Perceived unfairness, or how to make people angry.

Problem with PP is some powers have more pieces (players) to play with than others. I don't see how this creates for a fair and interesting game. Indeed, some powers started off with more controlled systems too.
 
It's DPS is better than anything else of that size against shields but not by miles. It's a hard weapon to get right because as soon as you fit multiples of them it can get a bit crazy. It does the job it was intended to do at the range it was intended to do it.

Im sorry the Archon Delaine weapon is practically useless A small Beam laser do a better job then the Cytoscrambler cause of its limited range
Allso since its a small slot item wich is supposed to be used for piracy with 500 meter max range u gonna need a nimble small ship wich means
you end up withou much cargo space at all.... So all in all this weapon is useless for piracy .... , on making weapons stick to factions just make
so you cant repair them unless you in the faction owning them.... That way they will slowly decay and waste away.
Another thing About Archon Delaine how about adding a bonus to STOLEN goods (wich is pirating) as we supposed to be a pirate power ,
compared to what we are now wich is a smuggling/trade power. (especially after the (nerf)Balancing)) of the black market bonuses we had...


Oh and sorry about my bad grammer . Im not english or american
 
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Mike Evans

Designer- Elite: Dangerous
Frontier
Yeah

Sucks to be a multi-million pound turnover software developer

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Yes, that is completely obvious, thank you for dumbing it down for me.

Perhaps you could answer my original question, which I'll dumb down for you in return: what is the practical difference between saying "we made a change that affects everyone, not a change that only affects one faction" and "we made a change that only affects one faction so far, purely coincidentally the faction that crashed and burned yesterday".

The difference is that in the second case you will see the same thing happen again and again for other powers in future where as the first case has already ensured that doesn't happen.
 

Deadlock989

Banned
Problem with PP is some powers have more pieces (players) to play with than others. I don't see how this creates for a fair and interesting game. Indeed, some powers started off with more controlled systems too.

Doesn't matter. If the "game" goes in a direction that FD don't like they'll just move the goalposts anyway. How the board was arranged at the start is irrelevant when no-one can predict next week's rules.
 
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Yes, that is completely obvious, thank you for dumbing it down for me.

Perhaps you could answer my original question, which I'll dumb down for you in return: what is the practical difference between saying "we made a change that affects everyone, not a change that only affects one faction" and "we made a change that only affects one faction so far, purely coincidentally the faction that crashed and burned yesterday".

You know what they say: Ask a dumb question...

They are not mutually exclusive statements. (You slipped up by including "so far", try again.)
 
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The power play weapons were always meant to be alternative weapons with unique traits that were not objectively better, just different. From a pure statistical point of the view the DPS and effectiveness of them have been tuned to ensure they're in line with similar sized normal weapons. I think the biggest gripe is that these weapons are actually on the smaller size which was by design. If there were large and huge versions of these things then I bet there wouldn't be such a backlash but then we'd also be making horribly game breaking weapons of god like proportions because their unique traits become too powerful at that level.

Thanks for your time Mike!
 
The changes to overhead affect everyone, not just Arissa. It's just that they focus on CC revenue flows for powers that are large in size, like Hudson and Arissa currently are.

That's as maybe, but the changes you brought here were extremely swift, in fact the very day they became apparent to most of us.

There has been a serious inbalance of ships in the game now since... well since forever, with the Empire getting all the good stuff, the Federation getting a joke ship, and the Alliance getting nothing. We've been on about that for ages. Even Empire supporting players have brought it up often. We hear nothing.

Then of course an Empire power gets the shields etc.

I am not saying there is bias at all. I know the development of Elite is ongoing. But sometimes it really does look as if there is.
 
The changes to overhead affect everyone, not just Arissa. It's just that they focus on CC revenue flows for powers that are large in size, like Hudson and Arissa currently are.

