Open-Only in PP2.0?

I am not going to search for a quote now, but Frontier have stated in the past that only a small part of the players engage in PvP.

Apart from that, what is and is not a majority can probably be deducted from who Frontier design their game for. As much as they wish for it, groups like the PvPers or VR players just aren't the focus of the development. Sorry.
Of course nobody engages in PvP when there is no reason to do so, this entire system is meant to give you a reason to PvP.
Historical active PvP stats is not what we're looking for here. We're looking for stats on how many people would want a good PvP system and would engage with it.

Judging from how poorly elite was doing in the past I reckon it's suspect to assume Frontier handles it's target audiences well.
 
I think the recent spikes in player activity would indicate otherwise.
You miss my point. And I reckon as soon as people have their modules and or realize the solo play efficacy, they'll drop down again.
As is usual for new releases.

Also, how many of those people came back just for the mandalay? A great deal I would say.
Do you have any other reason as to why PP should be solo inclusive other than "I dislike PvP and want the game to cater to me entirely, even it's PvP systems!" ?
 

Robert Maynard

Volunteer Moderator
Catering to everyone but reaching no one, I guess. What a shame that this "big new feature" amounts to just another space truck race to raise a progress bar; instead of an engaging faction based warfare system. And yeah, it is ironic.

What a disappointment.
Not too sure about that - as PvE players seem to enjoy the game just fine, as they aren't bothered by those who would like to engage them in PvP.
 
Not too sure about that - as PvE players seem to enjoy the game just fine, as they aren't bothered by those who would like to engage them in PvP.
In essence it's not even mainly about PvP or PvE; moreso about being unable to hinder or affect people who are progressing in a system in solo or private play. It's just boring to compete without actually competing. No strategy and risk involved whatsoever.

As for above, I guess we will see how much traction powerplay will retain. In it's current state I don't have high hopes. Just disappointment.
 

Robert Maynard

Volunteer Moderator
In essence it's not even mainly about PvP or PvE; moreso about being unable to hinder or affect people who are progressing in a system in solo or private play. It's just boring to compete without actually competing. No strategy and risk involved whatsoever.
.... which means that it is about PvP, i.e. the complaint of "being unable to hinder or affect people". That's a consequence of playing a game where PvP is an optional extra that no player needs to even tolerate much less engage in.
As for above, I guess we will see how much traction powerplay will retain. In it's current state I don't have high hopes. Just disappointment.
All players, regardless of their preference for PvP (or lack thereof) were awaiting the rework of the initially unnamed game feature for about two years - not just players who prefer PvP. That the base game feature that has been reworked does not require PvP, just as its earlier incarnation did not require PvP, is not particularly unexpected - as to do otherwise would be to take gameplay away from those who don't enjoy PvP.
 
.... which means that it is about PvP, i.e. the complaint of "being unable to hinder or affect people". That's a consequence of playing a game where PvP is an optional extra that no player needs to even tolerate much less engage in.

All players, regardless of their preference for PvP (or lack thereof) were awaiting the rework of the initially unnamed game feature for about two years - not just players who prefer PvP. That the base game feature that has been reworked does not require PvP, just as its earlier incarnation did not require PvP, is not particularly unexpected - as to do otherwise would be to take gameplay away from those who don't enjoy PvP.
Then, genuinely wondering, what is the point of the competition in star systems? If you regard indirect hindrance as PvP and thus also undesireable, what is the point of the entire feature? It amounts to nothing. The entire premise is about hindering and affecting the opposite faction while supporting your own?? I suggest more depth in competition, if not ShipvShip then other ways; but as it stands solo and private play severely hamper the depth of this feature and bring about that which you fear so much; taking away viable routes of gameplay for a broad range of people.

On top of that, there are better ways to cater to PvE oriented players without giving them their own safe from any resistance bubble. But no, we'll settle with trade rare commodities faster than our enemy to win; where hindering the opposition in any form is PvP (even though powerplay is about factions vying for power and hindering eachother :D), and thats not okay, we cannot cater to those PvP'ers, man.

Okay. great feature.
 
