Well then ouch. I'd sue.
For assault, yes I should consider...
Well then ouch. I'd sue.
Well since you asked, aren't you code guys from EVE?I wonder what kind of trolling should I expect next...
Hello Commanders!
We have no problem with powers failing, but we want to make sure the reasons are sound and focus it more on power conflict than powers becoming arbitrarily too large.
Good to see acknowledgement of this; I really feel like the in game communications needs to be completely overhauled tbh. I don't think you will ever see the full potential of something like PP realised if people can't plan without visiting forums and subreddits. As cool as it may be to see such effort going in to planning like that, surely you can understand how frustrating it is to see their effort come to nought because the only people who are going to see it are those frequenting the forums and subreddits?There are valid points about the ability for supporters to communicate and plan together, this is something I'm interested in exploring, much as I love seeing various threads exhorting various strategies for particular powers (absolute kudos for the folk that do this - I think it's brilliant, and much of the time, their plans are bang on the money).
I don't understand this sentence. I may be misreading it (more than likely) but it seems to be a contradiction.
Hello Commander Cadoc!
Sure, some powers currently have easier ways of progressing and yes, we'll be looking at it over a longer term to see what kind of tweaks might be necessary. And if particular modules become problematic, being too poor, too good, innapropriate etc. then we'll make adjustments if we feel they will improve things.
But to be clear: we're not interested in evenly distributing Commanders amongst the powers or having a completely equitable set of options. It's not up to us to make them choose, or choose their level of involvement.
If the player base runs purely off of mercenary ideals, that's fine, they'll get the kind of galactic geography it leads to. If some powers die and others become enormous, that's fine - it's players affecting the geography of human space for the interest of all.
There are valid points about the ability for supporters to communicate and plan together, this is something I'm interested in exploring, much as I love seeing various threads exhorting various strategies for particular powers (absolute kudos for the folk that do this - I think it's brilliant, and much of the time, their plans are bang on the money).
In short, we're aware of various concerns. Powerplay is an ongoing system we think adds to the completeness of the game, that we'll continue to support.
However, it's certainly not the be all and end all of the game, not a "direction" we are moving in, not something you have to take part in (much like you don't have to play any particular role in the game) even though you may well experience the consequences of it. It's an addition to the background simulation.
And of course, it's not a crime to disagree with us! We can't all like the same things - life would be very boringI would simply ask that we try to remain civil - there's never any need for poor manners, and no gain, either: we'll simply ignore people who are rude or mean, regardless of what they're saying and who they're saying it to.
Hope this helps!
The ALD status was entirely due to (successful, if misguided) expansion and had nothing to do with conflict. There is no contradiction; powers failing for arbitrarily becoming too large is not a valid reason to fail (instead, it would face contraction as it cannot support its own weight, which happened/is happening).
The ALD status was entirely due to (successful, if misguided) expansion and had nothing to do with conflict. There is no contradiction; powers failing for arbitrarily becoming too large is not a valid reason to fail (instead, it would face contraction as it cannot support its own weight, which happened/is happening).
So it failed due to inherent problems with the game mechanics and needing external 'fixing'? Or are players not doing properly/ exploiting it?
I'm not trying to be critical or belligerent, I'm genuinely interested in the detail. If intervening makes the game better and make more sense then what would seem to be a valid and useful.
But it does feel a bit like 'The Adjustment Bureau'
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.
In the design brief, I think that a power failing due to just size increase, rather than opposition* was not an intended outcome. If the mechanics were not fit for purpose, they were to change; no more and no less.
*(I would like a definition or clarity on this, as if ALD had more opposition in her expansions, the power would not have hit the turmoil - in fact the opposition to expansions actually saved other powers from it).
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.
Hello Commander Colonel North!
To put it another way: we don't think that brick-walling into insurmountable and extreme system overheads which cause the power to fully collapse is a valid way for powers to fail.
Powers slowly collapsing due to over-expansion is reasonable, and powers collapsing because they are attacked by other powers is fine.
Hope these definitions help a little.
Hello Commander Ixaxaar!
With the obvious caveat of no guarantee, no ETA, yes, I also believe that communication is key. I love the forum posts though because it reassures me that folk totally get it and make plans. I also think they're really interesting reads.
