Elite Dangerous | Powerplay 2.0 exploration and trade balance changes

I'm kinda liking pp2, but there seems to be a loss in translation between the instructions and the gameplay
Instead of nerfing everything, the other stuff should be boosted to match. do you even play your own game? 267k merits for the first module? I made 3000 yesterday with some missions and bounty hunting. can probably push to 5000. playing only weekends, to even just get the very first module is 257000 / 10000 = 25.7 weeks. Half a year. This is insane. Nevermind the last module, you'll spend years on that.

Also so what? One guy cashed in 10 billion credits? It's not like he can do that every hour. This needs to be balanced around effort, time and skill required. Someone who does 1h of combat should gain more than someone who hauls cargo for 1h with little risks, and they should get more than someone who is screwing off for 1 hour somewhere out there looking at planets for near zero risk besides running out of fuel, which is something I haven't managed to do in 10 years.
And that 1 hour baseline needs to be balanced with the tiers. My lifetime playtime of elite is around 1200h since the very beginning when there were 5 systems or so to go to. yesterday I spent about 5h screwing around with power play, making 3000 Merits with combats, some rares, and the weekly. let's call it 5000. 1000/h. for tier 37, the first module unlock, that's 257 hours of play time. active play time. That is ridiculous. You want me to spend as much time in your game as a quarter of my entire game time so far just to get a module unlock? Did you even do some basic testing and calculations on how long this stuff takes?



It was a blatant cash grab. Just make a new ship every month that's better than everything else and sell it for 33000/16400 ARX (12€ or something) before making it available to everyone else. Literally pay to win. But ohh... you can earn ARX in game! Yes, if you spend your time playing for 50 weeks straight you get enough for one of these ships.
2100 hours? Noob :p
 
In general play outside of USS yes they do. Ranging from 11 to 65. Ironically for me the latter did not shoot back. This was in an exploited system where every drop from SC resulted in an NPC wing.

In fact its this aspect which FD need to remove because its pleasing no-one. Its broken for a start, too easy to farm and seems to appear regardless of context.
It's also the case that there is some juggling to do with the timing of the police turning up to help, if you are wanting to get the power wreckage and an anaconda with a viper wing has turned up, your shields take a big pounding whilst you are scooping up the goods. If you decide to fight first, you loose them if the fight takes them off radar, and I'm not yet a good enough pilot to take down the opponents whilst staying in the vicinity of the goods. Which is not to say that it isn't possible, only that I've yet to learn how to do it.

I think that there is a lot of fun to be had, merits too, once we get the hang of it; As always, it's clearly easier in a wing. I'm a solo pilot at the moment, and either way want to be able to run in solo as well as with others, as in numbers not in game mode.

Addendum: On the ships that do not fight back, pondering this and how I explain it to myself in my in game narrative and lore, is that folks will often and many of them, just freeze up in fear, both combat and civilians. Of course, how one chooses to react in this situation confronting someone in this state, it is entirely up to the individual and I am sure very different for different people.

So I'm not so convinced that it is a bug at all.
 
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Only 65? I've had some well over 100, not sure of the details as I wasn't really looking for it at the time. I would be great to get a better understanding of which ships give which merits, the where why's and how's. Also fighting some of them really is fun, I had a combat with a viper which turned into an all out turn fight for quite some time, the power play ships having better gear really makes the difference; So he was able to do damage and had shields too, was also I think using the ships boost.

I'm sure there are ships to suit all levels, but you knowing how to pick the fights seems to really be key. Then gaming the game to suit, so that it is fun and brings merits. It's not going to be much of a list of who's who on the power's leaderboard if it is list of the games most dedicated rare commodity runners, at the end of the day. That said, it will then become a hit list of folk to take down in PvP by hanging in wait on those trade routes. Who knows what the devs have done with the system, how it will react once folk start to become targeted as 'persons of interest' by opposing factions, so they may well also find that running those routes in basic haulers is no longer feasible. It is going to take time for the game to settle, that's for sure, and at this point we don't really have any notion of the dynamics.
I know the C+P backwards, and FD have glued the worst aspects of it with the worst of PP, frankly.
 
I know the C+P backwards, and FD have glued the worst aspects of it with the worst of PP, frankly.
Knowing is a curious thing, how one person knows something in comparison with how someone else knows the very same thing, often and somewhat paradoxically, leads to bifurcations and branches of supposed different knowledge; I always try to avoid hearsay and look to the roots and origins myself. Sorry to hear that you're not happy with the game though.
 
