Powerplay Is powerplay dead?

They need to link it into the mission system so you can do a variety of activities for your power in order to undermine/fortify/expand

Missions in yellow on the board.

Could even make them vastly more likely to have the rarer/most useful mission only engineer commodities as rewards for bonus points.

That'd take a lot of work, but I know it would get me way more interested in it.

To 100% drag me in though, they'd have to find some way of making the "geography" of the power map actually make a real tangible difference. Not sure how exactly, but hey, I'm no designer.

I really hope they manage to get this thing working a lot better, it has the potential to be the mid/late game content that would keep people interested and playing the game beyond having all the credits and ships they want.

This... so much this

Add incremental rep gain in BGS for trade routs also
 
Whilst i am having a powerPlay Moan, something else that really bothered me to the point of shouting at my screen/FD, was when in a Haz Res or High Res or any Rez/Comp Nav Beacon, you got rival Powerplay factions pop up at these sites that where CLEAN, but they targeted and attacked you (Whilst aligned to other PP Factions) and you could not attack back as they STAYED CLEAN even though they attacked you, who was also clean, so if you did defend yourself you became wanted, so immediately you became an Insta Target for security (Res site Dependant).

You only option was to get out!!!!!

Utter Nonsense FD

I have to agree with Wasp on this one. It's extremely annoying to be fired upon first and the attacker stays clean but as soon as you defend yourself, your listed as wanted. I'm hoping this little quirk gets fixed, it would be nice to earn merit points and maybe claim a bounty for destroying your attacker rather than end up with a bounty on your own head and being attacked by the system security.

Another thing I have found recently when in a Federation system, I am being interdicted by Federal Navy ships. What the hell for? I'm pledged to the Federation.
 
Hello CMDRs!

Everyone seems to be on the same boat here. However, I must speak for those who partake in PP for different reasons. I have been aligned with Aisling Duval because I wanted to support her values, mostly to free systems from slavery. Of course Prismatics were another reason.

That being said, FD have to work on the implementation for PP and I'm glad that they are addressing some of the problems now, such as 5C. In a 'real life' context, it makes little to no sense that a bunch of CMDRs prepare loss making systems without any intervention from the power's leadership.

Another issue for me is the lack of scale. What I mean is that there several powers who, in many cases, are backed by a sizable fleet, which unfortunately are nowhere to be seen. I hope FD will be able to implement a feature that takes this fact into consideration.

Fly safe CMDRs!

CMDR Enio Ruccio
 
OP, the real question would be "was it ever alive ?" IMHO. PP was a bad idea poorly implemented and never maintained.
But consider yourself lucky mate and think of all the CQC fans who can't even access the game due to a disastrous matchmaking and the lack of bots.
The end of season 1 was really a catastrophic move in terms of game design. Season 2 is better though (so far).

Yep... It was ...
 
OP, the real question would be "was it ever alive ?" IMHO. PP was a bad idea poorly implemented and never maintained.
But consider yourself lucky mate and think of all the CQC fans who can't even access the game due to a disastrous matchmaking and the lack of bots.
The end of season 1 was really a catastrophic move in terms of game design. Season 2 is better though (so far).

I 90% agree with you on this statement Leo, but the other 10% say that it was a Good Idea, but poorly implemented and has never been maintained. The concept is good and with a dedicated team behind it to completely strip it down and a fresh start it may (Word is MAY) just work, and become a good alternative way of playing ED.
 
The tasks in Powerplay aren't fun and too limited, there's not much MMO collaboration among players and Powerplay itself feels too much like a game of Risk. This must improve to make Powerplay worthwhile.

We must see the changes that happen in every system affected by Powerplay. We need deeper interaction with NPCs and e.g. epic battles around space stations and other structures.

Players have too little vested interest to grind for a power when they can't see the results and changes in a system. The only gain that players get are statistics and credits.

Beyond making Powerplay tasks and such FUN, the multiplayer experience and sandbox of ED must be a lot deeper.

Eve Online has large player-run corporations (guilds) which have been collaborating and waging battles against each other for many years. The main driving force is that it's created and owned by players.

