them going back to nullsec in particular. I am also sure the DD is a conscious choice to introduce risk of ship loss that players will not be able to completely work around. It is a straight-up increase in risk for highsec's most lucrative PvE activity.

In the end there will be less people running highsec incursions, that is a given. Most of the grinders will go elsewhere even if the Drifters were of similar difficulty, but just different, until efficient strategies had been worked out anyway. And if CCP keeps tuning the Drifters, things will never be as stable, and thus farmable again.

I think though they will still be lucrative enough that players who actually enjoy running group PvE can make a living at it, although they will need to probably stick with tightly knit social groups that can amortize the losses fairly. That is probably also another goal of the change, to force incursion groups to become more socially integrated, and less PUG-like in nature. CCP is all about the social connections these days.

But only time will tell what CCP has in mind, and is able to pull off.
xVandalx
State War Academy
Caldari State
#107 - 2015-08-21 14:33:22 UTC
I really don't understand why people think it shouldn't be more rewarding to organize and lead 40 man fleets
against sansha incursion rats that are quite capable of killing these blinged out ships . All it takes is a few seconds lapse in concentration. The income varies massivly. Between 60 mil/hour to 150(very very rarely). Average is probably 85 mil/hour
i used to make 70 - 80/hour in null on my own. You have to move about from site to site(always at risk of being ganked), sometimes you can be waiting an hour to get into a fleet... none of this being factored into the above isk/hour.

However i would say that all the organization is done by the incursion community leadership so it would make some sense if some of the rewards from incursions were shifted somehow so that more of it goes their way, rather than to random peaople who just show up and fire their guns/reps.
Black Pedro
Mine.
#108 - 2015-08-21 15:04:16 UTC
xVandalx wrote:
i used to make 70 - 80/hour in null on my own.

I quoted the important part of what you said as to why CCP is making this change. You used to make in null.

Too many people are like you and have stopped earning their living in nullsec, and moved to highsec incursions because it is as or more lucrative, much less risky and generally much easier if you are just a F1-pushing grunt in the fleet (although, it is true AFK ratting in secured space is not that difficult either). I mean good on those who have figured out the content, and are organizing and FC'ing the fleets, but it presents way too easy (and safe) an income source for the grunts and is drawing people out of nullsec.

CCP would prefer people flying and chatting with their corpmates and presenting targets in nullsec, to players who just join a highsec fleet, pay half attention to their client following the FC's instructions never really interacting while watching Netflix on the other screen, and while in complete safety. One adds content and promotes social interaction, while one just generates resources will little value added to the sandbox.

Even if the Drifters prove too random or difficult to farm, those that organize and actively run the fleets will still have content. The content is just getting more difficult, dynamic and dependent on the performance of individual pilots, similar to the purpose of the upcoming fleet warp changes. The days of joining a fleet to just mindlessly press F1 for 100M+/hour ISK are coming to an end, not incursions in general.
xVandalx
State War Academy
Caldari State
#109 - 2015-08-21 15:20:57 UTC  |  Edited by: xVandalx
Black Pedro wrote:
xVandalx wrote:
i used to make 70 - 80/hour in null on my own.

I quoted the important part of what you said as to why CCP is making this change. You used to make in null.

Too many people are like you and have stopped earning their living in nullsec, and moved to highsec incursions because it is as or more lucrative, much less risky and generally much easier if you are just a F1-pushing grunt in the fleet (although, it is true AFK ratting in secured space is not that difficult either). I mean good on those who have figured out the content, and are organizing and FC'ing the fleets, but it presents way too easy (and safe) an income source for the grunts and is drawing people out of nullsec.




Well for the record I've come a lot closer to losing my incursion machariel than i ever came to losing my nullsec mach.
in null sec you watch local, non blue enters you dock up. No real risk.
Incursion you watch the rats, they start targeting you, you broadcast for reps. There is a small risk that logi doesn't catch you in time on a hard switch.
Also i'm only running incursions in high sec while i decide which null sec alliance i want to join.


