Elite Dangerous | Powerplay 2.0 Update

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I don't understand, what is the design goal here?

What is the intention for how many months of work a normal player needs to perform in order to unlock one module? Because we are measuring in months here, and I don't think that's reasonable.

I play more than I imagine a normal player does and - if nerfs stick - I'll probably just not actively participate anymore. It's simply too long to unlock the first module, nevermind the one I want. (And no, I want one of the other pledging bonuses, I didn't choose my pledge based only on the first module available, and I'm not going to throw away work by changing my pledge a bunch)
 
It has little affect on the understanding of the original message though. It will only effect the feelings, not the message.

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The thing that annoys me about all of this is that I see this in almost every MMO game I play. The people who don't want to (don't have the time to) farm call it an "exploit" and ask for the bar to be lowered to their level of casual gameplay 2-3hrs a day, and everyone else suffers because of it.

Humans are creatures of habit. We will always seek out the most time efficient way of achieving things. This is getting nerfed just as Trade/Explo/Exo data got nerfed, and next on the chopping block will be Stronghold Carriers until the only way to get PP merits is the "intended" way. Very slowly and taking months to unlock PP modules, to which you will all be back here on the forums complaining that it takes too long and stop engaging in PP entirely.

Rare goods are already restricted by the time gating of the commodity respawn at stations and the limited quantities you can buy. "BUT WAIT" I hear you cry "FLEET CARRIER OWNERS CAN SELL THOUSANDS AT A TIME", but this takes DAYS of grinding to fill up a carrier, and lets be honest if you're more than 500 hours into this game and don't have a FC by now you'll probably never buy one, so what does it matter? What difference does it make if you spend a week doing your chosen gameplay loop and having fun scanning planets and mapping exobiology signals for a reward, and someone else wants to sit AFK in a station for 10 mins to buy 25 items and fly the 2min round trip to their FC and back? They are arbitrary rewards that have no impact on your gameplay as all the PP module rewards (with the exception of pris shields and MAYBE the mining lance) only affect combat, and if you don't play in open or engage in PVP you'll never even need them, so why make a big deal about this?

Let people play the game. If they want to grind and you don't, then don't grind. This game is nothing but a grind and it takes nothing of value away from you if you spent 3 weeks getting something while enjoying the game that someone else did in four days.
 
Under PP 1.0 I racked up six powerplay modules with four weeks work per module and just under a week between pledging.
From what I have seen of PP 2.0 so far I am enjoying myself adequately in other facets of the game and at this time I feel no draw to pledging for a seventh under PP 2.0.

I like this game because there is no linear path that you must tread and you are not forced to play a certain way.
You do not even need to play with other players, you can just stay in solo and do what you want in the time you have available to play it.
 
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Greetings Commanders,

We have identified an issue where certain actions are being excessively used for Powerplay gains.

In order to investigate and resolve this issue we are temporarily suspending Powerplay gains via the following methods:
  • Rare Goods Trading
  • Settlement Data Delivery
  • Escape Pods
Once we have resolved this issue these options will be enabled again.

Thank you for your continued reports and feedback on Powerplay 2.0.

Before you guys take nerf bats to everything, from what I can tell, those top out at about 8k, to maybe 10k an hour, or about 1 rank.
That should be your target for PP progression for all activities. People are exclusively doing those because they are the only activities that respect the player's time.
For a casual player who only plays for an hour~ish a day, anything less will kill their motivation to participate in PowerPlay.

Please, those activities aren't the problem. Everything else that doesn't pay enough is.
 
Under PP 1.0 I racked up six powerplay modules with four weeks work per module and just under a week between pledging.
From what I have seen of PP 2.0 so far I am enjoying myself adequately in other facets of the game and at this time I feel no draw to pledging for a seventh.

Under PPV1 unlocking a module never took 4 weeks of work. It took 4 weeks of doing nothing, followed by 30 minutes of actual "work" (killing 25 NPCs or hauling a few tons of commodities).
 
What is the intention for how many months of work a normal player needs to perform in order to unlock one module? Because we are measuring in months here, and I don't think that's reasonable.
The progression is probably somewhat on par with Elite ranks, but skipping the easy ranks to unlock some stuff quickly and it's spread across all activities.

The things that break players motivation here are the unlocks and having to think about when/where you're doing what you're doing instead of just always passively getting Elite rank progress as you do it. Think does a lot of heavy lifting here, you really do have to think about it instead of just passively meandering around with how byzantine some of the requirements are to say gain merits for mining or some other activities being better/worse depending on system powerplay states/connections/configurations.
 
I don't understand, what is the design goal here?

What is the intention for how many months of work a normal player needs to perform in order to unlock one module? Because we are measuring in months here, and I don't think that's reasonable.

I play more than I imagine a normal player does and - if nerfs stick - I'll probably just not actively participate anymore. It's simply too long to unlock the first module, nevermind the one I want. (And no, I want one of the other pledging bonuses, I didn't choose my pledge based only on the first module available, and I'm not going to throw away work by changing my pledge a bunch)
This. If they nerf everything I will probably just stop caring about PP2.0 / even playing the game.
 
Under PPV1 unlocking a module never took 4 weeks of work. It took 4 weeks of doing nothing, followed by 30 minutes of actual "work" (killing 25 NPCs or hauling a few tons of commodities).
Well, for most of those weeks I did decide to DO something, to gain merits, join the discord and get immersed.
if you preferred to do nothing, well, enjoy the game your way.
 
Let people play the game. If they want to grind and you don't, then don't grind. This game is nothing but a grind and it takes nothing of value away from you if you spent 3 weeks getting something while enjoying the game that someone else did in four days.
No, the goal of game design should be to protect players from bad gameplay and direct them to good gameplay if eliminating the bad gameplay entirely isn't possible.

There's a fix here that keeps rares the same but forces the better gameplay on people by making the respawn times longer and preventing carrier storage (rare allocation amount checks your carrier inventory). This forces the efficient gameplay to become scooting around the galaxy and picking up every rare good you can to turn in more at once which is a fun and dynamic routing puzzle that's different for every power/system they want to do stuff in and is even more at the whims of the BGS than "oh noooo the soontill relics ran out and they're rationing them 16 at a time now".
 
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