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The AI is hopeless. When I was scooting about I had a job to get them to even fire at me. And this was in a rubbish thrown together bi weave ship.

What the problem is with PP NPCs is they lack any sort of context outside of USS's and those that do appear are worse than PP 1. There should be much harder NPCs in places like strongholds, and roving engineered NPCs going after high ranked commanders or those who are raking in merits. After all, why would a rival not go after 'the best'?

Otherwise, combat in PP2 is dull farming and territory meaningless for flying about gameplay (in essence just serving the meta strategy layer above it).
Are they close to going Stationary and rolling spinning on the spot levels again?
 
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I know earning merits from 'Trade' was suspended by FDev.

And... few hours ago, I mined Platinum from Omicron Capricorni B, and sold it at HIP 58815(Nakato Kanie System). But no merit is gained.

So I guess that "Sell Mined Resources" is also not working. Am I right?

No doubt, mining doesn’t earn merits with Nakato Kaine (mining is a Power activity). That’s unfortunate. :(

I really find this PP 2.0 to be fantastic. A huge step forward. Well done, Frontier!
Looking forward to everything being patched, as there are still quite a few things that don’t work well or feel odd. I’d also like to see the progression curve adjusted, with more subtle progressions between ranks (having 8000 points consistently between each rank isn’t what I would call a fun progression curve). Fewer merits in the first half and more in the second would, in my opinion, make sense and would likely allow for increased rewards across all activities without players reaching rank 100 too quickly.
 
I’d also like to see the progression curve adjusted, with more subtle progressions between ranks (having 8000 points consistently between each rank isn’t what I would call a fun progression curve). Fewer merits in the first half and more in the second would, in my opinion, make sense and would likely allow for increased rewards across all activities without players reaching rank 100 too quickly.
I like it being a constant amount - I can probably get about 1 rank a week, which gives a constant pace of rewards, whereas if it was shorter in the start and longer in the end, sure, I'd get some initial rewards faster but then it'd be months between the next ones.

It also has the nice property that "sticking with one power" is about four times quicker to get access to all the modules than "switching between all twelve" is - almost any top-heavy ranking system would do the opposite.

increased rewards across all activities
While there's certainly a lot of balancing work to be done, increasing rewards in general has the problem that one personal merit = one system progress point - so if everything gets to the "you can get rank 100 in a week" rate, that implies a much faster rate of system turnover than the current one too. "A single wing of fairly average players can personally knock over a system in a week" certainly doesn't seem to be the balance point Frontier wants right now - though it's possible they'll go for something closer to that once the relative effects are stabilised.

With all but a few things looking like ~1000-2000 merits/player/hour is the design goal, it seems more likely that the other things will get levelled down to that, and then if necessary the rank spacing can be reduced.
 
Part of the issue is that "you can now get all the powerplay modules from one power" was basically incorrect at 1000 merits per hour, unless you consider 850 hours playing one aspect of the game to be "possible" (which it technically is, but not really for most people). In powerplay 1, it took 4 weeks of time to get a powerplay module, but not 4 weeks of effort, you could play however you wanted for the most part, so if you really wanted something to try something fun, you could make it happen. Now, with swapping powers highly discouraged and the grind to even get the first module already ridiculous, "try something fun" has become a lot harder in this game for certain values of "something fun," and I consider fiddling with silly module combinations to do absurd ship stunts part of the important exploration aspect of the game.

For my part, I'm blazing through the ranks with rares not because I want to game the system or help my power or top the leaderboard or anything, but because I want access to the modules and then never think about the powerplay grind again (the same way I approached engineering unlocks and Federal/Imperial reputation), and I'm trying to do as much as I can before it gets balanced, forcing me to spend even more time on poorly-designed powerplay activities. After I do that (or when the nerf comes), I may look at engaging the more fun activities. The hard disconnect between the grind and doing the fun parts of the game, or the mechanical nerfs that somehow make the fun parts of the game more tedious when you want to use them to grind (e.g. Notoriety) is a common issue with Elite Dangerous development (see also: win the Thargoid war with braindead sampling, not with combat).
 