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Robert Maynard

Volunteer Moderator
Then, genuinely wondering, what is the point of the competition in star systems? If you regard indirect hindrance as PvP and thus also undesireable, what is the point of the entire feature? It amounts to nothing. The entire premise is about hindering and affecting the opposite faction while supporting your own?? I suggest more depth in competition, if not ShipvShip then other ways; but as it stands solo and private play severely hamper the depth of this feature and bring about that which you fear so much; taking away viable routes of gameplay for a broad range of people.
Competition in this game does not need to involve in-the-same-instance PvP - the whole game is effectively designed around indirect asynchronous competition, where all players affect game features even if they don't or can't (due to P2P connection quality issues) instance with each other.

Which "other ways" are being suggested that don't require PvP that "solo and private play severely hamper"?
On top of that, there are better ways to cater to PvE oriented players without giving them their own safe from any resistance bubble.
Such as?
But no, we'll settle with trade rare commodities faster than our enemy to win gameplay; where hindering the opposition in any form is PvP (even though powerplay is about factions vying for power and hindering eachother :D), and we cannot cater to those PvP'ers, man.

Okay. great feature.
When catering to PvP players necessarily means effectively removing the ability for players in modes other than Open to affect a game feature, why should those PvP players be given something that is currently shared by all players at the cost of taking it away from players who have no interest in PvP?

Noting that all players bought the game on the same basis, i.e. three game modes to choose from and mode shared game features to experience and affect from any game mode.

That some players can't accept that other players don't need to play with them has been obvious for about a decade (in relation to this game specifically) - that's not a fault of either the game or those players who don't need to play with them.
 
Competition in this game does not need to involve in-the-same-instance PvP - the whole game is effectively designed around indirect asynchronous competition, where all players affect game features even if they don't or can't (due to P2P connection quality issues) instance with each other.

Which "other ways" are being suggested that don't require PvP that "solo and private play severely hamper"?
Which is what I was getting at before getting instantly shot down above because it's ~spooky~ PvP. But as it stands now, no, the entire game is not designed around asychronous competition for the simple fact that there is no route by which you can hinder or decrease the efficacy of those players progressing systems in their closed safety bubble. The only viable and possible route you can take is earning merits faster; which at this point only amounts to a race to trade more rare goods than your enemy. So in essence the entire feature is designed around gathering generic unit x, hopefully faster than your enemy, ad infinitum. Being able to slow down, hinder, add difficulty, ... to the amount of generic unit x your opposition makes is sorely lacking in order to even imagine this feature being "designed around indirect asychronous competition". Designed around monotonous hauling gameplay that we've had before the feature is more apt.

As for your request for examples;

I can, from the top of my head, think of NPC based hindrance. Allow for agency in a strategic increase or decrease of hostile NPC's in a given system to, at the very least, give a bit of kudos to the pretense that there is strategic warfare going on. Modifiers in some way shape or form could also be possible. This is more direct but; allow PvE activities to occur behind front lines as a logistics esque deal. Not entirely risk free but neither full PvP either.

Though none of them come close to what "same instance PvP" could solve, but we're so averse to that. shrug Any more thinking on the subject and you'll have to hire me.

When catering to PvP players necessarily means effectively removing the ability for players in modes other than Open to affect a game feature, why should those PvP players be given something that is currently shared by all players at the cost of taking it away from players who have no interest in PvP?

Noting that all players bought the game on the same basis, i.e. three game modes to choose from and mode shared game features to experience and affect from any game mode.

That some players can't accept that other players don't need to play with them has been obvious for about a decade (in relation to this game specifically) - that's not a fault of either the game or those players who don't need to play with them.
Aye, dumb down a feature to obsoletion or make it interesting in order to cater to more people, not just scared risk averse players? Good question.
 
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Robert Maynard

Volunteer Moderator
Which is what I was getting at before getting instantly shot down above because it's ~spooky~ PvP. But as it stands now, no, the entire game is not designed around asychronous competition for the simple fact that there is no route by which you can hinder or decrease the efficacy of those players progressing systems in their closed safety bubble. The only viable and possible route you can take is earning merits faster; which at this point only amounts to a race to trade more rare goods than your enemy. So in essence the entire feature is designed around gathering generic unit x, hopefully faster than your enemy, ad infinitum. Being able to slow down, hinder, add difficulty, ... to the amount of generic unit x your opposition makes is sorely lacking in order to even imagine this feature being "designed around indirect asychronous competition". Designed around monotonous hauling gameplay that we've had before the feature is more apt.
Indirect competition does not offer players engaged in it the ability to impede those they are opposing - the aim is to out-perform the opposition.

