Answers from the devs #2

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How does the game calculate where to place you back in supercruise after an interdiction? Is it back to where you started to be or where you failed/submitted?

Wherever you are in normal space when you engage the frame shift determines where you will be in supercruise, and when you drop from supercruise your location there is used to determine where you are in normal space. However, because the scale change is enormous (the frame shift drive does a great job at compressing space!) there is an amount of uncertainty during the the transition. Of course, the acceleration and speed ships are capable of reaching in supercruise makes short work of any difference!
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Yay ! It happened to me that i was interdicted once like 5 or 6 times at a few light seconds of a station by a hateful NPC, and i could never reach it because after each submit/supercruise i was always farther than before.

I'll just remember that some NPC are so grievous that they can stick me in an endless loop of interdiction until i break it by ramming them to a B-rating death
 
According to some members of the community, Solo players should have a limited or no effect on Powerplay - or, alternatively, playing in Open should offer Powerplay bonuses. Is this something you are considering?

No. For us Solo, Groups and Open are all valid and equal ways to play the game.

It makes me incredibly angry that they would ruin a great game with this unrealistic view.

Does the background sim take system economy (health and type) into account when determining NPC cargo?

We are constantly looking at ways to refine our in-game systems. At the moment the AI archetype determines the amount of cargo they are likely to carry and the cargo is based on the economies of the starports in that system. Certain high value goods are excluded.

Wow. They purposefully leaving out high value goods making pirating CMDRs the only viable pirating activity.
 
Hi Zac, thank you for this thread. Very heartening to see FD providing more info.

I'm sure others have already noted their opinion on this, but the Open/Group/Solo thing is distressing. They absolutely are not equal ways to play the game, especially with PowerPlay. The most efficient way to advance your faction is in Solo or Private Group, driving more and more players away from Open. It seems more and more that Open is the red-headed stepchild mode, and that is a great shame. Many of us came here looking for an online, social experience, and your attitude on this issue is puzzling.

Please don't look merely at hours logged to see which modes are most popular. I play a lot in Solo simply because it's the most efficient way to grind my PP merits every week -- I can alt-tab every half hour to pick up cargo, then run it once I'm full. I value my time logged in Open 10x that which I play in Solo.

You just don't like to hear this;...been discussed for a thousand pages? Effectively they are regarded as equal; also don't forget Solo and groups work much better in this game using P2P...
 
Just to counter all of the frowning faces and grumping about the solo/group/open statement - I'd like to express how HAPPY I am at the statement. Thank you Zac (cheque's in the post).

That's right Julissa Silver; I'm very HAPPY at that statement....+1 for the hell of it.
 
With this "Answer from the Devs," I quit Powerplay.

In every post I make I try to be courteous and respectful, but your theory about balancing Powerplay simply sucks. And it kills me because I was looking forward to Powerplay more than anything else in this game. I am so disappointed. It makes for terrible role play, and I'll tell you why.

I quote:

"Currently it's more "profitable" from a merit-earning perspective to commit hostile actions in the territory of other Powers than to support your own Power's growth - unless you're willing to spend substantial credits on non-combat Powerplay actions. Are there any plans to change this, or is this working as intended?

Powerplay allows the background simulation to dynamically change on a much larger scale than interactions with minor factions. These changes are generally at their most interesting when they involve conflict – that’s partly why the premise of Powerplay is about territorial control; conflict is a great way of generating drama. With this in mind, we’re happy that hostile actions are incentivised."--- FD


I did not join Senator Petraeus because I want to shoot at Hudson or Winters. I JOINED SENATOR PETRAEUS BECAUSE I'M FOR SENATOR PETRAEUS! I want to BE for somebody--that's the HEART of roleplay. I don't want to simply be AGAINST someone and that's what dominates my roleplay. Why do I only get 1 merit for shooting down an enemy ship in an invasion area that is valuable FOR Petraeus.

Please take a step back and think about this proposition for a minute.

You get 15 merits for shooting down an enemy Adder in a random hostile system. You get 1 merit for killing an Anaconda in an invasion area that's highly valuable to the expansion of your power.

You get the same reward for killing 15 Anaconda's in the service of your Power that you do for merit farming in a random system. Who could POSSIBLY think that even enters into the realm of common sense?!

Are you SERIOUSLY going to argue to me that the adder I killed in the random hostile system was 15 times more important to destroy than the Anaconda in the system we are taking over? And you're going to argue that this balance system is an INCENTIVE for meaningful combat experience?

But let's be fair--the reason FD cited this balance choice was "we are happy that hostile actions are incentivized." In other words, who cares that it's senseless? It's more fun with hostile combat incentives. I'm sorry but Roleplay is more than PEW PEW. Frontier, if you want Powerplay to be fun without it making sense, it will be neither. You have to BELIEVE IN WHAT YOU'RE DOING to make roleplay fun. And how could someone believe in something so senseless?

