And?Only fun for those interested in PvP, the rest of us are happy the way things are at the moment.

And?Only fun for those interested in PvP, the rest of us are happy the way things are at the moment.
Weighting isn’t just my wish; it’s apparently the wish of many others.I've told you this before: be careful what you whish for.
If playing in Open awarded double merits, you can bet it would be far from empty LOLYou might end up in a completely empty Open.
This is exactly how weighting works in risk/reward game design. While your assumptions lack foundation, we have extensive game design papers and countless commercial examples showing successful application. And it's not just a modern concept, these principles were evident even 4,000 years ago when Go was created or even 5,000 years ago, when Backgammon came.I'd suggest there's also no incentive you can make to balance that out. 10 Merits earned in solo, guaranteed, versus 100 merits earned with a 0-100% chance of being destroyed when i do so is a no brainer; I'll continue doing PvE in solo. Accelerate that to the extreme end scenario where its 1 million merits vs 1... you're probably just going to have people decide not to do Powerplay. FD wanted to make PP more accessible, so mission failed.
And such papers would validate my position, that there can be no adequate weighting when your fundamental game mechanics don't support one.This is exactly how weighting works in risk/reward game design. While your assumptions lack foundation, we have extensive game design papers and countless commercial examples showing successful application. And it's not just a modern concept, these principles were evident even 4,000 years ago when Go was created or even 5,000 years ago, when Backgammon came.
If playing in Open awarded double merits, you can bet it would be far from empty LOL
Here it is one of the simplest:And such papers would validate my position, that there can be no adequate weighting when your fundamental game mechanics don't support one.
Thanks for linking something that backs my position perfectly. But you're the expert, you already realised that right?Here it is one of the simplest:
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The Importance of Risk in Basic Game Design
In this design article, Portnow looks at the fascinating concept of risk in video games, "one of the key factors in what makes a game too tedious to play or too easy to endure", from Ultima to Silent Hill.www.gamedeveloper.com
no one likes unbalanced risk/rewards envinroments.
If you have any paper or academic article or reliable study on the matter that may confirm your opinion, I'm all ears.
Until it happens, IMHO balancing issues in ED are:
- Efficiency for any activity in Open is reduced and riskier because of opposing real players
- People in Solo/PG have no risks and same rewards
- People use block feature as exploit to keep going with efficiency in open
Already existing and tested design solution:
- weighting ( AKA risk/reward ratio weighting)
- moderation ( AKA report/ban system)
What's wrong with a CMDR being able to block any other CMDR for any reason? They just want to play the game their way.
It might turn out that if PP was open, then some non PPers might take advantage just to spoil things for those playing PP. Look at how thargoid combat saw spoilers present.
(I've made just one correction, one word in your last sentence)IMHO balancing issues in ED are:
- Efficiency for any activity in Open is reduced and riskier because of opposing real players
- People in Solo/PG have no risks and same rewards
- People use block feature as
exploitas a design feature to keep going with efficiency in open
Is it not allowed to suggest changes that impact the current meta, or alter the current design? That seems rather restrictive.(I've made just one correction, one word in your last sentence)
If your goal is to push your Power, read your three sentences and try to figure out the best / most efficient way to do so, according to your conclusions. That's the design of the game.
Everything more is asking FD to make all other players play the game the way you want them to.
Is it not allowed to suggest changes that impact the current meta, or alter the current design? That seems rather restrictive.
You know very well what we are talking about.
Let's not go there, please.
No, the game is perfectly balanced.There's a Meta?
O7
Thanks for backing my position about weighting and risk/rewards issues <3Thanks for linking something that backs my position perfectly. But you're the expert, you already realised that right?Sadly, it's your assessment of the game that's wrong. But hey, mode vs mode is OT now, remember?
Design needs adjustments over time; otherwise, we’d still be driving horse-drawn carriages. XD(I've made just one correction, one word in your last sentence)
If your goal is to push your Power, read your three sentences and try to figure out the best / most efficient way to do so, according to your conclusions. That's the design of the game.
Everything more is asking FD to make all other players play the game the way you want them to.
A carrot rather than a stick approach.I'm not talking specifically about the players undermining at carriers, there's people calling for nerfing merit gain across the board outside of open. And my source is admittedly speculation (as is yours, mind), but it is based on common sense.
At the minute there is a whole lot of interest around powerplay and, if it is tweaked in the right way, it does have the potential to entice people into open play, given the right reward, ie; buff merit gain in open. Now some players will stay in solo and PG no matter what, yes, but it's the other players that might be more amenable to trying open play after spending time getting a taste for powerplay in solo that nerfs would likely discourage.
As for the last part, with the exception of powerplay commodities, players can engage with those activities fully while unpledged, if they so desire so no, I don't think they'd stop doing them, I think they'd just go back to farming credits, and, as I said before, ignoring PP.