There is real-vested interest in the corporations (guilds, powers), because the players chose the name of the corporation, the players built the stations, fleets and the players wage wars or trade with each other to maintain or expand their corporation's territory. When people have something that they created themselves then they'll care much more about it.

In Elite Dangerous the players have little control over the pre-created powers. Players cannot start their own minor power (corporation, guild), cannot build or control stations, cannot trade their items or pool-resources, cannot build or manage fleets, cannot control territory, cannot make a chatroom or do any deep MMO gameplay which has motivated hundreds of thousands of players to keep playing Eve Online.

This is why so many players who got the biggest available ships get bored. They can't spend their stockpiles of credits on their own corporation, because the current game-designers in charge of ED won't let them. However, if you make it possible for groups of players to build their own guild/corporation, to own and manage their own territory in some way, the deep vested-interests will surely bring many players back to ED. That will motivate people to play for years.

When a system state changes player should see and feel those changes when they travel through the system. Now it's mostly textual and some numbers which is not immersive.

I think the main problem is that players are restricted too much by Fdev. Like we cannot freely trade with other players or set up player managed factions, own space territory, bases etc.


Multiplayer IS the worst aspect of Elite Dangerous. It lacks basic MMO features to facilitate deep multiplayer.

What's needed is chatrooms, guilds, group finder, multiplayer missions. Multi-crew will be a major improvement, but the other stuff is also important.

The NPC encounters, interdictions are too shallow. They say too few lines and it's always about cargo. Players must have multiple ways to respond to NPCs.
 
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I 90% agree with you on this statement Leo, but the other 10% say that it was a Good Idea, but poorly implemented and has never been maintained. The concept is good and with a dedicated team behind it to completely strip it down and a fresh start it may (Word is MAY) just work, and become a good alternative way of playing ED.
In one of the semi-recent streams sandro was asked: "If there's one thing in the game you could do over, what would it be?"
His answer: PowerPlay

Honestly, I think once FD's laundry list isn't a mile and a half long, they'll revisit PP.
But it will likely be a few years before that happens.
 
In one of the semi-recent streams sandro was asked: "If there's one thing in the game you could do over, what would it be?"
His answer: PowerPlay

Honestly, I think once FD's laundry list isn't a mile and a half long, they'll revisit PP.
But it will likely be a few years before that happens.

Aye, Powerplay needs work.. lots of things do sadly :(
 
Power Play could have been (and still could be) amazing, but it was the moment it was added because the gameplay and end-goal wasn't compelling or sustainable. And perhaps mostly because PP was and is a seperate, aloof, and abstract layer that is divorced from the main game. This resulted in a simplistic 2 mission grind mechanic that feels artificially overlayed like a layer of rigid slime.

It's almost like they wanted to add a new game mode that had minimal impact on the main game, while still coexisting with it. What did they think would happen? It's basically a PVE version of CQC. A graveyard because it's almost irrelevant to the main game.
 
Power Play could have been (and still could be) amazing, but it was the moment it was added because the gameplay and end-goal wasn't compelling or sustainable. And perhaps mostly because PP was and is a seperate, aloof, and abstract layer that is divorced from the main game. This resulted in a simplistic 2 mission grind mechanic that feels artificially overlayed like a layer of rigid slime.

It's almost like they wanted to add a new game mode that had minimal impact on the main game, while still coexisting with it. What did they think would happen? It's basically a PVE version of CQC. A graveyard because it's almost irrelevant to the main game.

I probably won't get much agreement here, because everyone on this thread is burnt out on Power Play as it currently exists. Your assessment of PP is fairly accurate, but I'd argue that FDev never intended it to be as monotonous as it currently is, or rather, FDev never intended it to have as much player participation as it did for the first year.

Remember the Beta mechanics? Internal competition for Power Ratings, with CG-like percentage based rewards for varying levels of contribution; No salary; and FDev/GalNet authored stories depicting the political influence and machinations occurring in Power Play.

