Elite Dangerous | Ascendancy Update 1 - Thursday 21st November

I don't think so. SLFs should not give more Merits than a normal ship.
The normal ships around a power carrier gives at least double that. The SLFs are all Elite. It was a fun way to earn decent merits, and to nerf it by that much just felt like spoiling the party a bit too much. When you've tasted caviar, it's difficult to go back to sausages.
 
Greetings Commanders,

Powerplay 2.0 has been out for a few weeks now and we are really grateful for all the feedback and reported issues you have shared.

Our intent with our balancing is to ensure a diversity of gameplay activities are viable within Powerplay 2.0, and that no activity feels significantly weaker than any other. We are continually closely monitoring for any activities which could be disproportionally more advantageous to undertake than any other, potentially creating a meta that players feel forced to play in order to rank up or participate in the conflict.

Following prevention of several exploits we will now be in a position to improve balance on the overall experience of Powerplay 2.0. We will be closely looking into:
  • Significantly reducing the amount of time/effort required to earn early modules
  • Significantly reducing the amount of time/effort required to increase ranks
In the meantime we are releasing Ascendancy Update 1 (19.01) on Thursday 21 November.

Release Schedule (All times in UTC)​

  • 07:00 - Servers offline for maintenance
  • 11:00 Servers back online and Update available
Please note these are approximate times and are subject to change.

Update Notes​

Powerplay 2.0
  • Fixed an exploit where Powerplay Data could be downloaded multiple times from the same Data Port (Issue ID: 67329)
  • Aisling Duval's Powerplay systems now correctly flag Imperial Slaves & Narcotics as illegal. Crime does not pay.
  • Archon Delain Powerplay systems now correctly open Black Markets if they are not already present. OK...here crime might pay.
  • Pranav Antal now closes Black Markets in Fortified/Stronghold systems.
  • Merit awards for destroying Ship Launched Fighters have been reduced.
Ships
  • Adjustments made to Flight Tutorial combat drones reducing their damage output.
  • Type-8's collision has been adjusted so that the "arms" now have correct collision.
Thank you for all your continued feedback and reports!
It's a good start, but there's still a ways to go.

Of note:
  1. Bounty Hunting Missions from the Mission Board do not give merits as a reward when being turned in. This seems counter-intuitive and needs to be addressed.
  2. Merits through mining, to the best of my knowledge, only offers merits if the mined goods are sold in the same system from which they are extracted. This needs to be expanded upon. They should offer merits as a reward no matter where they are sold.
  3. Passenger missions: There is no mention of passenger missions at all in the Powerplay handbook, so I assume they offer no merit rewards. This needs to be addressed.
  4. Powerplay signal sources: More than half the signal sources I see are Wreckage signal sources. The variety of signal sources greatly needs to be diversified.
  5. When collecting powerplay data in a reinforcement system, data ports can appear behind doors requiring a certain level of clearance and sometimes even in restricted areas. Players always have a security clearance of zero, meaning that unless the player is lucky to piggyback behind someone walking through a door, they must commit a criminal act to gain entry. This seems counterintuitive, especially since power Classified, Political, and Association data are the only types that count for merits and unlike in an undermining system, they don't trigger the settlement alarm when downloaded. Please find a way for players to set a security clearance level. Perhaps through the purchase of a consumable item, or tied to the player's reputation with the minor faction associated with the installation.
  6. Undermining via criminal acts currently counts 100% in Odyssey settlements, but out in space, murdering clean ships and system security yields a massive bounty and notoriety, but no merits. Merits are only rewarded for murdering clean powerplay ships, of which there are few and far between, due to the problem addressed in point 4. Please address this.
  7. In Conflict systems, ships do not spawn in Powerplay Conflict zones. This needs to be addressed.
These are the things that come to mind at present. I look forward to their addressing.
 
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[...]
  • Significantly reducing the amount of time/effort required to earn early modules
  • Significantly reducing the amount of time/effort required to increase ranks
[...]
  • Aisling Duval's Powerplay systems now correctly flag Imperial Slaves & Narcotics as illegal. Crime does not pay.
  • Archon Delain Powerplay systems now correctly open Black Markets if they are not already present. OK...here crime might pay.
  • Pranav Antal now closes Black Markets in Fortified/Stronghold systems.

Thank you so much. You heard us and the effort we put into communicating with you is proven worthwhile. We will happily continue providing feedback, and look forward to the continued refinement of PowerPlay 2.0.

Sincerely,
CMDR LuxSublima
Prismatic Imperium
 
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 have a suggestion for that but I won’t post it again
 
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.
The empire as a whole allows it, Aisling in specific is opposed to it. So under the old PP system, imperial slavery was legal in ALD/Patreus/Torval space but was illegal in Aisling space specifically.

It sounds like that rule's returning now.
 
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.
Except they do it in whatever system grinds the fastests regardless of overarching power strategy.
 
The empire as a whole allows it, Aisling in specific is opposed to it. So under the old PP system, imperial slavery was legal in ALD/Patreus/Torval space but was illegal in Aisling space specifically.

It sounds like that rule's returning now.

This is correct, and this announcement is a huge relief to many players active in PowerPlay that are pledged to Aisling. She has always been projected as the Imperial Reformer against slavery. Thank you again, Frontier!
 
