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Incursions The New Player Experience

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2017-02-11 07:48:52 UTC  |  Edited by: Rivr Luzade
Daichi Yamato wrote:
And yes to multi player styled missions from agents.

Burner mission, Level 5 missions and high-level DED complexes in low/null sec. Roll And guess what? They are mostly being run by alts or blitzed in carriers. (I have run a couple of L5 missions in the past with a fleet. The added organizational effort as well as the shared rewards without any significant completion time reduction made it an activity that we dropped very quickly). And guess why? Because running them with other players is neither enjoyable nor efficient nor does it allow for any flexibility because you have to depend on other players.

Group PVE content is already there, plentiful. It is just that the group aspect of it does not make it viable for a wide variety of reasons unless the rewards are incredibly high, like high sec incursions. And if you increase rewards or introduce more incredibly well paying group content, it will end up just like incursions or get mostly neglected, like low sec incursions, because of the above reasons.

On the matter of incursions. They are only really viable in high sec because you can run them uninterrupted by other activities of the game. In null sec, it's easier, more efficient and more rewarding to just keep ratting in anomalies than waiting for enough people to form for a fleet, then run a couple of sites and then stop again because "someone has to go, RL first and all that stuff". The plight of "smaller groups", again favoring the biggest groups. To me, group PVE activities are nice in theory but having no other choice than to do group PVE lacks any appeal whatsoever.
Having said that, I am not arguing against no group PVE content. It can be fun and entertaining sometimes or evolve into weirdly comical PVP. However, it should not replace PVE activities that you can run on your own and that is worth the time. Instead of forcing people to group play, new activities should expand on solo play, for instance, like escalations from anomalies were originally planned to work.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Daichi Yamato
Jabbersnarks and Wonderglass
#22 - 2017-02-11 09:46:49 UTC
My thoughts would be to make alternative agents that give group missions with group orientated rewards. Not replace existing ones or even have them share the same pool. I don't even think burners should be in the same pool as normal missions. Said that from day one.

Incursions pay way beyond what normal missions do. They could take a reward nerf and still pay high enough to make people run them.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Lugh Crow-Slave
#23 - 2017-02-11 12:18:24 UTC
Cade Windstalker wrote:
Lugh Crow-Slave wrote:
I weep for any newbro put on the incursion path


It's actually really good for new-bros to get used to working in a fleet, following orders, aligning, broadcasting for reps, and similar. I was in Eve Uni when Incursions came out and in six months we literally went from "What is Logi" to having a reasonable logi wing during PvP fleets, especially after the T1 Cruisers got revamped.

It's by no means a replacement for PvP experience, but it beats the heck out of explaining to at least one person per fleet how broadcasts work.



you know what is an even better way to teach that?

take them on a roam to null and LS then there is no risk of them getting stuck in HS ratting until they burn out
Wolfgang Jannesen
Imperial Academy
Amarr Empire
#24 - 2017-02-11 14:05:08 UTC
Lugh Crow-Slave wrote:
Cade Windstalker wrote:
Lugh Crow-Slave wrote:
I weep for any newbro put on the incursion path


It's actually really good for new-bros to get used to working in a fleet, following orders, aligning, broadcasting for reps, and similar. I was in Eve Uni when Incursions came out and in six months we literally went from "What is Logi" to having a reasonable logi wing during PvP fleets, especially after the T1 Cruisers got revamped.

It's by no means a replacement for PvP experience, but it beats the heck out of explaining to at least one person per fleet how broadcasts work.



you know what is an even better way to teach that?

take them on a roam to null and LS then there is no risk of them getting stuck in HS ratting until they burn out



Shhhhh enough of you posting the same thing over and over again. Any fleet activity will do.

