Obsidian Ant's "Powerplay Rant"

Tar Stone

Banned
A video by Obsidian Ant, in which he talks about his impression of Powerplay's mechanics and design, and whether Powerplay fits in with the vision laid out by David Braben at EGX last year.

Well worth listening to the full video. Obsidian Ant has taken a fair bit of time and this is a very thoughtful video that deserves some discussion.

[video=youtube;911GnDTFNx0]https://www.youtube.com/watch?v=911GnDTFNx0[/video]
 
Firstly, less is more. Practice being succinct Mr Ant. But I totally agree. Powerplay takes the maxim of blaze your own trail and makes it more mainstream grind with not even proper goals or rewards but the notion of playing a part in something that actually makes no difference. In fact it actually inhibits the general gameplay. What might have been a better approach, would be to take all the great elements of what worked in frontier and Frontier 2 and bring them up to date. Make more use of the major powers standings and forget about the Powerplay drivel.

I would say that excellent progress has been made on patches and the sound in this game is truly amazing. The audio team are the stars so far to my mind. Also the new AI is great and so many tweaks made that have made a positive difference.

But for all that, I cant help feel that an opportunity has been missed with powerplay, and some broken and awful mechanics still abound like ship integrity, not having some sort of garaging facility for ships and mods, and a lot of other stuff that regularly gets posted.

I have to say for me Powerplay is an epic fail, but luckily it is also something I can choose to ignore, and for that alone It has worth in a back handed way.
 
I have to say for me Powerplay is an epic fail, but luckily it is also something I can choose to ignore, and for that alone It has worth in a back handed way.

So you can still blaze your own trail. What is the point of all these Powerplay threads really?

:D S
 
So you can still blaze your own trail. What is the point of all these Powerplay threads really?

:D S

I suppose the underlying point is that the resource that has been put into the game for its betterment, could have been more effectively used making the experience much better instead of being so divisive and failing to address issues that have been around since launch.
 
I'm going to make some food and watch... but if his forum comments are anything to go by, I think I already know I'll agree with much of it. :p
 
Interesting watch


I do disagree that we should do away with the travel when it comes to the Military strike example.
As he said the Lore and distances of the Galaxy make it fitting
We get calls on the forums for missions that are more than 1 jump away, and then when we get them they are then labelled as something that no one wants.
"Time sinks have no place in Elite" so why have more than one system?
Why have any travel, just go to the jump to location and be done with it.
2 station and a list of "locations" that provide each their own activity
You can trade item a from station and to station B, and item B from station B to station A. Traders sorted
Have one RES of endless Pirates and miner, to bounty hunt and Pirate
One CZ with endless ships.
That is all we need,
Jump via a menu option.
Done
No time sinks, no travel time.
 
Interesting watch


I do disagree that we should do away with the travel when it comes to the Military strike example.
As he said the Lore and distances of the Galaxy make it fitting
We get calls on the forums for missions that are more than 1 jump away, and then when we get them they are then labelled as something that no one wants.
"Time sinks have no place in Elite" so why have more than one system?
Why have any travel, just go to the jump to location and be done with it.
2 station and a list of "locations" that provide each their own activity
You can trade item a from station and to station B, and item B from station B to station A. Traders sorted
Have one RES of endless Pirates and miner, to bounty hunt and Pirate
One CZ with endless ships.
That is all we need,
Jump via a menu option.
Done
No time sinks, no travel time.

You mean multiplayer alpha?
 
You mean multiplayer alpha?

Exactly the template I was using.

People say they want a large open world, but no one wants to travel more than 200 Ls to a station, some dont want SC at all, just jump from station to station, the SC drop in was moved from 20 km to 9.5 and even that was described by someone on this forum as literally "the worst torture ever" because it takes 40 seconds.

Missions that take more than one jump, apparently just an evil time sink, what were we thinking when we asked for them?

People say they hate Grinding and Farming and want dynamic living economies but flip out when trade routes don't consistently provide the exact same profit run after run after run, even a drop of 50 CR a ton is decried as a Shadow Nerf aimed are ruining their 'fun' which they call a grind 5 minutes before.

Bounty Hunters want one zone they can sit in endlessly shooting ships (endless because this dynamics living universe would not react to hundreds of pirates being slaughtered for hours on end in one place, nope, always more Elite Anacondas with fat bounties just sitting on the bench waiting for their number to be called), no one wants to get back to base to reload or turn in vouchers, or hunt in different zones or SC or Signal sources or take missions, nope not good for you Cr/HR and if the traders are about CR/HR so are we,.

Heaven forbid anyone die, as it is "hours of grinding wasted" even if they can afford the insurance.

