Like colonization (at the start)?As long as the multipliers are on screen in the UI, I don't mind them. What FD need to avoid at all costs is having them hidden and players having to guess.
Its like anything, and a lesson that FD eventually learnt with PP1 when that suddenly had nearly everything spelt out.Like colonization (at the start)?
This never was the case of BGS. The majority of "how things works" was needed to be found by players, and there were numerous changes which were never much oficially explained --> was needed to manually re-learn how it work ... and it was fun, for me at least for sure till colonisation broke most of main principles for MFs BGS.Any action in ED needs to have very clear and up-front costs / effects so players are informed about sinking time / effort into that action.
Not exactly true. For a while, yes, it was black box. But FD did release a BGS matrix later on.This never was the case of BGS.
Difference is: BGS was meant to stay, as the name suggests, in the background, not something players would deliberately manipulate. But of course this didn't work out as expectedThis never was the case of BGS. The majority of "how things works" was needed to be found by players, and there were numerous changes which were never much oficially explained --> was needed to manually re-learn how it work ... and it was fun, for me at least for sure till colonisation broke most of main principles for MFs BGS.
Everything Frontier has changed so far with Powerplay has essentially been rebalancing (and mostly fairly minor rebalancing at that) or closing off exploits if people shout loud enough about them.What I don't get about PP2: I thought it was a finished feature, not an open beta phase like colonization. With the later, I can sure understand radical changes, but for a finished feature like PP2? Not so much.
Making alliances is normal behaviour in this game, if was (after 10 years) someone surprised, then he do not know this game playerbase too well. And this is not even the core of problem. Much bigger part of the problem is lack of reasons why to even do UM, and close second behind it is lack of fun ways how to do UM. Players are not a culprit here ...Of course, that too hasn't worked out as expected due to people being more interested in turtling in and making various peace treatises, alliances and non-aggression pacts instead of having a 12-way everyone
If this should be fun, then it need to start on low level .. single players, or small groups. If there is not such fun, it will not work ...But Powerplay is meant to be a large-scale competitive player vs player framework
I'm not surprised by all that at all, ZYADA, FUC etc have been part of the parcel for a looong time. It's just funny that lore-wise Aisling and Torval despise each other immensely, in-game their NPC-s murder each other to death everywhere, but players be like "Nope, we're all a big happy family hereMaking alliances is normal behaviour in this game, if was (after 10 years) someone surprised, then he do not know this game playerbase too well. And this is not even the core of problem. Much bigger part of the problem is lack of reasons why to even do UM, and close second behind it is lack of fun ways how to do UM. Players are not a culprit here ...
Couldn't agree more. Why should I go undermine something somewhere for a change if the star system I want to reinforce in order to expand from there is being automatically undermined by the game itself more than players ever could bother to and I need to put all my effort trying to undo all that? At this point, it's not players vs players, it's players vs The System.If this should be fun, then it need to start on low level .. single players, or small groups. If there is not such fun, it will not work ...
The questions should start with: What activities we can give to one player to have fun and/or purpose doing undermining? Update 3.4 do exactly the oposite, on one side it upsets players for lost effort, and on other side it will rise interest to fortify even more and in concentrated effort to avoid decay ... Two loss, zero win here.
For me the change of (re-)introducing the decay stuff is radical enough that I wouldn't describe it as balancing anymore. Together with the deactivation of various activities (and keeping us in limbo about their future), as a single player I don't see a good reason to continue playing this. I'll wait until it has stabilized (just as colonization) and will revisit it then. Let's hope it won't deteriorate to the same level version 1 did.It needs radical changes - either to turn it into the competitive system Frontier advertised it as, or to turn it into a proper cooperative system - but I wouldn't describe anything so far as being one.
Yes, that's fair. Though it has such a weird effect I'm not sure whether to describe it as "radical change" or "radical stasis".For me the change of (re-)introducing the decay stuff is radical enough that I wouldn't describe it as balancing anymore.
My hunch is that big groups barely feel the sting--they can still push a system from Exploited to Reinforced in one week easily (what does it take again; 10 players putting in 33k points each?). Strongholds are harder, but I don't think impossibly so (how many points do you need to get to stronghold, again?). And since most systems don't need to be above 25% strengths, there's no brushfires to put out.It'll be interesting to see once the week is over whether it's even made that much difference to how rapidly systems are getting successfully reinforced.
I think a lot of "casuals" are at the CG or maybe too discouraged by the decay mechanic to continue. With 72000 merits I'm halfway through Kaine's top 10%; usually ~40000...50000 merits leave me at upper half of top 50%. If anything, the decay mechanic has made me more stubborn at getting "my system" to where I want itactivity seems low this cycle, i mean i could easily have all my alts on the podium.
this decay system is bad and even incomplete, it will encourage large powers to the detriment of ''small'' powers
The problems go beyond just the scoring of the levers themselves, of course.
- Undermining (unlike Reinforcement and some of the forms of Acquisition which aren't too picky about locations) can almost never be done except by someone deliberately trying to Undermine. So there's very little "casual" Undermining just from players going about their business without paying much attention to Powerplay (but there is a lot of casual reinforcement). Fix that and they probably won't need an artificial CP decay at all.
- Undermining doesn't benefit the attacker strategically in any significant way: you don't get any benefits to your Power from carrying it out, and it's a lot more expensive than just acquiring one of the many thousands of uncontested systems would be (someof the organised groups might be willing to do it just for the fun of the fight, sure). I've suggested elsewhere that the conceptually simple fix for this is "if you cause an opponent to lose a system, and it's in control range of you, it immediately flips to become yours"
Yes. Everyone should have that sort of thing if Frontier want undermining to happen. More fun than decay, at least!Delaine is one of the most vulnerable powers (due to BH) to random undermining...![]()
It's an effective attack, certainly, but still not giving you a direct benefit - and after eight months of massive reinforcement, most powers now are at the stage where everything is so cross-linked you can't do that anyway. Fun while it lasted......unless entire bubbles are being collapsed (10-15 systems at once), that happened a few times and the effort was definitively worth the result.
Another thing that needs to be balanced. Limit any system to link only to the closest Stronghold or Fort, if it's broken, it will slip out of the powers influence at the end of the next cycle unless sufficiently reinforced to establish a new link to the next closest Stronghold or Front. That would force defenders to work actively to keep their systems together and make hard decisions about what systems to keep, what to let go if the local Fort/Stronghold is successfully attacked.most powers now are at the stage where everything is so cross-linked you can't do that anyway.