Black Pedro wrote:



watching Netflix on the other screen.



Guilty lol

I'm all for shaking things up with the drifter stuff. I just think a lot of the people shouting for nerfs are clueless
ignorants who believe everything some braggart incursion runner tells them about their isk per hour.
250 mil/hour. Yeah maybe you managed that once with a perfect fleet comp and 7 tcrc spawns in a row.
I once killed a faction rat and it dropped and 500 mil isk implant should i claim i make 500 mil/minute in nullsec?
Black Pedro
Mine.
#110 - 2015-08-21 15:34:40 UTC
xVandalx wrote:

Guilty lol

I'm all for shaking things up with the drifter stuff. I just think a lot of the people shouting for nerfs are clueless
ignorants who believe everything some braggart incursion runner tells them about their isk per hour.
250 mil/hour. Yeah maybe you managed that once with a perfect fleet comp and 7 tcrc spawns in a row.
I once killed a faction rat and it dropped and 500 mil isk implant should i claim i make 500 mil/minute in nullsec?

:) Fair enough. I take the point that you really shouldn't take anyone's claims at ISK/h too seriously.

I don't know for a fact how much most incursion runners make vs nullsec ratters, but I do know that CCP thinks it may be too much (Summer 2014 CSM Minutes; page 125).

Doesn't really matter what anyone thinks though as CCP has all the data. We just get to hold our breaths and wait although maybe something will show up in this year's CSM minutes in a month. Probably not I guess, as will be under NDA though. Oh well, it won't be too long if it is on the test server.
Kooshti
Pator Tech School
Minmatar Republic
#111 - 2015-08-21 15:45:57 UTC  |  Edited by: Kooshti
Incursions should have the option for sanshas loyalists to provide defensive support to the npc's, creating pvp oppourtunities and you know a little risk.

I dont understand why pve'ers are so hellbent about the difference between a npc and a player, they are both in theory red crosses, pve'ers complain that the pve is too easy, so why not change the predictability of npc's by adding players into the game because that is the most diverse and challenging opponent you can really have.
Frostys Virpio
State War Academy
Caldari State
#112 - 2015-08-21 16:06:31 UTC
Kooshti wrote:
Incursions should have the option for sanshas loyalists to provide defensive support to the npc's, creating pvp oppourtunities and you know a little risk.

I dont understand why pve'ers are so hellbent about the difference between a npc and a player, they are both in theory red crosses, pve'ers complain that the pve is too easy, so why not change the predictability of npc's by adding players into the game because that is the most diverse and challenging opponent you can really have.


You can already enter any site and attack the fleet running it. What more do you really need?
xVandalx
State War Academy
Caldari State
#113 - 2015-08-21 16:07:53 UTC  |  Edited by: xVandalx
Kooshti wrote:
Incursions should have the option for sanshas loyalists to provide defensive support to the npc's, creating pvp oppourtunities and you know a little risk.

I dont understand why pve'ers are so hellbent about the difference between a npc and a player, they are both in theory red crosses, pve'ers complain that the pve is too easy, so why not change the predictability of npc's by adding players into the game because that is the most diverse and challenging opponent you can really have.


How can you possibly limit the difficulty then though?
If 100 players can just derp a fleet why would anyone run them?
making them pvp will just mean no one runs them, making them pointless.

I understand that for some it is repetitive and boring, imo they are missing the point.
It's about being on comms with a good community having a bit of a laugh and cooperating with other
players in pve, while making good isk. Is the isk too good? maybe, in my experience it's not as huge as people make out.
I do agree that it is good practice for future pvpers especially logi pilots, like a pvp light experiance to get used to you're roles in.
Mr Epeen
It's All About Me
#114 - 2015-08-21 16:10:54 UTC
Threads like this will seriously explode (along with many elite high sec PVPer heads) if CCP goes ahead with allowing capitals in high sec.

Mr Epeen Cool
Frostys Virpio
State War Academy
Caldari State
#115 - 2015-08-21 16:16:45 UTC
Mr Epeen wrote:
Threads like this will seriously explode (along with many elite high sec PVPer heads) if CCP goes ahead with allowing capitals in high sec.