Worse for Combat pilots, they face the greater danger, generally due to one eye being on the target, whilst the other eye is looking at the traders, counting their CR and thee Traders CRs and say "but I want what he has, it is so unfair" because you know millions of credits an hour now is not enough. No mention of fun other that that brass ring of keeping up with the Trader Cr/Hr, cos equity, or is it equality, balancing or fairness or everyone is the same yay!

Everyone is a communist on the internet when it comes to expecting everyone to give them stuff, less so when it is "balancing" the other way, then they are pure hard core libertarians.

I guess I forgot a 10 second respawn timer with no other penalty in my description above, but no doubt that would be argued as too much a time sink and it needs to be two seconds.
 
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Exactly the template I was using.

People say they want a large open world, but no one wants to travel more than 200 Ls to a station, the SC drop in was moved from 20 km to 9.5 and even that was described as literally "the worst torture ever" because it takes 40 seconds, people say they hate Grinding and Farming and want dynamic living economies but flip out when trade routes don't consistently provide the exact same profit run after run after run, even a drop of 50 CR a ton is decried as a Shadow Nerf aimed are ruining their 'fun' which they call a grind 5 minutes before, Bounty Hunters want one zone they can sit in endlessly shooting ships (endless because this dynamics living universe would not react to hundreds of pirates being slaughtered for hours on end in one place, nope, always more Elite Anacondas with fat bounties just sitting on the bench waiting for their number to be called), no one wants to get back to base to reload or turn in vouchers, or hunt in different zones or SC or Signal sources or take missions, nope not good for you Cr/HR and if the traders are about CR/HR so are we, and heaven forbid they die, as it is "hours of grinding wasted" even if they can afford the insurance, all the whilst looking at the traders, counting their CR and thee Traders CRs and say "but I want what he has, it is so unfair" because you know millions of credits an hour now is not enough.

I guess I forgot a 10 second respawn timer with no other penalty in my description above, but no doubt that would be argued as too much a time sink and it needs to be two seconds.

I'm glad I'm not compelled to min/max. Today, two wingmates and I flew around the Pegasi sector, one in his T7, us in our Vipers and towards the end, Sidewinders, looking for High-Intensity RES action. i earned a maximum of 75,000 cr in 2 hours, and I had a tonne of fun.

The reason I wish piracy would become viable, or at least one of the major reasons, is that while in a wing i think of all these cool things our wing could do, and then I slowly cross things off the list because it's simply not fun with current game mechanics.

I can't wait for an update which fleshes everything out. I bet FD have a secret roadmap for the next year and aren't telling us.
 
Yeah, like all rants, when I say everyone, I don't actually mean everyone, just you, and you, and you there down the back.
Nor do I mean things don't need adjusting to be viable, but surely the first aim of viability is fun and not "min/max Cr/Hr so I get the most or failing that, we all get the same, so no one gets more than me"
 

Rafe Zetter

Banned
Sure Obsidian Ant's delivery could be a little more "perky" but he's obviously made the vid with non native english speakers in mind and he's taken the time to lay out his version of the words he means to make understanding his point that much simpler.

All of his points were valid, and I can attest to watching all the devblogs Ob-Ant mentions later in the vid when DB said player driven "emergent gameplay"(TM) would be created in the game; HOW it would be "created" and in what way each facet could interact with the other to bring about different outcomes dependent upon the PLAYERS choice. 99% of which has yet to materialize even though you would think the backbone of "emergent gameplay"(TM) would be one of the first things to be introduced in the game updates like 1.3... seeing as they didn't actually manage to do it in the stages before launch.

Now of course it could well be that the powerplay mechanic will be totally re-written down the road to become more like what DB described, and 1.3 is simply digging the trenches before laying the foundation; because currently the reality looks very much as though 1.3 is the rank treadmill time sink that Ob-Ant thinks it is; and worse still that time spent in the time sink has a timer that ticks down to zero, and if you go on holiday for a week you have to repeat what you did to get back to the stage you were at before, with nothing new to show for that time. Some people have the luxury of disposable time they can "waste" doing the exact same rep grind over and over, but a much higher percentage of players do not.

I hated this sort of time sink when it was introduced in WoW for PvP Arena standings forcing you to keep doing PvP to maintain it, and before you say "so what? it's just a rank..." well if it was just the rank, that wouldn't be so bad, the problem came when Blizz made it so that you could only buy certain gear or recipes if you had that rank... and E: D has done the same, prices and benefits change according to rank and if you want to keep those benefits you gotta keep doing the time sink FOREVER.

Zero benefit time sinks are a game dev's way of saying "we don't want you to play another game, you must play OUR game, and if you want to keep those nice bonuses you have right now, you WILL play for 10 hours this week (and next week and the week after, and ....) just for that priviledge".

And all because they are simpler and easier than creating new absorbing content - and frankly for a game with 400 billion stars, it seems crazy to have zero benefit time sinks at all.

