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* [http://evemaps.dotlan.net/incursions Active Sansha Incursions]}} | * [http://evemaps.dotlan.net/incursions Active Sansha Incursions]}} | ||
== August 2014 - Scout sites revamped == | |||
In an attempt to bring scout sites back into the fold they received a substantial revamp. Changes were also done to the spawn mechanics of assault sites, as a stopgap measure for fixing the [[Nation Consolidation Network]] assault site. They also lowered the respawn time of Incursions, making them spawn again at a faster pace. | |||
==== Patches & devblogs ==== | |||
From the devblog [http://community.eveonline.com/news/dev-blogs/incursion-changes-in-hyperion/ Incursion changes in Hyperion] (August 19th, 2014): | |||
{{quote| | |||
'''Reducing the re-spawn time of Incursions''' | |||
Right now when an Incursion finishes there is between a 24 and 48 hour delay until another Incursion spawns in the same security space replacing the one that ended. For example, if all of the Incursions in high sec are completed within a short time span of each other, it means that for a period of time there will be no Incursion in high sec. | |||
This change is aimed at helping make sure that Incursion runners will always have them available when they log in. You may have to move to get to it, but at least the option is there for you to go do it. | |||
More specifically we are reducing the min and max time between an Incursion being completed and it re-spawning elsewhere from 24 and 48 hours respectively to 12 and 36 hours respectively. | |||
'''A revamp of scout sites''' | |||
Scout sites are the lowest level of Incursions site available for players to run. When Incursions first launched their goal was to provide an environment for introducing players to Incursions. When we look at metrics such as how often these sites are run, who runs them, and then talk to players from the Incursion community it becomes fairly obvious that Scout sites are not achieving their original goal. Time for a rebalance! | |||
While looking at them we decided to change their purpose from being an introduction to Incursions to something you could run while waiting for a spot in a fleet running Vanguards or when you don't quite have enough people to run Vanguards. | |||
To achieve that goal we bumped up their rewards from 50,000 ISK to 3,500,000 ISK and from 50 LP to 400 LP per pilot, still keeping them less desirable to run than Vanguards. We then also adjusted the number and types of NPC you find in the Scout sites to balance out the increased reward. | |||
'''Putting an end to the NCN wall''' | |||
If you regularly run assault sites in Incursions you may be familiar with a term known as “NCN wall.” This generally means that the system with assault sites only has Nation Communication Network (NCN) sites available to run. We are making a change that will make sure assault systems are never 100% NCN's.}} | |||
Addendum (August 20th): | |||
{{quote| | |||
'''Null sec Vanguard sites''' | |||
The following is an update to the original dev blog. We were still working out the details and ensuring it could be completed for Hyperion. We are now confident it will ship and have updated the dev blog to reflect this additional change. | |||
Incursions in null sec are almost identical to high sec. One of the only differences, aside from the space they are in, is the rewards. Null sec Incursions pay out approximately 25% more per pilot. OK so in theory null sec Incursions should pay more per hour then. Well not really. Since people running high sec Incursions feel a lot safer while running the Incursions they tend to bring much more expensive ships and fittings. The net result is null sec Incursions get run at such a slower speed that the per hour pay is a lot lower than we would like. | |||
We could just increase the ISK payout and be done with it. However an idea was proposed that we feel would be a much nicer way to balance null sec Incursions. We are going to increase the maximum number of pilots allowed in Vanguard sites from 10 to 15 while keeping the per pilot payout the same. With the ability to bring more pilots the effective DPS goes up and the speed of running the sites should increase as well. So while we get to bring the speed of running the Incursions more in line with high sec we also encourage more pilots to participate. | |||
This change will only effect null sec Vanguard sites for now. Once this goes live we will monitor closely and see if this actually makes a difference in the way we want. If everything goes well we will consider applying the change to other sites as well and possibly low sec. If everything goes horribly wrong we may also revert the change. For now though we are looking forward to seeing how this plays out on TQ come Hyperion's release.}} | |||
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-hyperion/ Hyperion 1.0 Patch Notes] (August 26th, 2014): | |||
{{quote| | |||
'''Missions & NPCs''' | |||
* Incursion Scout sites have been rebalanced to be more in line with the risk vs reward of the other Incursion sites. Sansha presence has been increased within them and they now pay out 3,500,000 ISK and 400 LP.}} | |||
==== Changes ==== | |||
Besides the announced changes there were some minor changes: | |||
* The '''Mara Paleo''' had its remote shield boosting capability almost doubled. | |||
* The preferred orbit for the '''Antem Neo''', '''Vylade Dien''' and the '''Yulai Crus Cerebi''' was reduced to 60km instead of their usual 120 - 140km orbit. | |||
* The Sansha rats also seem to stay on target for a longer period of time, changing targets a little less often. | |||
==== Effect on the community ==== | |||
Overall these changes has little to no practical effect on the Incursion Community as a whole, or for the Eve University Community. | |||
;Scout sites | |||
:The new [[Incursion sites#Scout sites|scout sites]] retain their uniqueness in the way that they have no enemies capable of warp disrupting or warp scrambling you and the overall damage is much lower than that of [[Incursion sites#Vanguard sites|vanguard sites]]. So you could run with just one logistics or even spidertank if you want to and warp out whenever you please. Sadly they have still been largely ignored by the community, much like the old scout sites due to being non-profitable. Despite the increased payout, the number of enemies and sheer amount of hit points to chew through means that you spent far too long, using far too much ammunition for these sites to be worth running. | |||
;Assault site spawn mechanics | |||
:The changes to [[Incursion sites#Assault sites|assault site]] spawn mechanics was a welcome stopgap measure, even though it didn't fix the problem of conflicting fleet compositions between the [[Nation Consolidation Network]] site and the other two types. | |||
;Faster respawns of Incursions | |||
:As for the faster respawns it had very little effect on the community for now, since the ability to rapidly close an Incursions by running the mothership site is and has always been the biggest factor. | |||
;Changed preferred orbits | |||
:This changed the orbits for the '''Antems''', '''Vylades''' and '''Yulais''' in all sites, including assault and headquarter sites. While it might help in certain situations, where a fleet fails to web them down or kill them before they pull range, it has had little no practical impact. | |||
;Null security Incursions | |||
:The relatively few groups who run Incursions in null security space will no doubt appreciate being able to bring more people without reducing payout, but it not likely to generate an interest from groups who aren't already running. | |||