Mr Epeen Cool


All incursion sites have a warp gate and so does a lot of missions. Grinding them in caps will be hard but blingy caps will definately be a thing.
xVandalx
State War Academy
Caldari State
#116 - 2015-08-21 16:17:08 UTC
Frostys Virpio wrote:
Kooshti wrote:
Incursions should have the option for sanshas loyalists to provide defensive support to the npc's, creating pvp oppourtunities and you know a little risk.

I dont understand why pve'ers are so hellbent about the difference between a npc and a player, they are both in theory red crosses, pve'ers complain that the pve is too easy, so why not change the predictability of npc's by adding players into the game because that is the most diverse and challenging opponent you can really have.


You can already enter any site and attack the fleet running it. What more do you really need?


realistically you are gonna need a lot of ships to kill anything in an incursion fleet.
If local suddenly spikes up by 100+ ships i think someone might clock whats going on and warp to the safety.
The better way to gank incursion ships is to gate camp the route from the incursion to econ hubs when it ends or starts..
Markus Reese
Deep Core Mining Inc.
Caldari State
#117 - 2015-08-21 16:20:01 UTC
xVandalx wrote:
I really don't understand why people think it shouldn't be more rewarding to organize and lead 40 man fleets
against sansha incursion rats that are quite capable of killing these blinged out ships . All it takes is a few seconds lapse in concentration. The income varies massivly. Between 60 mil/hour to 150(very very rarely). Average is probably 85 mil/hour
i used to make 70 - 80/hour in null on my own. You have to move about from site to site(always at risk of being ganked), sometimes you can be waiting an hour to get into a fleet... none of this being factored into the above isk/hour.

However i would say that all the organization is done by the incursion community leadership so it would make some sense if some of the rewards from incursions were shifted somehow so that more of it goes their way, rather than to random peaople who just show up and fire their guns/reps.


That is a very good point. Why shouldn't a cohesive fleet make more? Well two bits to it. The isk is huge, but the LP makes it just explosively high.

The ideal way to portray this would be a proper cost analysis chart. I kinda can visualize it in my head. There are many ways to earn isk, markets and all that as well. They can be excluded because they do not add isk to the system. Reason market trading is high is because people have money to spend. Markets are a slight isk sink. If the rate of isk generation was lower, so would all profits related to industry and trade.

That out of the way, I try to visualize and sketch out the three components to isk generating task.

1. Recommended SP requirements and actual player skill (a good active player can get by with less SP)
2. Recommended level of investment (ship cost, ammo, replacements, etc)
3. Gross earning per hour est. (including LP and loot)

The chart of progression, how I view it here I will sort by general player skill, so criteria one based on what I consider Isk generating means. It can be contentious in that I have LP in earnings as LP is essentially industry. However since it is a part of the task and requires no side input, I feel it is a valid part of Gross earnings. Salvaging and loot I am not considering so much because isk earning vs the isk from salvage averages out, or even reduces the per time earning. I left out Epic arcs because of their inability to be consistently ran, same with Cosmos. Exploration isk is mainly in the loots so is inflation connected.

1. highsec belt ratting
2. L1 missions
3. L2 Missions
4. Lowsec belt ratting
5. L3 Missions
6. L4 Missions
7. L5 missions
8. Incursions
9. Nullsec Ratting

I had a discussion about risk and risk management in terms of motorcycles. How majority of risk comes from risk management. In reality, the main risks can be negated via attentiveness or responsibility. If something is managed and just becomes part of standards and process, does the risk exist anymore? Walking on two legs in all reality is quite dangerous. Our height means a simple trip is deadly from head injury. But we do not consider it life and death, or even at all. Evolution means that we habitually manage it and would have to make a conscious effort to actually make it a valid risk. When young and learning to walk however... Just stating this because it will be a valid consideration shortly.

Now for the visualization, imagine the three considerations for each as a bar graph.

