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Paco Paco
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Posted - 2011.02.11 21:46:00 -
[1]
From patch notes: "Based on feedback from the community, we have reduced the rate at which Sansha's regain control of the constellations."
Was it perhaps a mistake to make this change so soon after the release of Incursion events, before people figured out what they are doing with these (not that everyone has, of course..) and before the panic fueled by Tengu explosions subsided? Now when a new incursion is spotted, if it's in a high traffic area like, say, awfully close to Dodixie, it's cleared out in about 24 hours and there aren't very many incursions active at one time, either. This makes it difficult for smaller corps to organize a Sansha-bashing trip, and it just seems like such a quick turnaround time on defeating an incursion is a little *too* fast. From an in-game RP-ish point of view, it would make sense for Sansha to send a stronger force into better protected territory, such as highly populated high sec areas, or alternatively stage multiple incursions within the same area, a few adjacent or nearly adjacent constellations perhaps.
I think at this point it has been established that once people get past the initial shock of "they be rapin' everbody up in here", get a clue, stop fitting awful ships and start working together as a group, incursions are perfectly doable (reward bugs/features aside). So many bad fits can be found x'ing up in Incursion channels that no doubt any fail on their part is entirely their own doing. The reduction in the control regaining time makes sense for sparsely populated regions, but in high sec areas where there's no lack of manpower, the situation is different.
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Doctor Carbonatite
True Slave News Network
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Posted - 2011.02.11 21:53:00 -
[2]
Too many carebears in drakes and marauders losing their ships, I guess. If it's too much for a 3-week-old noob in a drake, it needs to be nerfed.
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Nika Dekaia
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Posted - 2011.02.11 21:54:00 -
[3]
Originally by: DevBlog That said, weĈd like to continue making tweaks, fixes and balance changes. The first step is ironing out the bugs and most critical issues so we can get a realistic picture of how the feature works. From there on, weĈll evaluate the balance and gameplay, and make changes if needed.
Linkage
So, yeah - new feature. Is getting tweaked. Will need time. So what?
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Amaroq Dricaldari
Amarr Universal Deathdealing Militia
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Posted - 2011.02.12 01:11:00 -
[4]
My Punisher is fit for Combat against Blood Raiders an Sanshas. Not exactly the best combat ship, but it works if I ever get an incursion in Chaven. I hope I get an equally fast and manueverable cruiser soon. -- As an Amarr Defector, I chose to become a Mercenary and Industrialist. I also have one goal in mind: Create a new age of peace and prosperity for all four empires. |
Fulbert
Gallente
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Posted - 2011.02.12 16:28:00 -
[5]
Originally by: Doctor Carbonatite Too many carebears in drakes and marauders losing their ships, I guess. If it's too much for a 3-week-old noob in a drake, it needs to be nerfed.
They nerfed the incursion lifespan, not the difficulty of incursion sites itself. -------------------------------- Fulbert. Miner - Industrialist |
DeadNite
Caldari
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Posted - 2011.02.12 16:57:00 -
[6]
Incursions are a replacement (hopefully not completely) for the GM run events. These are assaults by Sansha on systems not occupations by them. When they occur they are suppose to shine bright and burn out fast unless they are not dealt with. ================== It is, what it is. |
King Rothgar
Amarrian Retribution
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Posted - 2011.02.12 17:11:00 -
[7]
The problem was not in high sec, it was in low/null sec. If you hadn't noticed, not one of the low/null sec incursions has been successfully completed (I think). And believe me, people have tried. The problem is without a dozen different gangs running sites, the recharge rate outweighs what human players can overcome. In high sec that isn't an issue, you've easily got a couple dozen different gangs running around. But in low/null sec, the areas are controlled by alliances and coalitions. That is a much smaller pool of players to choose from.
The incursion in sosan, for example, was right smack in the middle of amarr FW space. We formed gangs and attacked it but with only 1-2 gangs running the sites for maybe 2-3 hours a day, we didn't put much of a dent in it. We'd drag it down to 80-90% and then log off for the night with nobody else to take over. Thus the next day it was back at 100%. Without the numerous unaffiliated gangs running them, they can't be completed due to the recharge rate. It takes hundreds of pilots to close an incursion and any given low sec area doesn't have hundreds of pilots interested in running those sites at any given time. Even the biggest fleet fights in our relatively densely populated low sec are only 40 vs 40. So even if we got every single active pilot in both the amarr and minmatar militia to work together on an incursion (right), it's unlikely we'd be able to actually complete the damn thing.
Thus far you shall read, but no further; for this is my sig. |
Venkul Mul
Gallente
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Posted - 2011.02.12 19:32:00 -
[8]
Originally by: Amaroq Dricaldari My Punisher is fit for Combat against Blood Raiders an Sanshas. Not exactly the best combat ship, but it works if I ever get an incursion in Chaven. I hope I get an equally fast and manueverable cruiser soon.
Incursion Sansha don't have the usual weakness and strengths of mission or belt Sansha. You Punisher will be in a lot of trouble if you use a standard mission fit.
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