Powerplay 2.0 “Open” Rewards

They could conceivably disable block lists for pledged players? But that won't change the situation with dodgy instancing, time zones, mode switching and/or playing tricks with the networking.
Not after you on this comment, as block lists have been abused for unintended purpose and that fault is not yours in the valid point you bring up, but if block lists should lose their actual and legitimate purpose of protecting players from undesirable behavior from others (I do not count PvP in this) situationally to support one facet of the game then I don’t see why they would exist at all, and it would essentially be a statement that pvp target potential is a higher priority than whatever benefit they think block lists offer (I can’t figure out how to describe that without using catchwords I can’t bring myself to type). I only ever remember blocking one commander ever, and that was just to mute a hateful diatribe, so I’m not even necessarily arguing for the sanctity of the block feature, more of a comment on its state I suppose when it is viewed as PvP selector.
 
There are ways around it. In one of my proposals you had a 'trust' variable where the more you screw up the less your power lets you do (back to a level that can't be exploited). But in the end it comes down to accepting the flaws.

The problems with trust mechanics is, the people who will always bear the brunt will be the people who don't know how it works and how to manipulate it. IE, the casual player. Just look at Notoriety. Gankers don't care; the ones who really suffer are the casual players who accidentally blow up a dolphin going through the mail slot.

The net result will only be bad, no matter how you do it. The only answer is to design systems that don't require trust, that are inherently proof against lying. And the only way I can envision to solve that problem is third-party-hosted instances where players need to attack and defend NPC targets.
 
The problems with trust mechanics is, the people who will always bear the brunt will be the people who don't know how it works and how to manipulate it. IE, the casual player. Just look at Notoriety. Gankers don't care; the ones who really suffer are the casual players who accidentally blow up a dolphin going through the mail slot.

The net result will only be bad, no matter how you do it. The only answer is to design systems that don't require trust, that are inherently proof against lying. And the only way I can envision to solve that problem is third-party-hosted instances where players need to attack and defend NPC targets.
Although its designed for V1, you can't game it. If you keep on doing silly things / losing cargo your power will limit you- keep on doing it and you get unpledged. In essence it prices in a set amount of 5C / mistakes but playing normally will get you out of it.

PP for me is not about arbitrary situations but what happens when out and about.
 
Back
Top Bottom