Besides, please do tell me how getting 1 merit for killing an Anaconda in an invasion area incentivizes combat?

*sits back with popcorn and waits*

No? Oh, maybe you mean PVP combat? So what about the overwhelming majority of undermining farmers that are sitting in "Solo" mode to make bank off the system? Have you ever spent time trying to "catch" the underminers in the act? I invite you to try.

*sits back again*

Still nothing?

Maybe you mean conflict between the Powers? That's gotta be it. FD wants the drama of the Powers fighting over the same turf.

Turf that can't be invaded? Turf that can't be "warred" over because of the fictional cold war? Turf that players simply use to stage hit run run attacks on NPC eagles and haulers? That's the FD concept of a dramatic struggle between powers? Newsflash: 80% of the undermining being done is not to benefit a power--its for merit farming.

Weak. And also not roleplay. And the worst part of all? Working as intended.

Yes and what your seeing will work even better as time goes on.
 
It makes me incredibly angry that they would ruin a great game with this unrealistic view.



Wow. They purposefully leaving out high value goods making pirating CMDRs the only viable pirating activity.

There's a perfectly good reason for this: gamer bias.

If you know the best way to make money is trading rares, you'll trade rares. Players do this but NPC's don't, because NPCs are assumed to be part of the working economy. Players are opportunists looking to get rich and (at present) have very little gamerish stake in economies running smoothly.

If you're an NPC pirate, the only way you know if a ship has rares is scanning it. As a player pirate, you can guaran-damn-tee a player trade ship is carrying precious metals or rares.

Plus, any trade ship carrying valuable stuff is realistically going to have an escort wing. I imagine if that were to be implemented, the restriction on NPC traders carrying valuables would be lifted, because the risk = reward.
 
Currently it's more "profitable" from a merit-earning perspective to commit hostile actions in the territory of other Powers than to support your own Power's growth - unless you're willing to spend substantial credits on non-combat Powerplay actions. Are there any plans to change this, or is this working as intended?

Powerplay allows the background simulation to dynamically change on a much larger scale than interactions with minor factions. These changes are generally at their most interesting when they involve conflict – that’s partly why the premise of Powerplay is about territorial control; conflict is a great way of generating drama. With this in mind, we’re happy that hostile actions are incentivised.

This tells us NOTHING and doesn't properly answer the question that was asked. The problem is this, as a Delaine Supporter our expansions are done through combat. So we gotta fight in resistance pockets. However in a Resistance Pocket killing a small ship like an F63 Condor, Imperial Fighter, or Eagle is worth 1 Merit, Killing an Anaconda or Python is also worth One Merit. This is incredibly stupid and encourages players to NOT expand their own power. Because we can go to another power's expansion system and just shoot down their Supply Vessels by interdicting them in supercruise and get 15 Merits PER KILL. This is way faster & easier than fighting in resistance pockets.

So my question is this, I understand that you want conflict that's cool, but are their any plans to fix the obvious merit discrepancy in powerplay conflict zones for expansion vs the merits earned from undermining? It's fine if you wanna make simple ships like eagles one merit but in non powerplay combat zones its more valuable to kill anacondas will we ever see this in powerplay? Will an Anaconda ever be worth more merits than an eagle in a conflict zone so that fighting in these powerplay combat zones is actually worthwhile for merits?
 
More diversity is awesome, I need that.

Gamescon spotlight however would be wasted if that would be only that. Also considering David's comment that they have been working on it for long time....Tailoring of ED is hugely needed, but it's clearly not long term task, it's something they can and will do day-by-day.


Yes, but what if they released a huge asset update with numerous new space structures like what I mentioned and more, and ships like... large tankers and destroyers and large military troop transports, battelcruisers, but also tugs, repair and maintenance vessels etc. etc.
+ also missions that go with these new structure types and vessels.

I think such a massive enrichment of the Elite universe would be more than worthy of a Gamescon announcement.
I believe it would be spectacular.
 
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It's just not (his) multiplayer...

Allow me to adjust your phrasing.

It's just not (their) multiplayer.

I easily represent a major portion of the player population that seeks functional multiplayer mechanic.

And if we are to play the "he just wants the game to be played his way."

Then I can easily claim that you are merely defending the current "multiplayer" because it is how you prefer it to be.

See what I did there? Don't play semantics with me, I excel in them.

- - - Updated - - -

Yup; its just not the answer those people want...

It's great that your play style is currently favored by FD, but if you really want to express that you have sympathy for people, perhaps you should address disenfranchised players just a little differently.
 
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