Player Influence - too much?

Hi All,

Thought I would pose a question, along with my opinion on it.

We are seeing many many systems in game being "worked" by small groups of players (typically probably no more than 10-15 players), and seeing faction influences etc change massively in very short spaces of time. A good example of this would be the Leesti System.

Probably the busiest system in the game at a guess due to 2 rare goods being sold at one station and several other rare goods very close by. Less than 1 week ago the faction influence of Leesti for equality, was 99.2% and steady, probably due to the large numbers of players buying up rare goods in the George Lucas station. Now less than 1 week later, that influence is down to 49.5% with the "other alliance faction in the system having shot up". Given that there are still large numbers of players doing the rare goods runs out of the station, and when looking at the large number of systems nearby gone into "boom" mode.

Clearly a number of players (i imagine 1 of the player groups) is working that system and trying to enact changes in nearby systems, all the while their influence is being countered by the trading out of George Lucas and yet the faction influence has still swung MASSIVELY, in a very short space of time.

Having been trading out of Leesti with a variety of different nearby systems, I have been monitoring prices of goods and system status's and influences. Lessti's traffic flow has not changed significantly (maybe by a few hundred out of several thousand) and the other systems, some of them have jumped by maybe 1-2 hundred ships a day and yet faction swings are going all over the shop, civil wars are breaking out and trading prices have changed massively.

Now even if we consider that a different traffic flow was 200 ships a day, the increase is nearly all in smaller ships, such as Cobra's and Lakon 6's, and if we assume say 10 trips into and out of the system per player, tha means a sum total of at most 20 odd players are having a massive difference across circa 10 systems.

When we also consider that the populations listed for most of these systems run into billions, it seems slightly absurd to me that circa 20 or so players, heck even 100 players, in small ships could exert that much influence over that many systems.

As such I am wondering what other people's opinions are as to the level of "player influence" there is set within the game? Too much, way too much? about right? too little etc?

I am also wondering whether that level of player influence is being worked by the players who just love to make others lives difficult? Much like Eve has experienced, but they have instead found a way to get around the lack of ability to directly "grief" other players?

Thoughts?
 
um, surely that's the whole point of the game. I personally want to see MORE player influence exerted on economy & governmental status
 
That's funny because everyone else (talking about rants and rages here) is stating that player influence is to low / non existant. I guess there is no definitive answer to this, maybe we need to wait and see how everything turns out in the next months.
 
i'm not exactly sure if the amount is right, and probably FD aren't sure yet either.

but it's definetely good that influence is possible, even for smal/medium-sized groups. a static political and economical environment may suit you to grind the same routes over and over, but i think it would be boring and basically dead.
 
Most importantly, the game lacks plenty features and more feedback and information on stuff. Right now, a system changing allegiance pretty much does absolutely nothing. There's barely any consequence to it. So it's a bit early to judge if it's too easy, or possibly too hard, things would have to be much more fleshed out before I can form an opinion on that.

But I still feel like system authority response is far too slow, and paying your bounty and cleaning your slate is far too easy.
 
Hi Jade, the point that I'm making is that to suggest that a group of say 10 players, in "small" ships, should be able to have such a massive influence in a very small period of time to a system that has a population of 5bn is frankly absurd.

Don't get me wrong, I'm all in favour of player influence, but from observation I would suggest that it seems to happen WAY too quickly. Why would a system of many billions of people completely change their political affiliation or views because of the activities of 10 individuals in a week?

Those 10 individuals having a significant affect over months, seems reasonable.. in less than a week though?

I know Frontier cant make it too long winded to have effects, but it just seems to me that the control wielded by players that work together happens excessively quickly

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Hi Tos,

I'm not in favour of status quo, dont get me wrong, its simply that the speed of the changes 10 people can make to a system of 5bn people is strikes me as absurd
 
I don't understand why rare goods are so clustered in one part of space and in other parts you can fly 100 LY through habitated systems without finding any.