.... and PvP is very unlikely to be considered to be "~spooky~" by many - for some it's simply a tedious and predictable waste of their game time. YMMV.
As for your request for examples;

I can, from the top of my head, think of NPC based hindrance. Allow for agency in a strategic increase or decrease of hostile NPC's in a given system to, at the very least, give a bit of kudos to the pretense that there is strategic warfare going on. Modifiers in some way shape or form could also be possible. This is more direct but; allow PvE activities to occur behind front lines as a logistics esque deal. Not entirely risk free but neither full PvP either.

Though none of them come close to what "same instance PvP" could solve, but we're so averse to that. shrug Any more thinking on the subject and you'll have to hire me.
Reactivity from NPCs in affected systems would be good.
Aye, dumb down a feature to obsoletion or make it interesting in order to cater to more people, not just PvE'ers? Good question.
Quite obviously not all players want the same things.
 
Indirect competition does not offer players engaged in it the ability to impede those they are opposing - the aim is to out-perform the opposition.

.... and PvP is very unlikely to be considered to be "~spooky~" by many - for some it's simply a tedious and predictable waste of their game time. YMMV.

Reactivity from NPCs in affected systems would be good.

Quite obviously not all players want the same things.
Hard disagree. Especially given the entire spirit of PP where it's superpowers fighting other powers for control over systems. Impeding and thwarting the opposition is the entire thing it's based around. I don't think I'd see Imps declaring a fair trade war with the Feds, right? Just imagine them flying side by side trying to "outperform" eachother. Exciting!

This also makes the smaller factions redundant given that factions with bigger numbers can easily outperform those with less; which in turn also waters down and thins out viable gameplay routes this "feature" offers.

It's seemingly spooky enough for you to shoot down an entire post I wrote wherein I outline something you agree with.

Disappointing.
 

Robert Maynard

Volunteer Moderator
Hard disagree. Especially given the entire spirit of PP where it's superpowers fighting other powers for control over systems. Impeding and thwarting the opposition is the entire thing it's based around. I don't think I'd see Imps declaring a fair trade war with the Feds, right? And this would also make the smaller factions redundant given that factions with bigger numbers can easily outperform those with less; which in turn also waters down and thins out viable gameplay routes this "feature" offers.
Competition takes many forms - combat in general and PvP specifically is but one of them (and largely optional in the case of the former, totally optional in the case of the latter).
It's seemingly spooky enough for you to shoot down an entire post I wrote wherein I outline something you agree with.
The conflation between disinterest and "fear" of some kind, in relation to PvP, in a game that we all play in the safety and comfort of our chosen gaming environment with an immortal space pixie as an avatar, is common enough to be dismissed out of hand.
Disappointing.
Life is full of disappointments.
 
Competition takes many forms - combat in general and PvP specifically is but one of them (and largely optional in the case of the former, totally optional in the case of the latter).
Right, why water down to just one form of inefficient and unengaging "competition" and not allow for more depth to trickle in? Just give the feature to those only interested in trading I guess. Talk about shooting oneself in the foot. With the above suggestions of indirect hindrance and slowing down with modifiers multiple forms of competition are more likely. But I say just be reasonable and make it OOPP.

The conflation between disinterest and "fear" of some kind, in relation to PvP, in a game that we all play in the safety and comfort of our chosen gaming environment with an immortal space pixie as an avatar, is common enough to be dismissed out of hand.
I did not mention fear in said comment that you dismissed out of hand. Are you even paying attention? And either way, it's all tongue in cheek and in no way meant to be taken to heart. Can't get soft now.

Life is full of disappointments.
You're telling me lel
 
In the end, after this entire discussion, I fail to see any reason not to push OOPP aside from people who prefer to play risk free in a inherently risky Faction V Faction system.
Could see plenty of reasons for the opposite though, evidently.
 
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