Thank you to the CCP staff and everyone at ISD for your continued support.
My name is Beatlise and I am a FC in the Japanese high-sec Incursion community. I would like to post about the current problems and rebalancing of high sec Incursion.
◆1. Background and Objective
There are four types of incursion sites (HQ, Assault, Vanguard, and Scout) by difficulty level, but currently players are polarized into HQ and Vanguard, with very few Fleets playing Assault and none playing Scout.
The main reason for this problem is that the effort required for the strategy is not matched with the rewards at the scout and assault sites.
Below, I would like to propose the current problem, the direction we should aim for, and the measures to improve the situation.
◆2. Current problems and directions to be pursued
2-1. Cleared time and reward
The above figure lists the hourly wage (maximum, middle, and minimum) for each site in the current high-sec incursion environment.
(The approximate attack times are reliable data from actual incursion runners, wiki editors, etc.)
As shown in the figure, Scout is too little rewarded for the time it takes to attack, and Assault has a lower average hourly wage than Vanguard.
2-2. Problems with scout sites
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This site was very time-consuming due to the large number of ECM ships and remote repair ships, as well as the presence of snipers.
→The challenge was made by 5 ships (Nightmare, Paladin, Vindicator, Claymore, and Basilisk), which can cleard Vanguard, and it took 20 minutes per site.
*Especially in Wave 3 of the Propaganda Cluster, 4 remote repair ships, Mara Paleo, appeared, and the number of ships that could be attacked and the enemy tank strength did not match remarkably. -
The reward is less than the L4 mission, despite the need to move the ship every week to attack.
→In the case of 20 minutes per site, the hourly wage is 10.5m. (Significantly less than the average hourly wage of the L4 mission)
2-3. Problems with assault sites
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Some sites do not match the reward with the time and effort required to attack.
→The Nation Consolidation Network (NCN) requires more preparation and effort to attack than other sites, because it is necessary to split the fleets in Battleship and Battlecruiser and attack at the same time. -
Overall, the rewards are low, and it is better to go to HQ or Vanguard.
→If there are 20 pilots, it would be more profitable to split the fleet between 10 and 10 people and go to Vanguard.
2-4. Direction to aim for
The direction of the rebalancing is that Scout should be between Vanguard and L4 mission. Assault will be adjusted to be between HQ and Vanguard. (Red: Changes)
This will provide the following benefits
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Increase the options for small group PVE for 3-5 players by increasing the efficiency and rewards of scout sites.
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Increase the efficiency and rewards of assault sites to make them an good option for fleets of 15-20 players (Vanguard and above, HQ and below).
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Scout sites will become a higher level content of L4 missions, giving solo players an opportunity to enjoy small group fleets.
◆3. Proposed Improvements (Scout sites)
3-1. Raise the reward amount and the maximum number of rewardees.
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(Current) 3.5mISK + 400LP, maximum reward of 3 pilot.
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(New) 7.0mISK + 400LP, maximum reward of 5 pilot.
3-2. Reduction and replacement of some enemy NPCs
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Delete the following [ECM ship, remote repair ship, sniper ship]:
Orkashu Myelen, Niarja Myelen, Arnon Epithalamus, Antem Neo, Mara Paleo, Uitra Telen, Vylade Dien. -
Add a small number of the following [warp disruptor ships, close range ships with moderate DPS]:
Schmaeel Medulla, Renyn Meten, Tama Cerebellum, Romi Thalamus.
With this adjustment, I would like to maintain a moderate sense of urgency and adjust the clear time per site to 10 minutes or less, as in Vanguard.
3-3. Fixing a bug
The Nation Industrial Proxy site could not be started because the enemy was spawn at a distance of 3,000 km and could not contact the site.If any flags are required to start the site, please specify them in the description.
◆4. Proposed Improvements (Assault Sites)
4-1. Increase in the amount of remuneration
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(Current) 18.2mISK + 3500LP
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(New) 23.66mISK + 3500LP
4-2. Below are the modifications to the NCN site (either Plan A or B)
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Plan A: Remove restrictions on ship types at the entrance.
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Plan B: Make it possible to attack the site by the BS route alone. (If both BS/BC routes are taken, the reward will be doubled.)
When we cleared NCN with our community’s mixed BS/BC fleet, it took about 20 minutes, and the other sites took about 15-18 minutes. With this adjustment, the time to clear all sites is expected to be within 15 minutes when circling with the BS fleet.
◆5. Other improvement proposed
5-1. Adjustment of beacon repop time.
Currently, it takes 7:15 for a new beacon to pop after a site is cleared, but we would like to see this accelerated. I would like to see it pop in 2-3 minutes or less.Depending on the number of local pilots, there may be not only waiting for the site to spawn, but also fighting over the site. However, Incursion players do not like PvP. This things simply adds to players' stress.
5-2. Fix to prevent incursions spawn into the high sec constellation in the enclaves.
Even if an incursion spawn into an enclave high-sec, few people be able to play. Currently, when incursions spawn to the high-sec of an enclave, the routine is for some of the top players to terminate it early and wait for the next repop. For this reason, while many others are unable to enjoy the contents when incursions spawn to the high-sec of an enclave.5-3. Modification to two spawn in high-sec (please return to the old specs).
Currently, high-sec incursions appear in only one constellation, but in the old environment, they also occurred in multiple constellations.Furthermore, in the current environment, the cost of participating in the contents (travel time, risk of Gank, or transportation costs) is higher than in the past because of the difficulty of traveling between Caldari and Amarr due to the fall of Niarja.
For this reason, I would like to see a modification so that it always occurs in two constellations, for example, one in the area of Caldari - Gallente and one in the area of Amarr - Minmatar.
The fall of Niarja is a very interesting event, and I do not particularly disagree with this point.
However, Thereby the if the game is made difficult to participate in the permanent contents, or if the game is made to incur high costs for participating in the contents, it is a failure of the game.
This kind of talk will bring out people who claim that “High-sec ganks is EVE’s culture”, but I disagree.
If you force PvP on a player who prefers PvE, will that player like PvP? Probably no. They will just go on to enjoy PvE in other games.
That is all.
Thank you for your consideration.