I just want to thank you guys for interacting on the forums like this.
It is extremly valuable for several reasons and I hope you continue.
Just don't forget to work on the game![]()
I personally am quite active on the forums and always have been
I just want to thank you guys for interacting on the forums like this.
It is extremly valuable for several reasons and I hope you continue.
Just don't forget to work on the game![]()
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.
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".
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.
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 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.
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.
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.
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.
... 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.
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?
Unfortunately modern gaming is ALL about the grind for the best item. And PP is no different I’m afraid.![]()
So is it a design flaw then? Sorry, but I'm having a hard time getting to the point.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.
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.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.
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.
you need to work hard
Some kind of PP faction specific communication system would go a long way to reduce faction destruction to purely witting actions.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.
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.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.
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.