Elite Dangerous | Powerplay 2.0 Update

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I've played for 3 years. I didn't bother unlocking all the Powerplay modules; more fool me I guess. I've used up all the Prismatics I had stored, and the Pacifiers, never even used the Hammers and I'm running out of space. I don't move modules around from ship to ship, I build more ships for individual tasks and obtain more modules for those ships as needed; it's far more efficient IMO and I enjoy doing the purchase, engineering then testing/playing game mechanic.

Of course their are players playing Powerplay 2.0 for more than just the modules. That is exactly the way it should be. They should enjoy playing it and they should get rewarded for it.

I'm not one of them. I was playing purely to unlock the modules, nothing else. Once I had a rank high enough for the modules I wanted, I doubt I'd ever click on the Powerplay buttons on the maps ever again. I'd be surprised if I'm alone in that.
I'm curious; what DO you play for?

Like, I personally enjoy mining, but had little cause to do it for a long time, having all the money I really needed.

But now I have a way to increase my mining income, extra benefits for mining, a larger strategic game to participate in, and the prospect of colonization to encourage me to make more money. All of these have made mining a lot more fun than before.

I suppose it depends which power you're pledged to, but bare minimum, it seems like you'd at least play in your Power's space, no?
 
I said "the last time I checked". And pods were most definitely not suspended then, they only were nerfed to 15 merits per pod from 40ish.
When was the last time you turned them in? I ask because if it was after yesterday morning, then that's great news, but also some garbage on FDEV's part that they returned them to the game without announcing it, and so it is a thing worth knowing.
 
Since no one else has chimed in, people have said that quantity limits for rares at stations were reduced after PP 2.0 started. I'm not personally certain this was a nerf. I have a vague memory that those were already set up to restrict purchase quantities in times of high demand to ensure availability. But I also haven't closely followed 2.0 updates until I gave in and pledged last week. And I'm old enough that I inadvertently invent vague memories all the time.
Oh, that. No, that's due to system state changes AND those stations being depleted of their stock. I know, I kept Inara open the whole time and kept refreshing for each run I did in my Type 8. Oh... station x and y have dropped to 0 available (or down to 20 vs 80 earlier), now switching to stations a and b for this route.

If it was a true nerf, while some went down others wouldn't have come back up... and they did come back up.
 
When was the last time you turned them in? I ask because if it was after yesterday morning, then that's great news, but also some garbage on FDEV's part that they returned them to the game without announcing it, and so it is a thing worth knowing.
I'm pretty sure I handed a couple of them in after the powerplay tick last Thursday, and also during the weekend I think. It was already down to 15 merits per pod on Thursday. I did not try that yesterday, that's for sure.
 
I'm pretty sure I handed a couple of them in after the powerplay tick last Thursday, and also during the weekend I think. It was already down to 15 merits per pod on Thursday. I did not try that yesterday, that's for sure.
See, this happened for a few of us in the Crew too.
We figured out that if the system had Infrastructure Failure, the merits would be lessened. So maybe there was a state that had an effect for you too?

(at least this was our best guess based on the quick experiments we did)
 
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
I have discovered an issue where certain [nerfing] actions are excessively used to downgrade the Powerplay experience out of the box

In order to investigate and resolve this issue, I'm temporarily suspending
  • Powerplay 2.0



To be clear, I've spent normal play gathering rare goods on my Fleet Carrier. If you nerf their merit value before I hand them in, it will result in a permanent suspension of my usage of Powerplay 2.0. It's not even a huge amount of rare goods, it's just that if you disrespect my play that much, I'm not going to play that part of the game any more. I'm currently getting close to very sorry I just spend real money on buying ships to use in Powerplay :-(
 
As for missions, I'm not a big friend of them. I would either need to jump around a lot to find a mission I like, or I would just automatically be given a random 'haul some junk', 'do some on-foot crap' like mission I would never even touch with a 10-foot pole otherwise.
I agree, I am not a fan of on foot missions, just because of how they are delivered.
I like the '5' given missions by the power and think those are a good direction but just aren't utilized to give players that "I want to do these" level of attention.

If they set it up well then the community will respond, I don't mind a bit of a grind but I don't want to feel like I am grinding. With the risk reward it adds that excitement.

Let players do what they like and don't force them to do the other things.
 
No, its not clear.

A) Why would a player new to ED grind 34+ ranks to get shields for a ship they don't have, and no engineering for these shields or shield boosters?

B) What makes you think an Imperial Cutter requires prismatic shields to function or survive?
Ah okay.
A. So yeah true, first they need the ship and engineers. But once they've finished with that, they might want to unlock the prismos as well. And not even necessarily for the Cutter. Maybe that new player is a wannabe PvPer who needs to build an FDL or Python2. Anything is possible.
B. It certainly does not need it in Solo. But in Open the ten thousand bazillion shield hitpoints is the greatest strength of the Cutter. At least those ones are significantly harder to kill than those shieldless "flying cargo rack duct taped to an FSD" kind of builds. :)
 
They could triple merit payouts, there will always be a fastest, tediously boring method that will still feel like a grind that cmdrs will feel they "need" to do and then be miserable and complain about the grind. That is the reality of it. Most cmdrs saying "If they increase payout for X then I wouldn't feel like I need to do the minmaxed tedious Y activity" but in reality, they will always do the highest merit per hour activity and be bored to tears.