This doesn't explain why Hudson's overheads are exactly the same now as they were when Arissa was going down in flames with an overhead of 5,425. Whatever was done to fix Arissa's overheads has only affected Arissa's overheads. It may be the case that the intention is to affect Hudson's overheads as well, but this hasn't happened - at least not in this cycle. And that's the problem - it looks like Arissa was given a golden handout that no one else is qualified to get.

Basically right now it looks like the overhead calculation consists of two parts. if( power == Arissa ) {/*low overhead calculation*/} else {/*high overhead calculation*/}. Maybe it's simply a matter of the game caching old data and showing that to the players, but it still comes across as being massively unfair, because it looks like there's one set of rules for one group (Arissa) and another set of rules for another group (everyone else).

That's why I called this thread perceived unfairness. We're not privy to what actually happens - we can only judge by the outcome, and the outcome isn't flattering.
 

Deadlock989

Banned
The difference is that in the second case you will see the same thing happen again and again for other powers in future where as the first case has already ensured that doesn't happen.

Right, I get it. So it just looks like you only rescued one faction when really you've rescued them all, for all time.

Is PowerPlay a game that can be won, then? Pretty sure that win conditions are kind of integral to the definition of a "game".

Or is it some kind of perpetual struggle designed to illustrate a more philosophical premise?
 
... These weapons are also able to be used by everyone and not just the few that can afford the largest ships with the biggest hard points. At the end of the day power play isn't about grinding to get a module, the module is a bonus.

Unfortunately modern gaming is ALL about the grind for the best item. And PP is no different I’m afraid. ;)
 
Well, the beta was too short for testing it, also some feedback here in the forums was ignored. As a result of it we have a lot of players in pause-mode at the moment.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander CMDR Malkov!

We'll make sure that Archon does not suffer destruction because of any issues that the system experiences.

Hello Commander iAmLegion!

I can sympathize with the sentiment of your argument, but the fact remains that we (developers) do not want a system where players are able to unwittingly destroy their own power in such a short time, regardless of who the power is.

This really does not have much to do with power-to-power interaction - if your fellow supporters act more cohesively and with better strategy than those of Arissa's then you should still get the appropriate benefits.

At the end of the day, the powers were never going (or meant) to be completely fair in distribution and strength, it would make no sense. If everyone flocks to join the ranks of a single power, then that power is going to have the potential to dominate human space and crush smaller powers. This isn't a given though; effort and strategy play their part.

Make no mistake, there are a *lot* of supporters of Arissa Lavigny-Duval, making her a force to be reckoned (she certainly didn't climb the galactic standings of her own accord), but I know for a fact that Senator Torval's supporters, though much, much fewer in number, have been (so far) very effective, letting her "punch well above her weight".

Powerplay was created to support three ideas: character-based, larger scale interactions (this is additive - it does not replace the minor faction interactions), which is driven by players, and that has dynamic effects for all players to experience.

That supporters can, through sheer effort, strategy or brute force, change the outcome of these power struggles, is a pretty cool concept. And there are personal rewards for doing that, which we'll be keeping an eye on. But past this, what supporters of Powerplay are doing is defining a narrative that everyone potentially experiences, as all powers have various control effects.

Because in reality, power movement and interaction is dictated by Commanders, so Powerplay is, to a greater degree, simply a reflection of the ideals of the player base.

If you want your power to do well, then you need to work hard and encourage other Commanders to join you. Powers will live and die by the support of their Commanders and the actions of their enemies; you may not succeed, but regardless, you're always adding to the story.

Hope this info helps a bit.
 

Mike Evans

Designer- Elite: Dangerous
Frontier
Right, I get it. So it just looks like you only rescued one faction when really you've rescued them all, for all time.

Is PowerPlay a game that can be won, then? Pretty sure that win conditions are kind of integral to the definition of a "game".

Or is it some kind of perpetual struggle designed to illustrate a more philosophical premise?

See Sandy's post above but basically it's not about winning, it's about crafting a narrative that is under the control of the entire community.
 
