We are winning, the tide has turned HIP 23716

Say for instance that we fight over a settlement, if I win 10cz and you win 11, then my efforts for the day were in vain and are discarded the next day as you score a win, no?

It appears to me that the war works differently but in a similar way. If we score a single win then the thargs are stopped, while if we lose a week we lose some stations and have another go the next week. This might even be of advantage to us as it adds a strategic objective, what are we prepared to lose and what do we have to fight for.. The more stations we lose before winning a system the more work we'll have to restore it completely.

And honestly though I have a tendency to WK just because I think some arguments are silly or that some forum participants are cry babies I wouldn't say that I think it's a good design but I'm not sure what would be better. IMO it would be better to play the game a few weeks/months to start to understand how all this actually works.

I suspect that the big problem isn't the new mechanics, it's rather the lack of communication and the presence of bugs. I really don't understand that they didn't explain how this works in last Thursday stream. Possibly if the mechanics had been explained instead of Bruce doing a hit and run post that tomorrow your progress is getting wiped, the community response would have been somewhat different.
The Thargs are no players tho, you can't grind down their morale. Against players in BGS you very much can.
 
2) If all the thresholds are hit, the human side gets the system and the Thargoid side gets deleted. If not all the thresholds are hit by Thursday, progress resets to zero. (and here is the binary outcome)
3) If the system wasn't cleared, burn some more stations and return to 1).
Yes, number 3.. It's worse, if we don't win stations are destroyed and it will be even more work to restore the system..
 
2) If one side pushes their influence to reach another's, a conflict starts. The conflict is practically just a best-of-7 for the following ticks, for certain activities. Ends immediately if one side gets an unbeatable lead. Whoever does the most in each tick gets a point (and the other side gets nothing, which is the sole similarity I think people are noticing and then extrapolating wildly from.)
Exactly the same as Thargoid War, from a practicality standpoint

If you lose 4 times in a row, you lose it all...the only difference is:

BGS War: Resets every day of the war

Thargoid War: Resets every week of the war
 
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Exactly the same as Thargoid War, from a practicality standpoint

If you lose 4 times in a row, you lose it all...the only difference is:

BGS War: Resets every day of the war

Thargoid War: Resets every week of the war
And we can see our progress so can judge where we need to put more effort or where it will be useless.

Of course also assuming that we can win the war... I don't expect Frontier to have coded this war just for us to complete it in a few months time. It's another new permanent attraction in the ED amusement park...
 
Say for instance that we fight over a settlement, if I win 10cz and you win 11, then my efforts for the day were in vain and are discarded the next day as you score a win, no?
The difference though, is that by fighting those 10CZs you forced the opponent to fight 11. There is no threshold, it's just whoever did more. This specific part of the BGS is similar in that it has binary win/loss outcomes for the duration, like PvP or chess. The overall context is still completely different, and your position in the system isn't reset to where you started if you lose a war.

As for the actual point of all this, I assume the intent of whoever started this argument (not yourself) was to say that if it's okay for BGSers, then it's okay here. That doesn't work for the reasons already said as well as the fact that these best-of-7 conflicts aren't the entire BGS. If they were, then maybe this point would have already come up for that, because yeah, binary outcomes do lead to "wasted" effort, and in that event it'd be cool to fix it for both the BGS and the Thargoid War. But it's a flawed argument, mechanically and contextually.
I suspect that the big problem isn't the new mechanics, it's rather the lack of communication and the presence of bugs.
I think the biggest problem is the mechanics and that the lack of communicaton about it plus the everpresent bugs made it worse, but for sure, whichever way around we look at it it's a multifactor problem.
 
How are you getting that information? If you're using Inara, its stats don't reset weekly. You'll be looking at kills over the entire period.
If you click the link you’ll see the break down by day….

343C9C19-3CFF-4539-85D7-7536846EA720.jpeg



Thinking about it I suspect a small tweak..
 
Exactly the same as Thargoid War, from a practicality standpoint

If you lose 4 times in a row, you lose it all...the only difference is:

BGS War: Resets every day of the war

Thargoid War: Resets every week of the war
Chess also has the efforts of the loser thrown away, reset at the end of the match. Is that therefore the exact same as the Thargoid War?

I basically responded to this in my other comment just now with more words, but both systems having binary win/loss outcomes somewhere in their design isn't all that matters. The downside of such a mechanic is that there is the potential for effort to be lost. BGS has it as a small component, on a smaller scale, in a competetive fight between two sides rather than a threshold, and also overall progress isn't reset when that component is done with. The Thargoid War is built around it and amplifies it.

Maybe a better TL;DR would be that the Thargoid War is (almost) like the BGS, if you deleted everything else about the BGS and just made it a continuous sequence of wars. But that's not the case, and if it was the case, that would also suck and have a lot of room for improvement.
 
The difference though, is that by fighting those 10CZs you forced the opponent to fight 11. There is no threshold, it's just whoever did more. This specific part of the BGS is similar in that it has binary win/loss outcomes for the duration, like PvP or chess. The overall context is still completely different, and your position in the system isn't reset to where you started if you lose a war.

