Mograthi wrote:
Not exactly true there dude. The change to the bunker horde does amount to a Nerf for those of us in the drone regions.
Just some numbers from my personal experience,
When i am being slow and casual i can do 3 of the bunker hordes an hour and when I am in grind mode i can manage 4 an hour, many of my corp mates can do the same numbers. On an average we can earn 30 million per horde with the poo droppings, so we are averaging 90 - 120 mil an hour. With the change on SISI, we can on average do 2 of these an hour now for 60 mil an hour since the drops were not increased. This means that we are taking a 30% to 50% Nerf in income per hour whilst all the bounty rat regions are getting a buff in isk per hour.
Now I am fine with the change to the horde as it was kind of silly to begin with, but really you should modify the loot table at the same time to account for the change. Unlike many in the area I would be perfectly happy if you changed the drones to be bounty rats, my security status could use in an increase so I can use all those shiny new tier 3 BC's to gank miners with.
This wasn't changed as part of this project, this was changed as part of a bugfix. They're both going out in Crucible, so the timing's pretty unfortunate, but it's a separate issue. And again, the amount of money being made in this way was way higher than intended, that's part of the reason for making the change in the first place (the other part being that it was possible to totally break the site, of course).
RaZor Flash wrote:I posted a thread in test server feedback, but was told to move my results to this thread.
https://forums.eveonline.com/default.aspx?g=posts&t=34567Theoretically if we could all use our current setup to run anomalies we will be making more isk per hour after patch because Greyscale buffed ISK:EHP.
This is theoretically and completely IGNORES our ability to actually to do the anomaly.
I was going to write something up about it in my other thread but Charles Edisson beat me to it
This buff to anomalies is a theoretical buff that completely ignores the ability of your ship to be able to run the anomalies. In other words, this buff was implemented poorly.
Charles Edisson wrote:Doctor Ungabungas wrote:Take a better ship. Complaining that there are 'too many ships' is the most ******** thing I've ever heard of, given that it's the ships that bring the money.
You're missing the point here, If you extrapolate the changes to an extreeme amount make an anom with 10,000BS and IF you manage to do it you get 10B isk.
What do you think the outcome of this is going to be, especialy in regions where the rats neut out your cap. YOU WILL DIE, Take 10 friends with you, you still all die. Take 10 friends with you in the fanciest most pimped out ships in the game you still all die.
isk from ratting is all about the rate at which you can kill the rats and the value of the rats. There is a tipping point between there not being enough NPCs to kill to make isk quickly and too many NPCs so that you cant kill them very quickly. He is saying that in atleast some Anomalies the changes on Sisi have pushed them over this tipping point.
How to fix: The anomalies that exist should be the same level of difficulty as they were before patch. The way to do this and increase ISK:EHP is to simply add more waves, and not increase the # of ships per wave. TL:DR We cannot have our current killing power in the current anomalies so even though ISK:EHP ratio has been increased our ability to kill rats has decreased.
We will make LESS ISK PER HOUREdit: This is all assuming the point of this is to make getting isk in 0.0 better, if its not, then I might as well create an incursion alt that I can play to fund my desire to be part of an alliance in 0.0, shortly after doing this I might as well quit the game.
Edit 2: I have run a lot of different anomalies and It appears that you front loaded all the battleships and hacs into the initial spawns instead of dividing them equally among the spawns. In other words, I would probably shut up if you just fixed the initial spawn and trigger for the next waves. Anomalies should get harder as you progress not easier /boggle.
I asked people to stick to the feedback thread in no small part because I'd already responded to your earlier post here requesting specific examples so I could better understand the problem :)
Yes, theoretically if we put 10,000 battleships in a site it would be uncompleteable, but we haven't done that. If you can tell us what actual sites you've tested with what actual setups and ships, then we can look into it further. For example, when you're talking about adding ships to the first wave, there's only a limited number of dungeons that was done to - in most cases we did simple substitution so this problem won't manifest, and I'm guessing this isn't a problem for the lower-end sites because they shouldn't be that difficult even with these changes, so it's probably one or two specific dungeons that we can potentially troubleshoot rather than a universal problem.
(The reason waves are added to the beginning of rooms is mainly because it makes the changes easier and therefore faster to do and less likely to break, but it's also I think true that your PvP risk increases as your time in the site increases, so frontloading the PvE danger seems safer overall. In any case, it's not like anyone's consistently running sites that have a reasonable chance of killing them anyway, so while I agree in principle and in isolation an escalating difficulty makes sense, in practice we believe it has minimal impact on the actual play experience.)