To the rest of the thread:
Is the problem that incursions aren't new player friendly or just that people don't often group up for hisec PvE and thus it doesn't feel like there's a lot there for new players interested in PvE to join up with? Is this something CCP needs to change at all or does your corporation just need to make events and run regular fleets?
Cade Windstalker
#25 - 2017-02-11 16:38:58 UTC
Lugh Crow-Slave wrote:
you know what is an even better way to teach that?

take them on a roam to null and LS then there is no risk of them getting stuck in HS ratting until they burn out


Not really. Incursions are lower pressure, give more time for explanation, and help them earn the ISK needed to go out into Null and whelp as many T1 Frigates and Cruisers as it takes to 'git-gud'. Anyone who finds a PvE activity and *just* does that until they burn out was going to do that anyway no matter which PvE activity they stuck on.

Wolfgang Jannesen wrote:
To the rest of the thread:
Is the problem that incursions aren't new player friendly or just that people don't often group up for hisec PvE and thus it doesn't feel like there's a lot there for new players interested in PvE to join up with? Is this something CCP needs to change at all or does your corporation just need to make events and run regular fleets?


I can assure you it's not the latter, I've never seen a shortage of new players interested in Incursions both during my time in Eve Uni and now that I'm off flying with other new player friendly groups. I personally see around half a dozen new players a week run through fleets I'm in and I represent a *tiny* amount of coverage, so the total number is probably well over a dozen just for one group.

As for the former I'd argue that it's not a problem. Incursions aren't intro PvE they're end-game and they're intentionally quite difficult to do without organization and knowledge, which the community has literally distilled down to a drip IV that anyone can digest so long as they can read, listen, and push a button around the time their shield alarm goes off.
mkint
#26 - 2017-02-11 17:33:31 UTC
Wolfgang Jannesen wrote:
Lugh Crow-Slave wrote:
Cade Windstalker wrote:
Lugh Crow-Slave wrote:
I weep for any newbro put on the incursion path


It's actually really good for new-bros to get used to working in a fleet, following orders, aligning, broadcasting for reps, and similar. I was in Eve Uni when Incursions came out and in six months we literally went from "What is Logi" to having a reasonable logi wing during PvP fleets, especially after the T1 Cruisers got revamped.

It's by no means a replacement for PvP experience, but it beats the heck out of explaining to at least one person per fleet how broadcasts work.



you know what is an even better way to teach that?

take them on a roam to null and LS then there is no risk of them getting stuck in HS ratting until they burn out



Shhhhh enough of you posting the same thing over and over again. Any fleet activity will do.

To the rest of the thread:
Is the problem that incursions aren't new player friendly or just that people don't often group up for hisec PvE and thus it doesn't feel like there's a lot there for new players interested in PvE to join up with? Is this something CCP needs to change at all or does your corporation just need to make events and run regular fleets?

My problem is when you get into "optimal group size" issues. For most PVE, the optimal group size is 1, or 1 + several alts. For sov the optimal group size is more than everybody else. Both extremes are bad. I believe the optimal group size for a group to be psychologically meaningful should be between 10-300, depending on the activity.

I'm not as interested in getting rookies to come do incursions. I'm more interested in taking the good parts of incursions and bringing them to not just rookies but everyone. There still has to be a fun:suck ratio... the lame parts of incursions do have value and the rewards should reflect that, so I wouldn't do away with incursions entirely, but I stopped doing incursions largely because for me the fun:suck ratio of incursions didn't quite hit the fun:suck ratio of normal lvl 4's. And lvl 4's didn't have a good enough fun:suck ratio to keep me as omega.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Cade Windstalker
#27 - 2017-02-11 18:17:56 UTC
mkint wrote:
My problem is when you get into "optimal group size" issues. For most PVE, the optimal group size is 1, or 1 + several alts. For sov the optimal group size is more than everybody else. Both extremes are bad. I believe the optimal group size for a group to be psychologically meaningful should be between 10-300, depending on the activity.

I'm not as interested in getting rookies to come do incursions. I'm more interested in taking the good parts of incursions and bringing them to not just rookies but everyone. There still has to be a fun:suck ratio... the lame parts of incursions do have value and the rewards should reflect that, so I wouldn't do away with incursions entirely, but I stopped doing incursions largely because for me the fun:suck ratio of incursions didn't quite hit the fun:suck ratio of normal lvl 4's. And lvl 4's didn't have a good enough fun:suck ratio to keep me as omega.