The only reason I can think of why an endless time sink has been introduced with 1.3 is that at the heart of it FDev know their "game" is STILL lacking in enough content to keep you occupied and it's a way to keep you treading water until the next bit comes along.... later. Powerplay is E: D's version of an endgame raid; but without a raid boss or requiring players to wing up to even stand a chance of success against say a carrier or an "enemy" fleet or something that absolutely cannot be solo'd, or juicy mod / cargo rewards, or even cash for that matter.

This time sink treadmill makes you nothing and costs you money for participation!

There is of course another alternative to falling into that time sink / money pit - not participating in powerplay at all until the core mechanic is changed, as others have suggested.
 
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Exactly the template I was using.

People say they want a large open world, but no one wants to travel more than 200 Ls to a station, some dont want SC at all, just jump from station to station, the SC drop in was moved from 20 km to 9.5 and even that was described by someone on this forum as literally "the worst torture ever" because it takes 40 seconds.

Missions that take more than one jump, apparently just an evil time sink, what were we thinking when we asked for them?

People say they hate Grinding and Farming and want dynamic living economies but flip out when trade routes don't consistently provide the exact same profit run after run after run, even a drop of 50 CR a ton is decried as a Shadow Nerf aimed are ruining their 'fun' which they call a grind 5 minutes before.

Bounty Hunters want one zone they can sit in endlessly shooting ships (endless because this dynamics living universe would not react to hundreds of pirates being slaughtered for hours on end in one place, nope, always more Elite Anacondas with fat bounties just sitting on the bench waiting for their number to be called), no one wants to get back to base to reload or turn in vouchers, or hunt in different zones or SC or Signal sources or take missions, nope not good for you Cr/HR and if the traders are about CR/HR so are we,.

Heaven forbid anyone die, as it is "hours of grinding wasted" even if they can afford the insurance.

Worse for Combat pilots, they face the greater danger, generally due to one eye being on the target, whilst the other eye is looking at the traders, counting their CR and thee Traders CRs and say "but I want what he has, it is so unfair" because you know millions of credits an hour now is not enough. No mention of fun other that that brass ring of keeping up with the Trader Cr/Hr, cos equity, or is it equality, balancing or fairness or everyone is the same yay!

Everyone is a communist on the internet when it comes to expecting everyone to give them stuff, less so when it is "balancing" the other way, then they are pure hard core libertarians.

I guess I forgot a 10 second respawn timer with no other penalty in my description above, but no doubt that would be argued as too much a time sink and it needs to be two seconds.

These are good points but the problem is that we have that sandbox world but our advancement in it involves lineal grinding.

In a perfect sandbox world tasks would have a far greater variety and you could earn pretty good credits because of them. I.E. no trade grinding. Key stake holds in the game i.e. Powers, etc would pay you a retainer for your exclusive services and more for good service (as opposed to quantity).

There would also be many more tasks which were evenly profitable, i.e. trading, mining, escorting, policing, passenger movement etc.

Working as a team would be more profitable...

As it is now the game has potential but is struggling to get out of that "grind" mindset..
 
Have to agree with his general sentiment. PP is fine as a concept, it's a meta for the mission layer - it gives people more reasons to do things around the galaxy. The problem is the mission layer and the accompanying background sim that's it's supposed to influence needs work. For one thing, the missions could actually work! :p
 
Have to agree with his general sentiment. PP is fine as a concept, it's a meta for the mission layer - it gives people more reasons to do things around the galaxy. The problem is the mission layer and the accompanying background sim that's it's supposed to influence needs work. For one thing, the missions could actually work! :p

Fingers crossed that this is just version 0.5 of powerplay, and after E3 there's a re-do of sorts, same high level framework, much better inner workings kind of thing, more meat on the bones, like what we're seeing now is only the Alpha. Most ED features have been kinda thrown out that way, where it was limited at first to get techie things working (The Amazing Dancing Impeccables, Docking, Supercruise), and then completely gutted and redone later to make it fun/work fully/stop it from being a total nightmare.
 
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People say they want a large open world, but no one wants to travel more than 200 Ls to a station, some dont want SC at all, just jump from station to station, the SC drop in was moved from 20 km to 9.5 and even that was described by someone on this forum as literally "the worst torture ever" because it takes 40 seconds...

I'm an advocate of the mini-hyperjump from star to planet to cut down on wasted time Supercruising just to get from A to B. However, I only want that as an extra option, but that doesn't mean I want the ability to Supercruise instead, like we do now, to go away. Think of it like this:

In other openworld games, I can walk from A to B, or I might be able to drive, sail, fly, ride a horse or even swim... etc., if I choose to depending on the environment. Each one differs in the rate and way you can experience the journey, but you still arrive at the same point.

