Open-Only in PP2.0?

Well said, but not quite right. Because when a player is blocked, his friends are automatically blocked as well.

Not exactly and not always from my understanding. If they are in the same instance with their friends then the blocker won't join their instance. However, the blocked person's friends could still join the blockers instance. Not sure what happens if the blocked person then tries to join the blocker's instance via a wing invite from their friend.
 
Not exactly and not always from my understanding. If they are in the same instance with their friends then the blocker won't join their instance. However, the blocked person's friends could still join the blockers instance. Not sure what happens if the blocked person then tries to join the blocker's instance via a wing invite from their friend.
This can already be considered a bug and demand that it be fixed. So you just automatically block all of his friends.

And as far as I remember from my experience, the friends list takes precedence over the block list.
 
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In other news, the fox claims the henhouse gameplay would be better if there was no fence around the henhouse. For some strange reason, the hens disagree.
Those silly hens, if only they would keep to the democratic systems! ... Where the foxes are in charge of the coop of battery battered chickens.

I'm still trying to figure out the background simulation, I don't see how it's possible to separate that out from power play, which makes the question appear to be as much about removing solo players influence on the background simulation as it is about power play v2 ; I could, of course, be completely wrong.
 
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Robert Maynard

Volunteer Moderator
Those silly hens, if only they would keep to the democratic systems! ... Where the foxes are in charge of the coop of battery battered chickens.

I'm still trying to figure out the background simulation, I don't see how it's possible to separate that out from power play, which makes the question appear to be as much about removing solo players influence on the background simulation as it is about power play v2 ; I could, of course, be completely wrong.
For as long as the game design has been published there have been those who can't accept that players don't need to make themself available to be shot at to affect the shared galaxy - which applied to the BGS (as we know it now) even before Powerplay was launched.
 
For as long as the game design has been published there have been those who can't accept that players don't need to make themself available
It is somewhat amusing (nay, "hilarious" more oten than not) to read the dislike, from some members of the comunity, of players being able to choose with whom they interact, for whatever reason they justify why this should not be so...

Although I do believe that PP 2.0 should have its own menu mode, and PP activities outside of the mode cannot happen. It is the alleged 'spirit' of PP that direct interaction between players should happen.

Sorry for the partial quote, but it made my point rather succinct ;)
 

Robert Maynard

Volunteer Moderator
The block function is very silly to begin with. It should probably block chats, wing-invites, friend invites, and things like that. Not literally any and all sort of player interaction with the other player. The only reason you'd want the latter is to avoid PvP, it should definitely get reworked.
Odd then that Frontier introduced the block feature unasked before the game launched (with Sandro advising a player, before launch, being bothered by another player serially interdicting them to block the player in question ) and have made it more effective and easier to use since then....
 
The block function is very silly to begin with. It should probably block chats, wing-invites, friend invites, and things like that. Not literally any and all sort of player interaction with the other player. The only reason you'd want the latter is to avoid PvP, it should definitely get reworked
The block function is excellent, it permits any player to elect to not play with any other player for whatever reason, not just PvP, it should be even more precise in function, meaning that blocked means always blocked, not broken by random instancing events.

Oh, my block list is empty, before any asinine comment is made...
 
Just another login on the start screen with PP as an option, so effectively a PG with no size limit and no block function.
Then all the PP players are in the same sandbox together, no real additional cost to FD, and in their group they only meet like-minded players.
Removing all PP related content (those annoying power affiliated ships flitting around Haz Res sites really bug me!) from the rest of the game world would be nice...

Of course, this isn't the 'solution' wanted by some, and it would be amusing to read the reactions if it was made so :ROFLMAO:
Your suggestion is trivially unfit for purpose though (which I suspect you know:p). The current system is better than that because most people that want powerplay to happen in open don't want to exclude any encounters. Noting as well that BGS has, to date, been a very important component of powerplay activity (and currently it's pretty much the only bit that isn't in a tedious stalemate).
 
I'm still trying to figure out the background simulation, I don't see how it's possible to separate that out from power play, which makes the question appear to be as much about removing solo players influence on the background simulation as it is about power play v2 ; I could, of course, be completely wrong.

The funny thing about the BGS is that defending a controlling faction via PvP is functionally identical to attacking a controlling faction via PvP. Any BGS manipulator worth their salt would view PvP opposition as a force multiplier, not a threat.
 
Your suggestion is trivially unfit for purpose though (which I suspect you know:p).
I disagree, it is perfect for purpose, those wanting to play at PP have a comfy little corner where they meet other like-minded individuals to continue their struggles to do whatever it is they feel needs doing.
Naturally, the mode would be virtually empty, what with time zones and such, but at least there won't be randoms in other modes affecting the "grand plan" or whatever it is...
The current system is better than that because most people that want powerplay to happen in open don't want to exclude any encounters.
Yeah... I know... If it was just PP players it would be incredibly boring...
Noting as well that BGS has, to date, been a very important component of powerplay activity (and currently it's pretty much the only bit that isn't in a tedious stalemate).
Maybe with PP 2.0 FD will finally realise that they need to be either entirely seperate entities, or just make PP 2.0 BGS activities with a bunch of figurehead leaders calling the shots.

Funny how devoted PP players don't want to just do PP activities with other PP players, after all, if PP had its own mode, and any player wanted other fun, all they need do is switch mode, simples...
 
For as long as the game design has been published there have been those who can't accept that players don't need to make themself available to be shot at to affect the shared galaxy - which applied to the BGS (as we know it now) even before Powerplay was launched.
For some folks all there is in life is competition, and they never get past this; I don't think they are intellectually capable of understanding that this is not the case for others, it's almost as if their vegas nerve got severed and the head is no longer connected to the heart. But with that said, to really live and let live it takes all sorts and one must adapt to the handicap of others.
 
Although I do believe that PP 2.0 should have its own menu mode, and PP activities outside of the mode cannot happen. It is the alleged 'spirit' of PP that direct interaction between players should happen.
Well then it could be made as a separate DLC and sold, and we'll see how many people buy it.
 
The funny thing about the BGS is that defending a controlling faction via PvP is functionally identical to attacking a controlling faction via PvP. Any BGS manipulator worth their salt would view PvP opposition as a force multiplier, not a threat.
Oh! So the activity augments benefits either way? I'm still scratching my head a lot trying to figure it all out.
 
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The funny thing about the BGS is that defending a controlling faction via PvP is functionally identical to attacking a controlling faction via PvP. Any BGS manipulator worth their salt would view PvP opposition as a force multiplier, not a threat.
And yet many manipulators worth twice their salt would like to be able to do so 🤷‍♂️. PvP kills that might have the most significant BGS effects don't always result (a forced retreat is also a good outcome). Blockading can be effective, and being attacked by players has a very different feeling to losing via the progress bar. When there are other star systems that can be worked unhindered, PvP opposition can influence where people apply themselves, with the control of that given to the defending PvPers.
 
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