Incursion will be deployed on May 19th, which is tomorrow as I write this. A couple of big things in this one, which quite surprised me as I wasnâ€™t even aware they were coming !
- Unique icons have been created for Blueprint originals and Blueprint copies so you can visibly differentiate between them.
Wow, just wow. A change all industrialists have all been waiting for ! And for years CCP said that it couldnâ€™t be done, because they couldnâ€™t distinguish a copy from an original if I remember correctly. Finally that nonsense comes to an end and finally you can see if youâ€™re dealing with a copy by just glancing at the icon instead of having to click on it and go to the appropriate tab etc..
- The capabilities of the onboard scanner have been substantially increased. The range is now 64 AU and the delay to return results is only 10 seconds.
- Ships with jumpdrives are now unable to use jump bridges with the exception of ships belonging to the Black Ops ship category.
Mixed response to this one. I donâ€™t dwell in 0.0, nor do I use jump drives so it doesnâ€™t effect me personally. I guess CCP thought traveling around was getting a bit too easy and toned it down. The onboard ship scanner will be improved as well. Nothing wrong with that I guess.
Agents & Missions
- Agent Quality has been removed meaning that all Agents are now +20 in terms of payout and -20 in terms of access. Go forth, Capsuleers, and explore the world outside of Motsu and Dodixie.
- Agent Divisions have been simplified from 20 down to just 3. The new Security, Distribution and Mining divisions now provide uniform types of missions instead of a mission type that was percentage based.
Ah another big one ! The very confusing Agent Divisions will be simplified and you actually know for sure youâ€™ll get a combat, courier or mining mission. Very welcome change in my opinion. Also the quality system is basically removed. I guess putting them all to +20 was easier than just removing it. This will bring in somewhat more cash into the economy I guess, but will spread people out more, which can only be a positive thing. Although I am sure people will still sort of stick together as itâ€™s easier to buy and sell your goods. But still, people will probably spread out. It will be interesting to see what will happen.
Furthermore the various connections skills will be removed as a consequence of the above. Only a few remain from what I read in the patch notes. The skill points for those that have already gotten the skills will be reimbursed.
Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.
There are some more fixes and changes, but these are the really big ones. Some very welcome changes I think !
11 thoughts on “Incursion 1.5”
Actually, it should result in /less/ isk in the economy (or rather, it will slow down the rate at which isk is added).
Quality impacts loyalty point rewards, and mission rewards, but not bounties. Mission rewards are a small element of the amount of isk handed out by missions, so will only see a slight gain. Loyalty Points however are an isk sink, and their increase should more than make up for the extra isk brought about by the award increase
It seems I hadn’t thought this through, but you are probably right. Interesting.
No, it will increase the isk.
First of all you wil lget higher rewrd and basic LP to start with with +20 agent that you would with, say, a +17 you were running for before. Then you also have the new skills which add 10% LP per level whole the old ones would add only 2% per level, thus increasing your LP gain a lot (though it will probably not bring more isk because that would result in faction items price falling, there is only so much demand)
The bounty part would not change. pople who were doig kill missions would continue to do them and bounties on the ships were not changed in them, so same bounty/loot gain. now if you think that people will move from kill to courier/mine then i would disagree. people who wanted to “blow things up” in missions would continue to want to do the same. What it would increase is the regular miners going into mining missions since they give only mining now (i will do that too, at least see how it is there) and altrough i dont know the mining mission awards/lp, but if they are similar to regular mission awared/lp then they would get more isk in same time increasing isk even more. what would be the downside of this is mineral prices, more miners doing missions = less minerals supplied to market. Though it is believed that regular miner like me dont change the prices, its the 23/7 macro miners that do the largest impact, so it probably wont change much.
The key thing you’re missing Strazdas is that Loyalty Points are an isk sink. You have to take isk and LPs out of the game in order to get many of the Loyalty Store items. Sure, the individual mission runner gets more isk back than he losses when he resells the LP store item, but there is less money in the economy overall after an LP store transaction.