Supercruise has its place, and I wpuldn't want to be without its ability to explore, or visit small points of interest that cannot be locked onto by the FSD; or, indeed, if you really like the process, to visit any and all objects, large or small, as we do now. However, having the extra option to also jump from a star to planet, or from planet to planet, won't kill the game for those that don't want to do it. But it will make the game better for those that do need it to economise gameplay time.

Sure Obsidian Ant's delivery could be a little more "perky" but he's obviously made the vid with non native english speakers in mind and he's taken the time to lay out his version of the words he means to make understanding his point that much simpler.

I've now watched both the videos, the one before this, where he does the Military Strike mission, and this follow up "rant". Much of the argument is clouded by overstating the personal definitions of "grind" and "time sink". I can't blame him for feeling like he must repetitively go over this because of the way internet discussions end up devolving into, as he says, semantic arguments at the expense of the real issue.

These terms are not long words; they are easy for anyone with more than a passing familiarity to gaming to differentiate. Of course all games are based on repetitive actions; however, a grind is simply an activity which in itself is not enjoyable, but people do it for some reward promised at the end of it.

On the otherhand, a non-grind is one where the player is having so much fun doing the task, that they aren't necessarily motivated to do it because of the reward. Something that is a time-sink is again perceptable, usually as unnecessary filler through which you have little control or interaction, so there isn't very much enjoyment in the process, but must endured before you get to the fun activity you came for...

Now of course it could well be that the powerplay mechanic will be totally re-written down the road to become more like what DB described, and 1.3 is simply digging the trenches before laying the foundation; because currently the reality looks very much as though 1.3 is the rank treadmill time sink that Ob-Ant thinks it is; and worse still that time spent in the time sink has a timer that ticks down to zero, and if you go on holiday for a week you have to repeat what you did to get back to the stage you were at before, with nothing new to show for that time. Some people have the luxury of disposable time they can "waste" doing the exact same rep grind over and over, but a much higher percentage of players do not.

While I agree that the implementation we've seen, with the boardgame mechanism, is less than exciting in itself, I wouldn't say it needs a re-write. The technology behind it might actually be capable of delivering a lot more "emergent gameplay". For instance, the fact that these number games you have to grind fetch and carry quests to achieve can impact which faction controls what systems and stations, is a promising development for the much needed "depth" the game lacks.

There's no reason they can't build on that to introduce some more fluid and dynamic gameplay elements in future; but the will has to be there from the Frontier team to deliver that experience, just like ObsidianAnt attempts to illustrate with his reference to David Braben's talk at EGX. If they've decided that this turn based stats game with players acting as glorified mules is enough, then it would be the end of the potential of Elite: Dangerous.

However, if this is a beginning, another placeholder of a deeper technology that will take time to mature, then we could be in for some thrilling times ahead if we continue to patiently support it. The problem, as always, is communication, or lack thereof. While I've welcomed David Braben's AMAs, they've proved to be more or less pointless in really understanding what we can and should expect going forward.

Zero benefit time sinks are a game dev's way of saying "we don't want you to play another game, you must play OUR game, and if you want to keep those nice bonuses you have right now, you WILL play for 10 hours this week (and next week and the week after, and ....) just for that priviledge".

...There is of course another alternative to falling into that time sink / money pit - not participating in powerplay at all until the core mechanic is changed, as others have suggested.

That's pretty much me, right there. I'm making use of the best part of it, which affects all players by changing the benefits of trading or fighing in a particular region by introducing Power specific control effects. However, I'm ignoring the rubbish part where you have to ferry items around like a brainless automaton in order to fill a bar, and hope to get a "Rating" promotion if you grind enough "Merits".

What they should have done, if they wanted me to play, was make it so the things I do already in the game, trade, hunt and explore, could benefit me more if I pledged to do them only on behalf of a specific Power, thereby increasing their economic, security and territorial influence versus the others.
 
Nice, but highly academic video, explaining basic game concepts, and how Power Play relates to them.

This is how criticism should be done.

Note: to get truly emergent gameplay, insert $1,000,000,000,000 USD into programmers/staff/servers, etc.

Yup. One Trillion Dollars (raises pinkie finger to lip)! :)
 
Interesting watch


I do disagree that we should do away with the travel when it comes to the Military strike example.
As he said the Lore and distances of the Galaxy make it fitting
We get calls on the forums for missions that are more than 1 jump away, and then when we get them they are then labelled as something that no one wants.
"Time sinks have no place in Elite" so why have more than one system?
Why have any travel, just go to the jump to location and be done with it.
2 station and a list of "locations" that provide each their own activity
You can trade item a from station and to station B, and item B from station B to station A. Traders sorted
Have one RES of endless Pirates and miner, to bounty hunt and Pirate
One CZ with endless ships.
That is all we need,
Jump via a menu option.
Done
No time sinks, no travel time.

Sophists like you are the reason Ant had to spend roughly half his video reminding viewers not to argue semantics.
 
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