1,2 and 3 would be fairly balanced on the risk, isk and sp size. A nice progression up.
4, player risk means we have a spike here.
5 and 6 are once more pretty back in part.
7, nobody runs. They require too much time and isk investment for an incredibly high risk from pvp.

Pause here. The lowsec stuff? That risk is manageable, but then the isk is spread to those other pilots. As such, instead of being a risk spike, is an isk low spot.

Now to the incursions, In it's raw, it has a higher SP requirement and risk which drops the earning. For the first while, and from a damage output and NPC abilities, it fits in line quite nicely. But back to what we mentioned before.

Missions and stuff, we can know everything, gotten used to and built skills. But even if you have never ran the mission before or not solid on concepts, a player can manage them. Isk fluctuation and skill/sp are pretty much aligned to each other. Incursion on the other hand was entirely risked by lack of knowledge. Like learning to walk, we learned incursions. the SP and skill of players has little effect on the isk earning. As such, instead of being in line, realistic earning is a large spike in an otherwise smooth progression.

As it stands now, it is all scripted. The risk is managed to the point of non existence. "threat" of gank exists, but it is quite rare. Even still, the difference between a gank tempting target and an effective incursion ship isn't much and the isk per hour between a solid fleet representative of skills and sp above L4 status and the bling fleet.

People say it isn't the PvE, and that it isn't risky. It is risky. Just ask the guys how it was when everything was unknown? Early fleets, skilled logistics and FCs had a sort of fee. It was expected for fleet members to toss them isk for their hard work and management. Nowadays, they just want a free handout to pay for an OGB. The risk is just managed now to the point where it is no longer able to consider it a risk. The OGB by the way, essentially adding +2 to the fleet in size without actually being on grid.

Ergo, the fix isn't dramatic gameplay change or faux bypassing of mechanics. It all comes down to the root cause. The risk is too easily managed. The best way is to make it so that it is always like a new feature. Fully random spawns. I would start with a small pool of generic premade spawns. Subsequent re-enforcements would be reminicent of the Homeworld 2 NPCs which try to counter.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Markus Reese
Deep Core Mining Inc.
Caldari State
#118 - 2015-08-21 16:26:46 UTC
Con't cause just barely ran out of space...

Doing above will slow down the sites. Caution and versatility will be needed more. Reduction of DPS in favor of more utility ships to tackle and add bonus, combined with risk of loss higher drops ships used to be more in line with skill and SP progression will inherently drop the isk per hour in line with other forms of isk generation but not bust it. In addition, it will also bring the isk progression back in line for the scale and difficulty in itself. Slower missions means more people can get in on the action, ergo more fleets in operation.

T2 fitted T1 hulls with specialized T2 hulls. Larger sites for more skilled. In addition, the concept of OGB can be fixed by having incursion rats scan out players in space. So those gathering at planets might have some show up, or the booster in a deadspace. This means that will put more risk instead of just a free 30% boost to all defences. Once more changing how the fleets are configured and operate.

This also makes it more involved for the player and less multibox/alt farm in and of itself since attention is required.

Am sure i can write more, but still good points of concept to think about. Stuff like Make it PvP risk completely changes the original intention for the mechanics. The issue isn't the risk. It is that the risk is too easily managed to the point where it is essentially not a risk at all.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#119 - 2015-08-21 18:35:57 UTC
Black Pedro wrote:
Tyberius Franklin wrote:
To be specific, I don't believe people will run guaranteed loss incursions even with the removal of sansha incursions. Moreso I don't believe CCP will create a mechanic which pays enough to make a BS loss every few sites trivial while still providing enough profit afterwards to compare to other non-incursion activities to make the effort worthwhile (which is considerable above the effort for current incursions due to loss replacement alone).

The original incursions were different enough from other PvE encounters that most did to make the initial period of adjustment a bloodbath, but basic tactics quickly resolved that. The advent of OHK weapons isn't open for a tactical workaround save minimizing loss and guaranteeing a minimum working expense and effort greatly changing the effort:reward evaluation.

