pp2 is the biggest chessboard you can get and its extending the "carving out my own place in space" aspect that bgs provided. its a way how to symbolically plant a flag and say this is mine on a larger scale than just acquiring assets. a way to unite larger amount of players to achieve common goals. a place where your actions can mean something for the greater good.... that PP2's value add seems to be, for most player's lived experience, a glorified TODO list.
but hey, if you want to look at it that way, what isnt a glorified todo list?
its your opinion thats what it isI genuinely don't know if that's an artefact of players, or the game itself. Probably both.
you control the buttons you press. you can do weeklies, you can push your power, you can set your own goals based on your ambitions, you can just live in your powers space and have fun and passively collect merits over time, you can stay completely absent.For me, the fact there's rewarded weekly task lists suggests that there's not enough to PP2 to stand on it's own.
for example if my weeklies dont directly align with my activities, they wont get completed. (not to mention those that are uncompletable)
the modus operandi seems to be that if at least something at least somehow works, theres nothing to fix (or at least very low priority).The issue is that its degenerated into mindless monolithic grinding, rather than at least trying to make higher risk but more rewarding tasks.
A while ago people suggested that all of PP should be mission based- after all we already have the weekly missions- which would then equalize Powers and tasks. Essentially Powers ask for job seekers like factions do, and that UM is a mix of current attacking but also 'super' UM from murder (which is already balanced).
Whats happening is FD have done a HAL 9000 and 'cured' PP2 by switching off parts rather than fix the underlying problems.
how dare you expect more than bare minimum