Elite Dangerous | Ascendancy Update 1 - Thursday 21st November

Obviously most people's focus is going to be on the PP2 mechanics issues in this thread, but I just want to applaud stepping up and communicating about what the situation is. That's been a big worry for game veterans and it's a good sign to see. I hope it continues!
Communicating on one thing, while ignoring several progression halting bugs introduced by the update, is not applause worthy.
 
Reducing the merits required to obtain the first modules introduces imbalance. Two of the modules are objectively better than their standard counterparts - a straight upgrade, while others are sidegrades or novelties. Making the former modules even easier to get for the powers that give them first will even further skew the balance of players, toward those powers. One of the powers in question was and is already by far the most popular power. It seems absurd, sorry, to suggest that this is improving balance, rather than making objectively better modules obtainable fairly to all pledges.
I'd argue it's the other way around.

Some people play PP for the roleplay and objective, some people just want the modules. The people that want the modules and set their mind to get them, will get them no matter what. You can't change that. That's the fixed part of the equation.

Now, if you make that first module require months to acquire, you are going to get supporters of that power for those months. Months in which they carry out activities and grow the power.

If you make it much less (weeks), then this is how long their support will last. They'll get their module and pledge off. Out of your equation.
 
Extremely disappointed to see no mention of fixes to the galaxy map (non-powerplay) filters. The have always veen broken to a degree since Odyssey lauched, but the last update really borked the UI to the point where it is hit and miss setting a filter for scoopable stars. I've just flown bacl from a fuel rescue. Helping the client set the filter (I was in voice) was far harder than needed to be, and I took four attempts myself to plot back to my carrier with a route through scoopable stars.

Now is a landmark moment in the game - Many commanders are returning after years away. Bugs such as the above, (and the continous delays and crashes in jumps and server interactions that we have seen over the past weeks will put a bad taste in the their mouths, and many will likely leave again once the novelty of the updates wears off,
 
Obviously most people's focus is going to be on the PP2 mechanics issues in this thread, but I just want to applaud stepping up and communicating about what the situation is. That's been a big worry for game veterans and it's a good sign to see. I hope it continues!
Agreed. While I don't like some of the changes, I do like that Frontier is communicating about them.
 
I'd argue it's the other way around.

Some people play PP for the roleplay and objective, some people just want the modules. The people that want the modules and set their mind to get them, will get them no matter what. You can't change that. That's the fixed part of the equation.

Now, if you make that first module require months to acquire, you are going to get supporters of that power for those months. Months in which they carry out activities and grow the power.

If you make it much less (weeks), then this is how long their support will last. They'll get their module and pledge off. Out of your equation.
The people that want the modules will do the most efficient activity to get them, regardless of if it helps the power's goals.
 
The people that want the modules will do the most efficient activity to get them, regardless of if it helps the power's goals.
Just to expand on that point. Clearly PP2.0 is designed to ignite conflict, giving players an enemy now that the Thargoids have been trampled under foot. The conflict caused by PP will no doubt rage for years, if not forever. FDev want it that way.

What that means is, and the unspoken part of PP2.0, if a power advances too far, so as to encroach too much on others territory, then FDev will be forced to do a small reset on that power's sphere of control.

Put simply: Anyone advancing a power's goals, will find the goalposts being moved back eventually, thereby rendering their efforts meaningless.
Put even more simply: Modules, perks, and care packages are all that really matter.
 
The people that want the modules will do the most efficient activity to get them, regardless of if it helps the power's goals.
Though it's fairly hard to do activity which doesn't help the power's goals at least a little bit.

Overdoing acquisition of an uncontestable system that's already passed the capture threshold is about the only thing I can think of which definitely wastes the merits - everything else could be at least theoretically useful.
 
I thought Imperial slaves are supposed to be legal in Imperial space? It's normal slaves that are illegal. Only the Empire recognises Imperial Slaves as legal. It's not forced capture, but more like voluntary servitude.

I am sure someone else can explain it better than I can.

Or maybe I do have it wrong and have misunderstood it completely.

Just in case nobody has already Ninja’d:

There are currently four major movements in Imperial politics:
  • The anti-Federation Hawks
  • The Traditionalists
  • The Abolitionists
  • The Reactionaries

Aisling Duval is currently the figurehead of the Abolitionist movement: those who want the end of Imperial Slavery, feeling it’s ripe for abuse. It’s not surprising that she grew up on Emerald. It was, in previous games, a major Imperial world where slavery (pre-slaves rights) was illegal.
 
and the problem that many, too many users, act in solo play to make big powerplay maneuvers has it been taken into consideration? I had opened an issue to suggest the idea of significantly lowering the value of merits in solo play, there is no way to counter a ghost army, this is ridiculous, I suggested not to eliminate the solo play but to significantly reduce its impact, thanks
 
and the problem that many, too many users, act in solo play to make big powerplay maneuvers has it been taken into consideration? I had opened an issue to suggest the idea of significantly lowering the value of merits in solo play, there is no way to counter a ghost army, this is ridiculous, I suggested not to eliminate the solo play but to significantly reduce its impact, thanks
For everyone like you, there's someone upset about gankers that doesn't want to fly in open. Just drop it
 
I'd argue it's the other way around.

Some people play PP for the roleplay and objective, some people just want the modules. The people that want the modules and set their mind to get them, will get them no matter what. You can't change that. That's the fixed part of the equation.

Now, if you make that first module require months to acquire, you are going to get supporters of that power for those months. Months in which they carry out activities and grow the power.

If you make it much less (weeks), then this is how long their support will last. They'll get their module and pledge off. Out of your equation.
That's a good point. But it doesn't negate the point that getting the module access is the biggest benefit any power can give, so as long as the imbalance exists there will be an extra draw to particular powers. And inertia will likely mean they stay - also remember that merits earn themselves passively while doing many standard activities in the game. So even a less committed player will earn them. Plus I bet that most committed powerplayers are committed to the first power they pledged to.
 
Glad things are being increased generally to make it feel less of a slog for various types of gameplay. Much needed.

To me, the nerf of the Slfs from 72 merits down to 14 is a bit extreme.. Maybe meet in the middle? It is really fun gameplay, evading the barrage from the ships and carriers and engineering the ship and flying well enough to one shot them is so satisfying! Maybe nerf the effect that killing them has on the control points for that system instead?

Also, please add some on foot combat (power conflict zones or settlements taken over by power npcs) for making decent merits! Fighting in on foot wars for my power would really add to the immersion for me, feeling like a front line troop making a difference :)

I would be so happy if combat paid more for merits generally.
 
and the problem that many, too many users, act in solo play to make big powerplay maneuvers has it been taken into consideration? I had opened an issue to suggest the idea of significantly lowering the value of merits in solo play, there is no way to counter a ghost army, this is ridiculous, I suggested not to eliminate the solo play but to significantly reduce its impact, thanks
What is your plan to patrol every system 24/7 so those dirty solo players get justice? Even if it was open only the chance of you finding a commander is a system is almost zero.
 
Did some high level bounty hunting today (a lot of elite and deadly ships with big bounties and a kW scanner) and my basic maths was that it would take around 700-750 runs of about half an hour (generally at rearm time) to reach rank 100. Seems a lot.

I usually don't like grinding, being obsessed with numbers and attempts to get modules quickly, but have found myself getting wrapped up in the furore that PP 2.0 has caused these weeks. Really hope things get sorted out so there isn't all this salt flying around.

If they're not, my glass half full is that at least the servers might be freed up a bit..
 
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