That original concept was the definition of 'end-game' and 'team PvP'. Sure, actual PvP wouldn't reward you, but you got to wave a flag and blow up other ships with opposing flags. And because only those rich, loyal, or with time on their hands would participate, you'd know every pledged CMDR in Open was fair game. That is something I wish we got to play for a couple months before they took it back to the drawing board. There simply would not be any grinders, because all the weapons would be both difficult to get, and mostly useless. So you'd wind up with saboteurs and loyalists in every Power, guiding as they saw fit, and there would not likely be any Power with 'unstoppable' expansions. That could have been fun, even with current (limited) mechanics.

After FDev caved to the beta feedback demands for salary and reducing internal competition, nearly all of the mechanics had to change over the next 5 months to make it functional. Hell, 18 months in, we're still at the point where the basic mechanics have to change for PP not to be a frustrating and highly exploitative mess.

I'm not saying FDev's Beta version of Power Play was the best meta-game ever, but it would have remained limited and running in the background for most CMDRs. It wouldn't have drowned out the entire human bubble in coloured political alliances.

As for sustainability and dynamism? If you still had to pay funds to fast-track fortification, and you did not get any reward for fortifying, would anyone have ever fortified a system further than 60Ly away from HQ? Maybe, but clearly not to the repeated amount or the prep numbers we've seen over the past year.

Power Play didn't fail because it wasn't thought out, it is failing because they've hot-patched a meta-layer built for 1% of the gaming community so it's appealing to 90% of it, and then had to back-track to patch easily exploitable and abusive mechanics when you take in that other 89% of players.
 
Do you really think 90% of people have been attracted to PP? I think that is optimistic.

Granted, it's designed to appeal to greed, but the problem is that it only factors in greed for the payday and not the process. People should be paid for each Merit earned. Not the other way around. Otherwise it creates a negative incentive system where people game the tiers and not the game itself.
 
To answer the title of the thread, yes. At least it certainly *seems* dead to me. I've been allied to Prismatic Duval for a couple of weeks now and there hasn't been sight or sound of other power playing CMDRs, no interesting interactions or anything. Without these interactions the whole thing seems pretty boring and pointless, grinding and fighting weak NPCs

Bit of a shame, but I'm in the 'good idea, needs a load more work' camp.
 
@UnhappyDev: have you tried co-ordinating wings and things via Discord / Trello? In Powerplay a lot of activities are done that way.
 
@UnhappyDev: have you tried co-ordinating wings and things via Discord / Trello? In Powerplay a lot of activities are done that way.

Hi, well I have been following the trello objectives as I'm trying to give PP a fair go. But (for example) I tried undermining in Namab last week, it was being expanded into by Yuri Grom. I could see the expansion/opposition numbers changing a lot over the week but there were never any CMDRs around undermining etc. I suspect that a lot of work is being put in by grinders in solo mode.
 
Hi, well I have been following the trello objectives as I'm trying to give PP a fair go. But (for example) I tried undermining in Namab last week, it was being expanded into by Yuri Grom. I could see the expansion/opposition numbers changing a lot over the week but there were never any CMDRs around undermining etc. I suspect that a lot of work is being put in by grinders in solo mode.

You do get a lot of Solo players (myself included, mainly due to poor PC and internet). I don't know how the bigger powers are structured but for me in Antal we friend request each other (after seeking each other on Reddit / Discord) so we can see who is winging, or out and about. From here its easier to get the interaction with others, even if its just a 'o7, hows things?' type of message. Once you have a fair network of PP guys it gets quite fun co-ordinating, especially on Wednesdays (or Thursday mornings!)

I think with Aisling (being one of the larger powers, player number wise) things are different in that you have several player groups who co-ordinate between them, while outside these groups the vanilla Aisling 'shell' has no real interplayer communication going on. You might want to join one of these groups to get more out of Aisling.
 
Powerplay is good fun when you are interacting with your fellow pledges. It is even better when you are interacting with the opposition.

Best place to do that is at expansions or prep wars.
 
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Powerplay is good fun when you are interacting with your fellow pledges. It is even better when you are interacting with the opposition.

Best place to do that is at expansions or prep wars.

Yup - this is the only part of power play that I miss. Wings earning merits and coming across enemy CMDRs - didn't always lead to a fight, but it was always a rush.
 
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