And if you increase the amount of LP brought in to the game, you decrease the isk to LP ratio , so they’re worth less on the player market. Whatever they’re worth on the player market though, LP items still have a fixed isk cost in the loyalty point store, and more LPs being generated means more LP items being bought and more isk taken out of the economy
Yes. you are correct in the line of though there. However isk taken out of economy for lp was done all the time, and the mission reward/lp ratio on agents remain the same, you just get more of both, so isk sinking to use the lp would still be at same iskgained/isklost from rewards, and bounties are left alone unchanged. now that would be different story if isk gained from missions would be less than isk sunk into LP store, but it is not, so the equal boosting applies.
LP worth will fall, that is true, but that would result in falling item process so lp will be worth less isk however mission would still earn same profit in lp as it used to, because greater profit would mean that lp would be gained somewere else, not in a mission. the only thing that falls here is the LP worth in ISK, but the general isk in the economy would rise proportionally to reward gain after lp store buy. In the end what we get is a very complex system that would havei mpact on the lp worth but not so much in the general economy. however LP is only a small portion of mission gain, so it is not that important. most money are in bounties anyway. 4m worth of LP cant beat 30-40m worth of bounties.
It does not remain the same. Agent quality impacts LP rewards, and thus itan increase in the average agent quality means an increase in the amount of LP handed out.
The part I don’t understand in your post however, is where you say that LP value will fall. The only way LP value will fall is if there are more LP being produced. And more LP means a larger isk sink, as the isk value to redeem LP store items does not change even as the supply of LP goes up.
If you’re saying that LP awards are not impacted by quality and thus the LP rewards won’t go up, how do you figure that LP will go down in value?
LP is certainly not a “small portion” of mission gain. For high quality agents (ie, all of them) the LP store presents the best “isk/hour” gain out of any part of mission running.
Leaving that aside however, whether it’s the largest portion or not, you still increase the size of the isk sink if you increase the amount of LP handed out.
agent quality also increase the amount of isk handed out, not only lp. therefore ratio of isk/lp handed from mission would be the same, would the skillbooks were left like it were, now you gain more lp, because skillbooks icnrease lp more.
Isk sink doesnt matter much, it was always there, and its relatively small compared to isk people earn doing complexes, working in wormholes, mining ect. eve economy already has too many isk, just look at people who have trillions in savings. why lp would go down in value is the fixed demand of faction items. only some people fly with those, and not often loose them, therefore more lp would make more faction items while the amount of demand remains the same so faction item price will fall. however lp item price must cover the lp store cost, thus what gets hurt is the lp earnings while doing the deal. isk sinked into lp store would remain the same. though we do not account the increased need of tags, which may change a lot.
i admit i dont run a lot of missions, but i certainly dont see LP as main income from them. 7000 lp cant beat 30m in bounties. the most i saw 7000 lp worth was ~15m.
On the other hand, we now have skills that give lp increase larger than before, so lp is given from a new source now, so it may out-do the reward cost in which point your theory would come true. ill have to investigate more in this.
That’s not true. Agent quality only increases the reward, not bounties, and that’s a small portion. The entire LP award goes up, and a portion of the isk reward does. Thus, LP production is increased more than isk production. And the isk sink from the excess LP, from my “back of the napkin” figures more than make up for the extra isk on the reward.
Mining & wormholes do not add isk. In fact, they’re generally an isk sink as trading the items incurs transaction fees.
That being said, the entire point of this discussion isn’t that “missions are an isk faucet” but rather a discussion around whether or not think change has increased or decreased the isk flow from the faucet.
Increasing it is the last thing the game needs, and in spite of first appearances this change doesn’t do that, whilst at the same time not reducing the income an individual mission runner makes. Quite clever.
Well, i can agree with that 🙂
But i guess we totally took over Morphistats blog now 🙂
Haha, I don’t mind at all. It’s nice to see a discussion developing in the comments !
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