Farming Npc’s at stronghold carrier’s

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.
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.
 
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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.
And such papers would validate my position, that there can be no adequate weighting when your fundamental game mechanics don't support one.
 

Ozric

Volunteer Moderator
The OP removed the mention of Open because they were trying to keep this thread focused. If the few usual people who can't seem to go 5 minutes without discussing how good or bad it would be, can't keep it out of this thread. Then I'll just remove your ability to post in this thread.
 
And such papers would validate my position, that there can be no adequate weighting when your fundamental game mechanics don't support one.
Here it is one of the simplest:


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)
 
Here it is one of the simplest:


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)
Thanks 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?
 
The issue here is that farming NPCs at strongholds is effective and spammable, not the mode or timezone they're doing it in. There are plenty of ways to balance that.

They could make all attacks on strongholds less effective/ineffective if the stronghold's control radius doesn't overlap an enemy one, for instance. They could make only attacks from the relevant enemy count too, so it's harder to just wallop a stronghold on the other side of the bubble than it is to go after one on your border.

They could apply this to undermining in general - one of the notable things about 2.0 is if you're grabbing an acquisition system and there's no enemy fortification or stronghold in range, they don't get to oppose you, and even if there is then only that faction gets to oppose you, so you don't get the situations like the end of PP1 where one faction pushes an expansion somewhere and the other ten all just dogpile in to block it. So if an exploited system isn't being contested by another power, undermining it should be harder than one on the front lines. As I understand it that's supposed to be how things work, but I've not seen anything with a "beyond frontline penalty" other than normal yet.
 
Suggestion:

Remove any merits from killing NPCs at a Stronghold, keep merits just for other activity like scanning the comm towers or stealing cargo, etc (assuming that’s a thing, I haven’t actually done it. If it’s not, should be added).

Also give merits (a lot of them) for killing commanders belonging to the relevant power at Strongholds.

Provide a lot of defensive merits for killing attacking commanders at a Stronghold.
 
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.

Customisable gameplay is cool and all, but if you're going to have competition between players you sort of need to draw the line somewhere. I'd love to be able to massively buff ramming damage, I'd really love to turn off encounters with people that have a bazillion shield cells, but I'm not in charge of the competition. Frontier can set the rules where they like, and that could include blocking.
 
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 as a design feature to keep going with efficiency in open
(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.
 
(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.
 
Thanks 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?
Thanks for backing my position about weighting and risk/rewards issues <3
 
(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.
Design needs adjustments over time; otherwise, we’d still be driving horse-drawn carriages. XD
 
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.
A carrot rather than a stick approach.
 
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