Unfortunately modern gaming is ALL about the grind for the best item. And PP is no different I’m afraid. ;)

For that statement to be true that would have to apply to "ALL gaming". It doesn't apply to me...therefore it's false.

There is plenty of other examples too, but all I need to disprove your claim is written above. ;)
 
I can sympathize with the sentiment of your argument, but the fact remains that we (developers) do not want a system where players are able to unwittingly destroy their own power in such a short time, regardless of who the power is.
So is it a design flaw then? Sorry, but I'm having a hard time getting to the point.

See Sandy's post above but basically it's not about winning, it's about crafting a narrative that is under the control of the entire community.
Isn't winning the actual point of the individual powers' struggle? To me, this sounds more like you want to actually take away the freedom of control from the players, making PP more a smoke and mirrors affair.
 
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Deadlock989

Banned
See Sandy's post above but basically it's not about winning, it's about crafting a narrative that is under the control of the entire community.

Right, so the latter. Not a game. Thanks for clearing that up.

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you need to work hard

That sounds incredibly attractive. And here was me thinking I was playing a game for entertainment purposes, as some kind of break from working my fingers to the bone in the real world rat race.

Instead I'm being offered to the opportunity to "work really hard" to "craft a narrative" and "add to the story".
 
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I can sympathize with the sentiment of your argument, but the fact remains that we (developers) do not want a system where players are able to unwittingly destroy their own power in such a short time, regardless of who the power is.
Some kind of PP faction specific communication system would go a long way to reduce faction destruction to purely witting actions.


Sandro Sammarco said:
If you want your power to do well, then you need to work hard and encourage other Commanders to join you. Powers will live and die by the support of their Commanders and the actions of their enemies; you may not succeed, but regardless, you're always adding to the story.
Difficult without any way to encourage them in the game. Right now people have to rely on 3rd party sites like Reddit for anything resembling organization.
 
Powerplay was created to support three ideas: character-based, larger scale interactions (this is additive - it does not replace the minor faction interactions), which is driven by players, and that has dynamic effects for all players to experience.

That supporters can, through sheer effort, strategy or brute force, change the outcome of these power struggles, is a pretty cool concept. And there are personal rewards for doing that, which we'll be keeping an eye on. But past this, what supporters of Powerplay are doing is defining a narrative that everyone potentially experiences, as all powers have various control effects.

PP has great potential and my favorite part is how clearly influence shows on the galaxy map.

While I DO have a lot of opinions about mainly the rank, merit and payment system the one main oddity for me is the following:

As an Empire supporter for Arissa (because I genuinly LIKED her political stance) we can go to a FED or ALL controlled system, prepare it for expansion and take it over for our Empire political faction.

Now, the Emperor is still in power and regular diplomacy and politics are in effect. YET, our PP faction is allowed to impose faction laws and ultimately IMPERIAL laws on systems ruled by another major power.

Should not the major factions have EXTREME issues with a foreign power pushing their laws on their citizens. And what would the implications be to a PP faction when the (in this case) Empire get into a diplomatic incident due to what the Emperors relatives are doing?

It would be like France or Russia changing local state laws in South Carolina and USA allows it but is technically still in charge.
 
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Omg developers actually communicating, I must be day-dreaming...

Thank you for coming out and addressing some of the concerns of the playerbase.

"If you want your power to do well, then you need to work hard and encourage other Commanders to join you."

Please tell me how can I work hard to get into enemy faction players' solo modes so I can stop them? Tell me how to convince other players to join Archon when we are the punching bag for in-game moral high grounds and have Cytoscrambler as our faction weapon?

"It's about crafting a narrative that is under the control of the entire community."

Allow me to paraphrase: "it's about crafting a narrative that is under the control of the entire Solo community."



"See Sandy's post above but basically it's not about winning."

...

...

No wonder why I question pretty much every decision by FD... the fundamental philosophy of this franchise and developers are completely anti-PvP/competitive play...

So much for blazing one's own trail...
 
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