< howls >... but what about stuff for non-faction orientated players.
< howls >... but what about stuff for non-faction orientated players.
"PowerPlay makes you a cog in someone else’s mission." -OP
Precisely. PC gaming, this kind (at least for me) is about controlling my adventure based on how I feel today, not based on a laundry list. I have IRL lists to get done, gaming is about whim and fancy and "what happens if I do this?".
Where you say "just ignore PP and ...." (paraphrasing), you really can't. It's presence is felt even if you're not pledged. You must participate if you play. Sure you can be a savvy trader and look for deals but for what? You'll get more Cr to play a game you don't want to play. It's like doing cocaine so you can work more so you can make more money so you can do more cocaine. Why not just do cocaine for fun? Too expensive... (not promoting cocaine, just a bad analogy).
btw. People who only care about credit per hour gameplay are seriously missing the point I fear and are setting themselves up for failure.
How can one lose in a game that has no "win"?
Not that i play for the credits, thats a means to a wanted ship or a wanted outfit. But PP is not my kind of game either. its a mindless time/credtis sink for those
people that have achived all their "goals" and see no "endgame" here.
And a round based *anything* doesent fit the open sandbox of elite at all.
I hope Drew continues to write these bits charting the development of the game. I'm sure he will.
In a few years it will be interesting to see which narrative has generated more drama, more excitement, more surprises - the in game Galnet narrative... or Drew's blog.
True problem is that Elite universe is shared. And because it is shared - game can't provide unique experience to each and every player at least in terms of 'mystery' and 'adventure'. Once someone discovers Thargoids, for example, he effectively cuts you from discovering them first hand. That's works not only for Thargoids, though. Once mystery has been unraveled - it won't be a mystery to anyone, thanks to Galnet. MMO has entirely different perspective than a single player game.
We can have mysteries here, of course - as long as lore gives a gap for us to fill with thoughts and rumors - like who was behind explosion of Starship One or attempt on Emperor's life, but that's it.
So the only way to add excitement and unpredictability to the game is either through human interactions or random events. PP takes care of the first. Yes it isn't polished yet and may look boring and pointless to some people but it is a step. It is a good idea it just needs additional work to become really interesting aspect of the game. Including developing of the Powerplay characters.
Second aspect is probably going to be some kind of disaster generator. Like supernovas in original Elite.
So far I like PP. Hunting federal transports for Arissa, seeing them begging for mercy when you are frying them gives food for thought that maybe even the most good powers isn't so good at all. Indeed monetary/merit rewards need adjustment, but if you forget about getting that Anaconda as soon as possible and start actually living as a soldier - it's all part of RP.
Also it was a nice surprise that with high bounties on my head in Hudson's space I've got bounty hunters chasing me even in Arissa's space.
Perhaps the solution is to have the players help out in a mystery a la Community Goals, but the actual act of kicking the Thargoids' Nest is done by one of the lore characters. Sure, it's going to annoy those players who feel they are the Special One who changes the destiny of the Universe all by themselves and with nobody else's help but theirs alone, but on the other hand it does place these big events in the same category as the Supernova described here: something whose exact trigger happens completely out of the players' hands, but in this case the players have a say in making the trigger happen.
Read the blog post, pretty much agree. I keep coming back to the whole mile long, inch deep metaphor with ED. I know there are those for whom the game has plenty of depth, but for me, once the veneer comes off, the game is oddly shallow and sterile. The flight mechanics and combat model are great fun, and exploration is aesthetically pleasing at first, but once you've done any of these things for any length of time, boredom sets in. The galaxy just does not feel alive. The posts on galnet do not feel connected to the universe we fly about in. There are no characters, no stories, no emotional investment. Unless Eve-style, emergent, PvP gameplay appeals to you, Elite lacks a sense of adventure or discovery. There is nothing interesting or exciting out there to happen across.
I think it's a convenient get-out to describe PP as an MMO-style mechanic, too. Successful MMOs have oodles of content. They are not purely about PvP and emergent gameplay. Even end-game content like raids aren't PvP, and most MMOs have story and quest systems to play through long before you get that far. That shouldn't surprise anyone, because MMOs are trying to keep you playing for months or years. The number of hours you burn through in them is staggering.
I've said before but PP came easier to me because of my roleplaying background and as such gave me a much needed context.
It's funny because I consider it mostly my roleplaying/writing background that jars with Powerplay. It just feels disconnected and aimless. They'd have been better just giving us a picture and a bio without then making us deliver intra-galactic leaflets etc.. It makes no sense.
There do appear to be some quarters in this community who, and I say this with no ill will, are stuck in an 80's mindset re games and even Drew said he's not that much of a gamer.