Maybe your opponent did 20CZs actually wasting nearly half their effort.. No one knew how many were needed as there is no meter for the progress... Still it's not reset, by losing a week in the tharg war you find yourself in an even worse situation, not that this makes it any better! :D

To be honest I'm not sure whether to agree or disagree with the general outrage.. :)
 
Maybe your opponent did 20CZs actually wasting nearly half their effort.. No one knew how many were needed as there is no meter for the progress... Still it's not reset, by losing a week in the tharg war you find yourself in an even worse situation, not that this makes it any better! :D

To be honest I'm not sure whether to agree or disagree with the general outrage.. :)
I was initially a bit miffed, but now that I know how it works the system itself seems fine, but the implementation and representation of it in game is still god awful, which I do have a problem with. They made a thread to explain how it works because they know the system map tooltip does not do what it is supposed to do, explain how it works. Do they do anything to clarify it in game though? Of course not.
 
Chess also has the efforts of the loser thrown away, reset at the end of the match. Is that therefore the exact same as the Thargoid War?

I basically responded to this in my other comment just now with more words, but both systems having binary win/loss outcomes somewhere in their design isn't all that matters. The downside of such a mechanic is that there is the potential for effort to be lost. BGS has it as a small component, on a smaller scale, in a competetive fight between two sides rather than a threshold, and also overall progress isn't reset when that component is done with. The Thargoid War is built around it and amplifies it.

Maybe a better TL;DR would be that the Thargoid War is (almost) like the BGS, if you deleted everything else about the BGS and just made it a continuous sequence of wars. But that's not the case, and if it was the case, that would also suck and have a lot of room for improvement.
Oh, I understand, but I was specifically limiting my comparison to BGS war vs Thargoid War, and nothing else BGS, on purpose because the rest of BGS is nothing like that...
 
The more I look at it, the more I think it's the granularity they settled on: one week.

You see, I can afford to lose a day's progress in a BGS war. Say something happens IRL, something that needs my immediate attention. I can just drop everything and I won't care about a few hours of work put in that war day. They can be deleted. It doesn't even have to be an extraordinary event, I might just feel like doing something else, like catching a carrier service for guardian mat refils, or even play a different game.

Now say the same thing happens in the second part of the week and I'm active in the Thargoid war. And that by pausing for the day, I stand to lose the effort of the entire week. That's no longer just a few hours, but many hours over the course of the previous days. That's why this is different than the BGS, and a worse mechanic. Losing those is painful.

You'd think that with an even larger time window, like having progress persistent over 7 weeks and not reset, the problem would exacerbate. But it doesn't really, because a larger time frame gives you more options to replan or recoup losses. Simply put, you have more time to catch up.

The week, it's a poor choice. Too short to give room to mistakes / distractions. Too long for its tracked effort to not matter.
 
The more I look at it, the more I think it's the granularity they settled on: one week.
I agree overall. When this first started, I sort of assumed that there might be some sort of reset or penalty if a system wasn't saved by the time the big INFESTATION IN X WEEKS timer went by. That would make sense, it's moving to the next phase because we'd have failed to prevent it doing that, maybe there's some benefit from prior resistance but generally it's now a different fight to push it back from complete Thargoid control. In the end, there does have to be a cutoff somewhere, but hopefully based around the big changes and phases of the war in the system?

Instead, it resets every week, with no big changes other than some stations progressing to the next level of damage, if there were even any left to do so. It's arbitrary and far too small next to the scale of the response needed. Part of me wonders if it's some technical hurdle they faced and made into a feature. It probably sounds fine to a designer who can't playtest it, rather than a player who has by the time of finding out.
 
Well, it's a dev vs player thing, and either they can just make the bubble burn, or make the challenge fun.
Now "fun" is a very subjective, hard to define the word.
They have the data, we don't, let it be hobby players or fulltime pilots.
Making player's dedication towards the game into nothing, is disrespecting players, but then they're devs, they can do whatever they want.
For the first few weeks it'll be the testing stage of getting the correct numbers of participants, then they can correctly mark where the challenge is at.
Is it the first time devs has drawn a line that's literally impossible to complete? Or the first time devs handing you what you want and go "BAM! It's gone!"?
No, and there ain't much we can do, their game.
Those who say thargoids are no challenge, it's not about being able to solo whatever interceptors you can, it's about the numbers and time you dedicated.
Or shipping those refugees that goes by 1~4 per mission, and you have to accept -> load them up -> exit UI -> exit UI -> go back to mission -> loop, idiotic UX.
Or shipping goods that you get hyperdicted almost all the time in and out the systems.
There are way more people participating than just the "experts", lots returned to ED after the update, just for the ED humanity.
Inara doesn't show all the stats, I tried manually uploading my data, but then it just sticks to 0, sure there are lots of others having the same issue.

Though I've killed quite a bit of thargoids, I still think I'd rather wait for a gimballed AX weapon, as I fly with a Thrustmaster TCA A320, it's just not made for precision air combats.
 
If you click the link you’ll see the break down by day….

View attachment 336824


Thinking about it I suspect a small tweak..
Given the 7th (tick day) is not easy to split (before and after tick) then best to compare 8th with any day previous - so less kills, less rescues and less players involved since the reset - will have to see how that progresses across the week ahead.
 
Given the 7th (tick day) is not easy to split (before and after tick) then best to compare 8th with any day previous - so less kills, less rescues and less players involved since the reset - will have to see how that progresses across the week ahead.
All days are the same for a counter, that said I will be interested to see the numbers tomorrow.

I also think that Inara requires a subscription of some sort, not sure if every Cmdr is tracked.
 
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