Hello Commander Arry!
Hey, I'm not ignoring you now!
We take each post on its own merits: when people are reasonable and polite, we listen. Unfortunately, much though I'd love to answer all questions, there simply isn't the time.
Hello Commander Colonel North!
Yes, in the main, this change is because we didn't really like the results of our overhead formulas, which were simply too sharp and potentially catastrophic. This was compounded by the fact that there are no brakes or warnings on expansion when a power is at a critical tipping point: we can't really blame players for doing silly things if we give no warnings.
This second point we hope to address in the near future by adding safety restrictions on expansion (see Zac's PP thread: https://forums.frontier.co.uk/showthread.php?t=163495 ).
Hello Commander CaptainKremmen!
Note that even in that description, the winning is applied to the Power, not Commanders directly. For the powers yes, it absolutely is about winning, and domination, and seeing their enemies driven before them, and hearing the lamenta-- *cough* right, well, yes.
And Commanders can share that glory and get personal rewards from it.
But at the end of the day, the Commander does not "win" when their power is riding high in the galactic standings, nor do they "lose" if their power is vanquished. Life goes on. As I heard in a song once, "the race is long, and, in the end, it's only with yourself" (Goodness, that's showing my age...)
My personal opinion is that there is a very important reason that Powerplay runs in cycles: if it didn't it would be completely unreadable, technically incredibly challenging and in all likelihood impossible to affect in any meaningful manner.
Cycles allow Commanders to read the situation and gives everyone the same amount of time to plan, act and react.
You are, of course, entitled to dislike Powerplay - that's cool, horses for courses and all that, I'm just explaining some of our choices.
Hope this helps.
Hello Commander Colonel North!
To put it another way: we don't think that brick-walling into insurmountable and extreme system overheads which cause the power to fully collapse is a valid way for powers to fail.
Powers slowly collapsing due to over-expansion is reasonable, and powers collapsing because they are attacked by other powers is fine.
Hope these definitions help a little.
Hello Commander Ixaxaar!
With the obvious caveat of no guarantee, no ETA, yes, I also believe that communication is key. I love the forum posts though because it reassures me that folk totally get it and make plans. I also think they're really interesting reads.
Hello Commander Arry!
Hey, I'm not ignoring you now!
We take each post on its own merits: when people are reasonable and polite, we listen. Unfortunately, much though I'd love to answer all questions, there simply isn't the time.
Hello Commander Colonel North!
Yes, in the main, this change is because we didn't really like the results of our overhead formulas, which were simply too sharp and potentially catastrophic. This was compounded by the fact that there are no brakes or warnings on expansion when a power is at a critical tipping point: we can't really blame players for doing silly things if we give no warnings.
This second point we hope to address in the near future by adding safety restrictions on expansion (see Zac's PP thread: https://forums.frontier.co.uk/showthread.php?t=163495 ).
Hello Commander CaptainKremmen!
Note that even in that description, the winning is applied to the Power, not Commanders directly. For the powers yes, it absolutely is about winning, and domination, and seeing their enemies driven before them, and hearing the lamenta-- *cough* right, well, yes.
And Commanders can share that glory and get personal rewards from it.
But at the end of the day, the Commander does not "win" when their power is riding high in the galactic standings, nor do they "lose" if their power is vanquished. Life goes on. As I heard in a song once, "the race is long, and, in the end, it's only with yourself" (Goodness, that's showing my age...)
My personal opinion is that there is a very important reason that Powerplay runs in cycles: if it didn't it would be completely unreadable, technically incredibly challenging and in all likelihood impossible to affect in any meaningful manner.
Cycles allow Commanders to read the situation and gives everyone the same amount of time to plan, act and react.
You are, of course, entitled to dislike Powerplay - that's cool, horses for courses and all that, I'm just explaining some of our choices.
Hope this helps.
But surely you see that the people who take the time to analyze, debate, and suggest these strategies don't want to broadcast them to the entire community on the forum?
Hello Commander Ixaxaar!
With the obvious caveat of no guarantee, no ETA, yes, I also believe that communication is key. I love the forum posts though because it reassures me that folk totally get it and make plans. I also think they're really interesting reads.