If you're just talking about PvE then CCP have already flat out said they're thinking in this direction. A couple of o7 shows ago they said they want the end-game PvE in Null to be more group focused as well (and low already has Factional Warfare).

That said, I doubt you're going to see this brought backwards to Level 4 missions. Some people really do want a solo activity to do, either occasionally or because they only want to interact with people they can immediately shoot. Besides, Level 4 mission revamps would be kind of off topic for this thread. If you want to go into what about Incursions you don't like then by all means elaborate.
mkint
#28 - 2017-02-11 18:46:28 UTC
Cade Windstalker wrote:
mkint wrote:
My problem is when you get into "optimal group size" issues. For most PVE, the optimal group size is 1, or 1 + several alts. For sov the optimal group size is more than everybody else. Both extremes are bad. I believe the optimal group size for a group to be psychologically meaningful should be between 10-300, depending on the activity.

I'm not as interested in getting rookies to come do incursions. I'm more interested in taking the good parts of incursions and bringing them to not just rookies but everyone. There still has to be a fun:suck ratio... the lame parts of incursions do have value and the rewards should reflect that, so I wouldn't do away with incursions entirely, but I stopped doing incursions largely because for me the fun:suck ratio of incursions didn't quite hit the fun:suck ratio of normal lvl 4's. And lvl 4's didn't have a good enough fun:suck ratio to keep me as omega.


If you're just talking about PvE then CCP have already flat out said they're thinking in this direction. A couple of o7 shows ago they said they want the end-game PvE in Null to be more group focused as well (and low already has Factional Warfare).

That said, I doubt you're going to see this brought backwards to Level 4 missions. Some people really do want a solo activity to do, either occasionally or because they only want to interact with people they can immediately shoot. Besides, Level 4 mission revamps would be kind of off topic for this thread. If you want to go into what about Incursions you don't like then by all means elaborate.

A level 4 system I'd envision would automatically adapt to the size of fleet you bring, so solo, it wouldn't represent a change in income or the ability to just undock, fire off a couple rounds, and dock back up when you're done.

What I don't (didn't) like about incursions is the obvious repetition. Once you join a fleet, you're stuck doing the same couple sites, or more often than not, 1 site as much as possible. The travel was tedious, as I don't normally live in Amarr space and neither does anybody I know. I used an orca as a hauler to bring both an oneiros and proteus for flexibility, which made the travel even more tedious. I felt obliged to stick around in fleet even after I wasn't having fun any more, because I didn't want to leave the FC to have to hunt for a replacement, especially when I was in a logi. I think it was the travel and the time commitment that really broke it for me.

With a revamp to lvl 4's (I'd imagine a gradual roll out to avoid a disastrous implementation) I'd like them to be a blend of procedurally generated and authored. The number and difficulty of the opponents would scale with fleet composition, as would an incursion-like per player payout. That would mean someone could drop fleet between and everyone could continue uninterrupted, or you could solo. I'd also imagine NPC fleet comp would respond to player fleet comp as well, based on automatic statistical analysis, keeping things fresh indefinitely, taking care of the repetition and stagnation problems, and maintaining consistent completion times to avoid runaway isk faucet. Making them available from agents would take care of the tedious travel problem.

Incursions as they are, I wouldn't significantly change. The parts that make them suck are rewarded by an increased income, which is a good thing. What I'm suggesting would be more like an incursions-lite.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Cade Windstalker
#29 - 2017-02-11 20:50:15 UTC
mkint wrote:
A level 4 system I'd envision would automatically adapt to the size of fleet you bring, so solo, it wouldn't represent a change in income or the ability to just undock, fire off a couple rounds, and dock back up when you're done.