I thought the sand should be equal in all parts of the box.

I'd like to see more results from a lack of player interaction myself. If no players are trading at all with a stations, their supplies should go very high and low in cost, while their demands should also climb very high and highest prices. I don't get why a wealthy station somewhere nowhere 500k LS from the drop in point (20 minute cruise, certainly no one is trading with that station) has the exact same demand prices for commodity X as the busiest ports in the best AB routes.
 
We are seeing many many systems in game being "worked" by small groups of players (typically probably no more than 10-15 players), and seeing faction influences etc change massively in very short spaces of time.

Actually those big swings in a short amount of time are due to a bug.

The Queue Bug. Where the events that were changing the influence did not get calculated, but ended up in a queue that was never emptied.
So a few days ago FD manually emptied the queue and the events were calculated that were still in the queue.

This is why you were seeing the big influence changes. Expect this to go down a bit in the future, as soon as the queue bug is fixed, probably sometime this week.

EDIT: And, believe me, player influence is not "much". We are currently working on a small system, working hard to "flip" it, and the influence changes aren't huge on a day to day basis. If we succeed it will have taken about 2-3 weeks to do so.
Or look at Lugh, or at Mikuunn.
Changes happen, and they happen slowly.
 
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Hi Quin,

I'd utterly agree with that, it would make sense that trips that take longer are more profitable, after all why would even the NPC's run them..
 
Hi Jade, the point that I'm making is that to suggest that a group of say 10 players, in "small" ships, should be able to have such a massive influence in a very small period of time to a system that has a population of 5bn is frankly absurd.

Don't get me wrong, I'm all in favour of player influence, but from observation I would suggest that it seems to happen WAY too quickly. Why would a system of many billions of people completely change their political affiliation or views because of the activities of 10 individuals in a week?

Those 10 individuals having a significant affect over months, seems reasonable.. in less than a week though?

I know Frontier cant make it too long winded to have effects, but it just seems to me that the control wielded by players that work together happens excessively quickly

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Hi Tos,

I'm not in favour of status quo, dont get me wrong, its simply that the speed of the changes 10 people can make to a system of 5bn people is strikes me as absurd

possible, as mentioned the feedback is not yet there to actually get an opinion on it.

but it could be another effect. MB mentioned there was (and maybe still is) a backlog of missions that didn't have an effect.
after a recent update i saw one of my observed systems, change from one day to the other drastically in influence. i think this was because that correpsonding backlog was processed and showed the effect of days and maybe weeks of work, within one day.

edit: ninja'd by Flin :)
 
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Ahh, that may explain it, will have to keep an eye on things and see how much they change. But when I see the prices fo commodities, where the supply or demand is still listed in 10's of thousands of units, changing by several hundred credits, heck even up to 1000creds in less than 20 minutes, it seems a little odd.

Your comment may explain why thats happened.
 
I don't understand why rare goods are so clustered in one part of space and in other parts you can fly 100 LY through habitated systems without finding any.

I thought the sand should be equal in all parts of the box.

I'd like to see more results from a lack of player interaction myself. If no players are trading at all with a stations, their supplies should go very high and low in cost, while their demands should also climb very high and highest prices. I don't get why a wealthy station somewhere nowhere 500k LS from the drop in point (20 minute cruise, certainly no one is trading with that station) has the exact same demand prices for commodity X as the busiest ports in the best AB routes.

There's actually Rare Goods all over the place, just nowhere quite as clustered as around Lave. However the number of rare goods in that area is numerical small. Even in a basic 64 cargo Asp you have to travel around to fill up.

In terms of influence. I trade in that area all the time and haven't even noticed faction influence changes. Has no impact on me and won't until it starts generating real noticeable in-game events like battles around the stations etc.
 
You not forgetting about Solo players who aren't seen but effect trade values. Perhaps the 15 noticed really aren't doing that much.
 
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