Part of the issue is that "you can now get all the powerplay modules from one power" was basically incorrect at 1000 merits per hour, unless you consider 850 hours playing one aspect of the game to be "possible" (which it technically is, but not really for most people). In powerplay 1, it took 4 weeks of time to get a powerplay module, but not 4 weeks of effort, you could play however you wanted for the most part, so if you really wanted something to try something fun, you could make it happen. Now, with swapping powers highly discouraged and the grind to even get the first module already ridiculous, "try something fun" has become a lot harder in this game for certain values of "something fun," and I consider fiddling with silly module combinations to do absurd ship stunts part of the important exploration aspect of the game.

For my part, I'm blazing through the ranks with rares not because I want to game the system or help my power or top the leaderboard or anything, but because I want access to the modules and then never think about the powerplay grind again (the same way I approached engineering unlocks and Federal/Imperial reputation), and I'm trying to do as much as I can before it gets balanced, forcing me to spend even more time on poorly-designed powerplay activities. After I do that (or when the nerf comes), I may look at engaging the more fun activities. The hard disconnect between the grind and doing the fun parts of the game, or the mechanical nerfs that somehow make the fun parts of the game more tedious when you want to use them to grind (e.g. Notoriety) is a common issue with Elite Dangerous development (see also: win the Thargoid war with braindead sampling, not with combat).
See what you're describing here is the basic problem of players like you (and that's not meant in an offensive way, just referring to your... let's call it play style), players who are in it for the reward and not the gameplay. We have that in pretty much every aspect of the game, people want the reward but hate the activity, so they force themselves to grind through it to get the prize, and then (or even while doing it) complain how grindy the game is. Maybe powerplay modules are a mistake, peroid. It attracts the kind of mindset you just described.

I know I am probably not the median player, but I didn't join PP 2.0 for module shopping, but because I wanted to do the activities, and because the new PP offers some.... guidance? Incentive? Don't know what's the right word - to just do stuff. In a sense, gvie me motivation to do activities. Of course it's always a carrot dangling in front of my nose, be it modules, credits, merits, whatever. But the new PP pulled me in, sort of, and said: Come, play with me. You don't get that when you're just module shopping.

This is, again, on the player - it's the players' choice if they want to grind it out because they are greedy. But that's not really the game's fault. Yeah yeah, PP will need some balancing, but the principle will remain: If you just want the rewards as fast as possible, the grind is on you, not the game.
 
The issue is that what you're calling "rewards," I'm calling "the game." Flying spaceships and doing spaceship stuff is "the game," to me. To lock parts of that behind huge grind is hiding the game behind the grind. I would be happy to not involve myself at all in powerplay, but parts of the spaceships are behind powerplay, so I'm stuck with it if I want to access them. I don't think that's "greedy."

The problem is that the grindy part of the game that is the game (the fight over powerplay control) is intermixed with access to the ability to do things (modules), so yeah, one group of players or the other is going to be forced into a context they don't want.
 
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Flying your spaceship is not hidden behind a huge grind, that's just not true. Minmaxing the heck out of it can be, if you are insisting on getting it all as fast as possible.

And yes, PP modules are a reward. They are hardly "the game". I've played for five years and 3000 hours now, I am rich and loaded (in game), and I spent maybe a handful of hours "grinding". And I own one single PP module, and am doing absolutely fine without them.
 
And I should also point out, the only reason I'm doing it "as fast as possible" is not because I want it as fast as possible, but because there's a window here, before they balance it down (though they already did) to avoid having to do much of it at all. I'd be happy to take my time if I thought there was a path to unlocking the game that way. But there really isn't. 850 hours is not a thing that's going to happen.
 
And I should also point out, the only reason I'm doing it "as fast as possible" is not because I want it as fast as possible, but because there's a window here, before they balance it down (though they already did) to avoid having to do much of it at all. I'd be happy to take my time if I thought there was a path to unlocking the game that way. But there really isn't. 850 hours is not a thing that's going to happen.
Already nerfed like an hour ago :)
 
We have a deployed a fix to balance Powerplay 2.0 trading - Trades will no longer result in excessive merit generation. We will continue to monitor and adjust as needed.

Trading have ZERO merits now? (1st post is saying something little different) ... asking, bcs purchased goods for 280 and sold 5500. Merits zero. System is unoccupied, power activities saying Sell for Large Profits
 
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