The problem with this is avoiding it turning into something easily exploitable, either by finding the optimal ratio of payout to difficulty to ships in, or by intentionally warping more ships in on alts or something to spawn more money. Heck, I could probably create a new Alpha account and warp it over to a Level 4 mission pocket in about the time it would take me to clear a wave if I set it up right.

This sort of thing is basically what killed Drifter Incursions. People found a way to do them with very minimal pilot count and risk, and the end result was people making billions of isk a day across as many characters as they could bring.

It's not so much that I think this is insurmountable as I think it's not worth trying to surmount, for reasons that pretty much address your next point...

mkint wrote:
What I don't (didn't) like about incursions is the obvious repetition. Once you join a fleet, you're stuck doing the same couple sites, or more often than not, 1 site as much as possible. The travel was tedious, as I don't normally live in Amarr space and neither does anybody I know. I used an orca as a hauler to bring both an oneiros and proteus for flexibility, which made the travel even more tedious. I felt obliged to stick around in fleet even after I wasn't having fun any more, because I didn't want to leave the FC to have to hunt for a replacement, especially when I was in a logi. I think it was the travel and the time commitment that really broke it for me.


Any balanced PvE content is, almost by definition, going to end up being repetitive and boring. All content has to be created and CCP (or any other game dev) can't churn out content fast enough before it becomes a 'solved game' and becomes repetitive.

Even fully random sites would get boring because either they fall within certain parameters for balance reasons (like Incursion sites do) or they swing wildly in terms of risk and aren't terribly fun as a result. After all no one wants to show up with a fleet and discover bad RNG has doomed their efforts.

The sort of happy middle ground is gluing semi-random set pieces together like Diablo-style ARPGs do for some of their levels but with enemy scenarios instead of map tiles and random enemy types. The problem with this comes back to the need for PvE to be balanced and profitable combined with the rate players consume content and it becomes repetitive. There's just no way CCP or any other game company can keep up.

I've kind of already addressed everything in the last block of your post. Basically I just don't think that's a terribly realistic or tenable goal for CCP to be working towards and to my knowledge there is no game currently existing today that's achieved what you're talking about.
PopplerRo
#30 - 2017-02-11 21:12:16 UTC  |  Edited by: PopplerRo
Incursions are incredibly boring and static which will never change. As many have said if ccp added some random variations to it people would adapt quickly and end up back to the same boring grind again.

Alphas and t1 fits can do incursions. It's certainly not fast (compared to faction/deadspace pirate BS) and thus no one takes the initiative to lead a group of them because they'd rather join an established group to grind for more isk.

If you think a good group is one with a good srp in place for pve you're quiet frankly an idiot. Incursions have been completely mapped out, losses should never happen (unless the server goes down).

I do think the different site levels should encourage different types of ships to be used but it won't happen. Just look at the current situation most people would rather sit on a waitlist for hours to run HQs than join any group running VGs, or Assaults.

Also, drifter incursions were making people billions of isk a day but it was down to an exploit. People running them in cheap hulls and with minimal members was not the issue at all, not even close.

I would like to see incursions blitzed more. Shorter lifespan, with diminishing rewards the longer it goes on. Actually encourage people to end them quickly which would make a bit more sense lore wise, instead of the current farming situations
Cade Windstalker
#31 - 2017-02-11 21:50:04 UTC
PopplerRo wrote:
Incursions are incredibly boring and static which will never change. As many have said if ccp added some random variations to it people would adapt quickly and end up back to the same boring grind again.

Alphas and t1 fits can do incursions. It's certainly not fast (compared to faction/deadspace pirate BS) and thus no one takes the initiative to lead a group of them because they'd rather join an established group to grind for more isk.

If you think a good group is one with a good srp in place for pve you're quiet frankly an idiot. Incursions have been completely mapped out, losses should never happen (unless the server goes down).

I do think the different site levels should encourage different types of ships to be used but it won't happen. Just look at the current situation most people would rather sit on a waitlist for hours to run HQs than join any group running VGs, or Assaults.

Also, drifter incursions were making people billions of isk a day but it was down to an exploit. People running them in cheap hulls and with minimal members was not the issue at all, not even close.