If its raw payout isn't greatly more than current incursions, as the peek we've had at the feature suggests is the case, I can see these causing a shift back to other activities if they replace Sansha incursions. Though that may be the goal. Who knows?
That is the goal. I am sure CCP has the data showing how many low/null players fund their activities grinding highsec incursions and is unhappy with it. They will want them going back to nullsec in particular. I am also sure the DD is a conscious choice to introduce risk of ship loss that players will not be able to completely work around. It is a straight-up increase in risk for highsec's most lucrative PvE activity.

In the end there will be less people running highsec incursions, that is a given. Most of the grinders will go elsewhere even if the Drifters were of similar difficulty, but just different, until efficient strategies had been worked out anyway. And if CCP keeps tuning the Drifters, things will never be as stable, and thus farmable again.

I think though they will still be lucrative enough that players who actually enjoy running group PvE can make a living at it, although they will need to probably stick with tightly knit social groups that can amortize the losses fairly. That is probably also another goal of the change, to force incursion groups to become more socially integrated, and less PUG-like in nature. CCP is all about the social connections these days.

But only time will tell what CCP has in mind, and is able to pull off.
Don't make the mistake of understating the effect. A guaranteed BS loss is an extreme step away from any current form of PvE when done correctly. I'm not stating that these incursions will be done less, I'm saying they won't be done because, as we've both agreed, they aren't worth it compared to pretty much anything else. That includes other highsec activities like lvl 4 missioning, very likely reducing any planned exodus out of high, as that was the core complaint activity prior to incursions.

That's why your position seems so paradoxical. You state they wouldn't work on it without the intention to use it more widely, but agree with the idea that they would want it to go unused? I'm not sure how to reconsile those 2 viewpoints. The only thing I can think of is that you believe seeing ignored incursions around the HS map is a better use of effort in CCPs eyes than a single event with greater loss potential.

Regarding the idea of groups becoming more engaged, why would they? How does less profit and more logistical headaches lead to a more involved community? We saw those communities collapse back when their income got a slight nerf, but want them to band together tighter with an even worse nerf? The pot will have to be greatly sweetened with this activity to make this worthwhile enough to counteract the normal chase to the lowest risk+effort:reward activity.

I just don't see it working for any of the goals you state save ending HS incursion running. Beyond that, tighter groups and moving people back to null seem like the same pipe dreams they always are when you look beyond that single mechanic.
Markus Reese
Deep Core Mining Inc.
Caldari State
#120 - 2015-08-21 19:15:42 UTC
Tyberius Franklin wrote:
Regarding the idea of groups becoming more engaged, why would they? How does less profit and more logistical headaches lead to a more involved community? We saw those communities collapse back when their income got a slight nerf, but want them to band together tighter with an even worse nerf? The pot will have to be greatly sweetened with this activity to make this worthwhile enough to counteract the normal chase to the lowest risk+effort:reward activity.

I just don't see it working for any of the goals you state save ending HS incursion running. Beyond that, tighter groups and moving people back to null seem like the same pipe dreams they always are when you look beyond that single mechanic.


Precisely. People follow the money. That is all their is to it. Everybody gravitates to what has the most isk with the least risk. Human nature. Hence a simple progression map and the core of the statement, risk vs isk. Like my long post above, people start at what is essentially nothing all around. When it is easy, they move to the next, and the next after that until they reach a point where they do not feel the risk is worth it despite the more isk.

Want people in lowsec and nullsec and pvp? Well it simply needs to be worth more. Nothing wrong with an incursion being the highest isk in highsec. Problem is simply doesnt fit the curve. If they want it in lowsec, will have to fit it to that curve. that means it would need a huge isk boost actually to warrant and have it fit the dynamic.

PvP isn't the only thing that adds risk. Burner missions and epics are prime proof. People still do them, but in fewer numbers as they are higher on the reward than the standard pvp. But epics do have the problem of the risk is peaked up simply due to them having static lowsec locations letting them camp via metagaming.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.