It's clear they want this to be something you work towards over a long period of time similar to Imperial/Federation Rank, Combat/Trade/Etc ranks. The modules are nice to have but they are not required for any activity, and are a nice reward to always be looking forward to.

Change your perspective, do the activities you enjoy doing, it will feel faster and you'll actually enjoy playing the game and always have rewards to look forward to.
 
I agree, I am not a fan of on foot missions, just because of how they are delivered.
I like the '5' given missions by the power and think those are a good direction but just aren't utilized to give players that "I want to do these" level of attention.
I think last week I had a 'scan ships' mission I could not ignore because it pretty much finished by itself. There was some 'haul rares' type I did because I wanted to see how well rares were paying. The 3rd one I don't remember what it was, the 4th and 5th were both on-foot missions so I did not even read the description any further. :)

Let players do what they like and don't force them to do the other things.
On that we certainly do agree. :)
 
Ah okay.
A. So yeah true, first they need the ship and engineers. But once they've finished with that, they might want to unlock the prismos as well. And not even necessarily for the Cutter. Maybe that new player is a wannabe PvPer who needs to build an FDL or Python2. Anything is possible.
B. It certainly does not need it in Solo. But in Open the ten thousand bazillion shield hitpoints is the greatest strength of the Cutter. At least those ones are significantly harder to kill than those shieldless "flying cargo rack duct taped to an FSD" kind of builds. :)
You need to rewind so you know what you are replying to. This discussion of noobs wanting prismatic shields for their imperial cutter that they don't have is irrelevant to why cmdrs have chosen to do PP in the last 3 weeks.
 
I'm curious; what DO you play for?

Like, I personally enjoy mining, but had little cause to do it for a long time, having all the money I really needed.

But now I have a way to increase my mining income, extra benefits for mining, a larger strategic game to participate in, and the prospect of colonization to encourage me to make more money. All of these have made mining a lot more fun than before.

I suppose it depends which power you're pledged to, but bare minimum, it seems like you'd at least play in your Power's space, no?
In no particular order, I enjoy AX Combat, mining very occasionally, a lot of trading and a bit of exploration now and then. Conflict zone combat and Exobiology. I really enjoy building and testing different ships for different purposes. The Spires and Titans are awesome, I like the rescues from stations and I loved the AX Reactivation missions when they were a thing. AX Port Invasions are my biggest draw. Those are the activities I always go back to.

I play where ever the closest activity I want to do is, regardless if it's in my pledged* powers space or not. If I feel like some combat, I'll hit up Inara and look for the closest system likely to have combat zones; I don't look to see who is fighting who, nor if it's Imperial, Federation or whatever let alone which powers. I will occasionally see if there is some groups on Discord who want help with their faction and pitch in. Thursdays I'll be close to whichever Invasion system I find with a ground port (I'm really going to miss those). Maybe I need to go material farming, and that can take me all over the place but I don't return to a specific location because it's where my power is. Which power that space belongs to for that activity didn't even come into it for me until PP2, and only because I wanted the modules.

*I wasn't pledged for the longest time, and it wasn't until they announced PP2 that I even bothered with PP1, just in case it became harder/more of a grind to get those modules :)
 
You need to rewind so you know what you are replying to. This discussion of noobs wanting prismatic shields for their imperial cutter that they don't have is irrelevant to why cmdrs have chosen to do PP in the last 3 weeks.
Okay, I hope I did not misclick.
Apparently the chain of this conversation began with this post:

It's all about unlocking those Modules,.....
This post did not quote anything, so I guess we can call it the context.

You replied this:
The modules that most players already have? Or had pretty easy access to for the last couple years? Oh, the new shock canon, which I believe is bugged?

Sure there are some brand new players that never had the opportunity. But they will be in the huge minority.

Idk why you think noobs are irrelevant, they are just as relevant as everyone else. People, including noobs, might want to unlock these modules (including the new cannon that no one had the slightest chance to unlock under the old system) for a wide variety of reasons.

Modules are most probably not the only reason (zero rebuy is nice, too), but still it's a significant factor.
 
Idk why you think noobs are irrelevant, they are just as relevant as everyone else. People, including noobs, might want to unlock these modules (including the new cannon that no one had the slightest chance to unlock under the old system) for a wide variety of reasons.
Dude, in the last 3 weeks noobs that never had access to PP 1 wanting to unlock poweplay modules will be a very small amount of PP players. For the simple reason that grinding +34 ranks doesn't make any sense to a new player that has other significantly more advantageous things to do in the game. Yes there will be a few odd outliers of experienced players that happened to reset their game and can zip through engineers, guardian stuff, imperial and federal rank, etc. in under 3 weeks. Poor timing on their part. Oh well.

But for the purpose of this discussion: the overwhelming vast majority of players had relatively easy access to PP modules prior to PP 2.0.

For whatever reasons they made whatever decisions they made. But to suggest a player that chose not to get cytoscramblers 3 months ago suddenly absolutely needs them now and is gonna grind through a crazy rank system just to get them is silly. Clearly there are other reasons. Which is the point you have been argueing against.




Edit: Okay yes: there will be some old time players that never even heard of prysmatic shields or cytoscramblers before. These old modules are news to them. And to those old-time players... yes the big rank grind might be worth it.
 
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