I would like to see incursions blitzed more. Shorter lifespan, with diminishing rewards the longer it goes on. Actually encourage people to end them quickly which would make a bit more sense lore wise, instead of the current farming situations


A lot of this is flatly inaccurate.

First off, Alphas really can't do Incursions. VGs really require something with Battlecruiser level tank and DPS at minimum, and T1 Cruiser Logi really don't rep enough to allow the fleet to survive the site.

Second, the idea that "losses should never happen" is ridiculous. Just for a start there are certain circumstances that can and will guarontee one or more ships die. They're relatively rare, but they do happen. On top of that you have things like player interference to contend with, as well as player error on the part of the Logi or someone else. Add the potential for technical problems on top of that and it's very possible to lose ships in Incursions and it happens relatively frequently. In a discussion a few days ago the group I fly with, which does accept newer players and therefore probably has a slightly higher loss rate, estimated that we lose around 2-4 ships a week on average to various circumstances. Not all of these are SRP-able but most are.

Both of the major incursion-only groups that I'm aware of still going offer SRP in some form, and Eve Uni has an informal SRP system as well.

Most people sitting on HQ waitlists either do go run with other groups while they're waiting or do other things in or out of game. If you're not then that's on you. Also generally speaking the number of groups running VGs and Assaults has dropped significantly in the last year or two, as has the general Incursion population.

The issue with Drifter Incursions was actually the cheap ships, you used them to 'tank' the DD (or one of a variety of other methods) and got a massive payout for the whole fleet. It wasn't even one exploit, it was like half a dozen different ways of breaking the system.

Making Incursions shorter would just drive people away from them due to the frustration of moving ships around all the time on increasingly short intervals and IMO is a poor idea in general.
PopplerRo
#32 - 2017-02-12 14:26:27 UTC  |  Edited by: PopplerRo
Cade Windstalker wrote:
PopplerRo wrote:
words...


more words...


Having done VGs and Assaults using cruisers as an alpha it is possible. HQs sure, they'll struggle to have enough ehp.

Alpha Cruiser logi rep ~around 30% less than a T2 Scimi, but they can still rep more than enough for VGs, and Assaults you bring an extra logi over normal. Still doable. If you think you need BC tank you're just wrong. Most of lowsec incursions are run in VNIs and Ishtars.

SRP still doesn't mean a group is good. If they require a SRP they're bad imo. The sites are far too predictable. If people are dying it's because either the the FC is bad, the logi are bad, or the pilot made a mistake. All of which can be accounted for by having proper systems in place.
Those groups generally don't srp anyone for "player interference" or being ganked while running, nor do they srp for "technical problem". If it's a server issue ccp reimburse, if it's the player themselves, it's treated the same as not broadcasting (tough ****).

Why is it you think most of the VG/Assault groups are have dropped significantly in the last year or two? Is it the obvious reason that people don't want to do them sites and everyone sits around to do/wait to do HQs? It's common catch-22. No pilots, no fleets, no fleets, no pilots. People will sit around waiting for an active fleet than try getting another fleet running somewhere.

Losses were going to happen in drifter incursions. Everyone knew that from the very start. You didn't even need to tank the DD after tracking was applied to it. It missed the majority of the time. You could solo them with a D3/bomber until that was fixed.
Drifter incursion isk/hr was decent until began people using the main exploit which meant alts were soaking up extra payouts beyond the limit without ever entering the site.
There was nothing wrong with using disposable ships to run the sites.
Koebmand
Silverflames
#33 - 2017-02-13 00:36:04 UTC
You complain its all about efficiency,
Then you compare it to raiding.

Ok, I wouldn't have compared it to raiding seeing how its not a must to do incursions to play Eve.

But if you want MMO raiding:
1: At first, its was about a lot of players beating on 1 big boss (sometimes needing to clear a host of "guards" first).
Then was added:
2: Requirement to do it to play the game (locked zones, keys, required gear stats to survive things etc).
3: Locked amounts of players allowed = 100% about efficiency (right classes, right group set up, perfect optimized gear, correct rotations etc). This lock exist in all games today as far as I know.