Greetings Commanders,

Powerplay 2.0 has been out for a few weeks now and we are really grateful for all the feedback and reported issues you have shared.

Our intent with our balancing is to ensure a diversity of gameplay activities are viable within Powerplay 2.0, and that no activity feels significantly weaker than any other. We are continually closely monitoring for any activities which could be disproportionally more advantageous to undertake than any other, potentially creating a meta that players feel forced to play in order to rank up or participate in the conflict.

Following prevention of several exploits we will now be in a position to improve balance on the overall experience of Powerplay 2.0. We will be closely looking into:
  • Significantly reducing the amount of time/effort required to earn early modules
  • Significantly reducing the amount of time/effort required to increase ranks
In the meantime we are releasing Ascendancy Update 1 (19.01) on Thursday 21 November.

Release Schedule (All times in UTC)​

  • 07:00 - Servers offline for maintenance
  • 11:00 Servers back online and Update available
Please note these are approximate times and are subject to change.

Update Notes​

Powerplay 2.0
  • Fixed an exploit where Powerplay Data could be downloaded multiple times from the same Data Port (Issue ID: 67329)
  • Aisling Duval's Powerplay systems now correctly flag Imperial Slaves & Narcotics as illegal. Crime does not pay.
  • Archon Delain Powerplay systems now correctly open Black Markets if they are not already present. OK...here crime might pay.
  • Pranav Antal now closes Black Markets in Fortified/Stronghold systems.
  • Merit awards for destroying Ship Launched Fighters have been reduced.
Ships
  • Adjustments made to Flight Tutorial combat drones reducing their damage output.
  • Type-8's collision has been adjusted so that the "arms" now have correct collision.
Thank you for all your continued feedback and reports!
So you already reduced the amount of rare goods in each system limiting us commanders that are not 100 yet from reaching 100 in this century. We are forced to grind longer and then you stop it completely? So now there is no reason to even play the game cause we cannot advance and get the weapons and equipment we need? Are you making those that are level 100+ to roll back and start over? The "...Look into..." in your post does not instill alot of confidence that this is going to be a fair fix for those of us that have been shorted from gaining levels expediently, to unlock the gear we need/want from the Power we pledge. I think it is only fair that you either advance us all to 100 with all unlocks or stripping all those that made it 100+ in the first week back to level 1 and make them start over and take away all weapons and equipment from their accounts they had access to because of making it to level 100+.
 
If we are fixing ethos stuff, is there consideration that the Lavigny faction which is for law and order has a weekly task to go commit crimes, I mean a lot of crimes?

I certainly believe so. The lore is part of the game. It matters to many players. Some pledges to their Powers have been loyal for 150+ weeks. To have that loyalty time deleted AND have their pledge's Ethos erased is... Well it was a mistake that thankfully Frontier is correcting. I am hugely grateful to them for listening.

Wherever there is more damage to a Power's Ethos, I absolutely support bringing it to attention so that it can be fixed. Software development is an enormously complex activity. Frontier Development deserves respect and the benefit of the doubt. Help them make the game better. We will all benefit.
 
For everyone like you, there's someone upset about gankers that doesn't want to fly in open. Just drop it
Respectfully, we Feds and others will never drop it. Powerplay is meant to be played in open and with all the danger that Elite Dangerous is supposed to be. Learning evasive maneuvers, training your Power's pilots to either fight as PVP'ers or learn how to escape them by evasive maneuvers/proper engineered ships is how you avoid being killed.. not scurrying to a private group or solo play.

If we can't get Open Only PP, then making merits worth a lot more in Open and alot less in PG/solo seems like a very good compromise.
 
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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
1) Why merits and not simply a penalty to control score? (Overkill)
2) What about at 2am UK time when most European players are asleep and the US players start undoing all our hard work? (Flaw in your premise)
 
Please find a way for players to set a security clearance level. Perhaps through the purchase of a consumable item, or tied to the player's reputation with the minor faction associated with the installation.
Re:5 - Cmdrs can clone whatever security level they need; if you don't get caught it's not an illegal act! But perhaps the lawful PP data should only be in Lvl 0 habitat ports (arguably less fun.)
 
I dont get why donation missions give merits, but other missions give 0
All "Support" category missions give merits - so the Odyssey Reactivate/Restore missions also work (and give quite a lot per mission)

I can think of various possible reasons that the others don't but it would be interesting to know the real answer.
(Especially for passenger missions, which is a whole side of the game which doesn't appear in PP at all: at least most other mission types you're doing something you could do a different way and get merits)

If we are fixing ethos stuff, is there consideration that the Lavigny faction which is for law and order has a weekly task to go commit crimes, I mean a lot of crimes?
Specifically, though, crimes in someone else's territory. Oh, I see there's lots of crimes happening in Aisling Duval space. Maybe this system should switch its support to ALD who can really bring the criminals under control? Look, now that ALD is in charge the crimes have stopped overnight!
 
Especially for passenger missions, which is a whole side of the game which doesn't appear in PP at all: at least most other mission types you're doing something you could do a different way and get merits
They could have had things like:

Transport x security personnel from system a to system b to support our efforts to reinforce the system.
Transport x prisoners from our penal colonies to system b to increase crime rates and undermine power j's control in system b
 
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