Incursions have 1 and 3. Personally I am very pleased it doesn't have 2.

Your biggest gripe is against the core of what raiding started as.

I actually don't get what you want from this post.

Cade Windstalker
#34 - 2017-02-13 03:13:04 UTC
PopplerRo wrote:
Having done VGs and Assaults using cruisers as an alpha it is possible. HQs sure, they'll struggle to have enough ehp.

Alpha Cruiser logi rep ~around 30% less than a T2 Scimi, but they can still rep more than enough for VGs, and Assaults you bring an extra logi over normal. Still doable. If you think you need BC tank you're just wrong. Most of lowsec incursions are run in VNIs and Ishtars.


Little surprised this is doable, but okay. That said I doubt they're at all competitive so if anyone warps in on them they're just a free boost to the site time.

PopplerRo wrote:
SRP still doesn't mean a group is good. If they require a SRP they're bad imo. The sites are far too predictable. If people are dying it's because either the the FC is bad, the logi are bad, or the pilot made a mistake. All of which can be accounted for by having proper systems in place.
Those groups generally don't srp anyone for "player interference" or being ganked while running, nor do they srp for "technical problem". If it's a server issue ccp reimburse, if it's the player themselves, it's treated the same as not broadcasting (tough ****).


You're just being ignorant here. Literally every experienced and organized group doing Incursions runs an SRP program as far as I'm aware and I'm going off of half a dozen groups. Yes, there are limits to SRP, but all groups still run with it because the idea that Incursions are completely loss-free is a fantasy. It's actually perfectly possible to meet ship spec, broadcast on time, and have the Logi not do anything particularly egregious and still lose your ship do to what amounts to bad luck.

PopplerRo wrote:
Why is it you think most of the VG/Assault groups are have dropped significantly in the last year or two? Is it the obvious reason that people don't want to do them sites and everyone sits around to do/wait to do HQs? It's common catch-22. No pilots, no fleets, no fleets, no pilots. People will sit around waiting for an active fleet than try getting another fleet running somewhere.


Yes, because that takes time and effort and organization while waiting around is significantly easier. Doubly so if you're going to have people constantly filtering in and out to join the larger HQ fleet.

PopplerRo wrote:
Losses were going to happen in drifter incursions. Everyone knew that from the very start. You didn't even need to tank the DD after tracking was applied to it. It missed the majority of the time. You could solo them with a D3/bomber until that was fixed.
Drifter incursion isk/hr was decent until began people using the main exploit which meant alts were soaking up extra payouts beyond the limit without ever entering the site.
There was nothing wrong with using disposable ships to run the sites.


Alts weren't even the problem, the problem was that there were about half a dozen ways to do the sites quickly and amazingly cheaply, even more so than High Sec Incursions, and you could complete a site in less than 10 minutes for something like 100m per pilot.

This is kind of missing the point though, which is that whenever something tries to be really really dynamic and difficult as a PvE activity it's likely to fall flat on its face and cause problems.
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#35 - 2017-02-15 10:33:15 UTC
Lugh Crow-Slave wrote:
Cade Windstalker wrote:
Lugh Crow-Slave wrote:
I weep for any newbro put on the incursion path


It's actually really good for new-bros to get used to working in a fleet, following orders, aligning, broadcasting for reps, and similar. I was in Eve Uni when Incursions came out and in six months we literally went from "What is Logi" to having a reasonable logi wing during PvP fleets, especially after the T1 Cruisers got revamped.

It's by no means a replacement for PvP experience, but it beats the heck out of explaining to at least one person per fleet how broadcasts work.



you know what is an even better way to teach that?

take them on a roam to null and LS then there is no risk of them getting stuck in HS ratting until they burn out


not always ideal dude, try learning fleet mechanics with Perunga as FC and you'll know what i mean. Straight

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