Modes What is Sandro playing at?

Status
Thread Closed: Not open for further replies.
PP doesn't hide anything. Its just incredibly repetitive boring gameplay, possibly in the future that repetitive gameplay will be restricted to open.

But if it does go open only, then i hope it does hide away in open, and has zero impact on those in PG/solo. I've even gone so far as to say that Li Yong's discount shouldn't apply in PG/solo and the other power effects. If its going to go, it should damn well go.

I actually agree with you, and have put forward several ideas to make being in a power actually worthwhile as long as you stay within it.

We will simply have to agree to disagree on
possibly in the future that repetitive gameplay will be restricted to open
part though- user experience may vary and all that.
 
Yep, and when PP does go to Open, give PvE players their cooperative Open PvE in exchange. It's the right thing to do.
 
PP doesn't hide anything. Its just incredibly repetitive boring gameplay, possibly in the future that repetitive gameplay will be restricted to open.

But if it does go open only, then i hope it does hide away in open, and has zero impact on those in PG/solo. I've even gone so far as to say that Li Yong's discount shouldn't apply in PG/solo and the other power effects. If its going to go, it should damn well go.

Seems like a waste of dev hours. Left them do this little fix and be done with it.
The hole thing is a non issue for those that don’t do Poweplay. Exept for those that like PvE in open. For them it’s good news.
 
If we are gonna make broad analogies and lump people into certain catafories then I firmly lump you into the one that beat the drum for harsher punishment on murder hobos and to bring back the KWS. To change the ability to pay off fines etc.

The only problem with that is that I have *never* posted on the subjects of harsher punishment for murder hobos, nor on the subject of the KWS (I've never equipped one, BTW), nor the ability to pay off fines. But please, feel free to attack me for other figments of your imagination.
 
PP doesn't hide anything. Its just incredibly repetitive boring gameplay, possibly in the future that repetitive gameplay will be restricted to open.

But if it does go open only, then i hope it does hide away in open, and has zero impact on those in PG/solo. I've even gone so far as to say that Li Yong's discount shouldn't apply in PG/solo and the other power effects. If its going to go, it should damn well go.

I'm with you, if it goes then all of it goes - even the modules need to be open only locked.
I don't want to see PP toys in a PG. They should get unequipped the moment the player changes mode.
 
Or maybe FDev is revisiting parts of the game they want to improve.

Removing player size limits and adding a restrictive PvP flagging system option for PG's would go a loooooooooong way in improvement, too.

I don't exactly see them rushing to do that, however.

C&P is still a messy implementation as well. Remember all the outcry? Still going on as it was before by both PvP and PvE.

What exactly are they "improving", again?
 
Or maybe FDev is revisiting parts of the game they want to improve.

Yeah, i think Sandro really wants PP to succeed and is willing to try anything to make it happen.

Shame PP at its core is fundamentally flawed and its basically terribly boring gameplay (at least for me). People are still going to have to grind like crazy shifting stuff to and fro to maintain their power, and ultimately, it becomes a game of running to stay in a single place.
 
Or maybe FDev is revisiting parts of the game they want to improve.

Have you looked at the Power Play section of the forums?

Loads of great suggestions on how to improve Power Play, without going anywhere near the mode system.
All being ignored, because forcing it into open seems to be the priority - which doesn't fix the core issues with it.

This whole idea has nothing to do with making Power Play better (because they'd do some of the great ideas in that section of the forums),
it's just a way to attempt to nudge more folks into open that don't actually want to be there.

I think this will harm Power Play more in the long run, than fix anything.
 
Have you looked at the Power Play section of the forums?

Loads of great suggestions on how to improve Power Play, without going anywhere near the mode system.
All being ignored, because forcing it into open seems to be the priority - which doesn't fix the core issues with it.

This whole idea has nothing to do with making Power Play better (because they'd do some of the great ideas in that section of the forums),
it's just a way to attempt to nudge more folks into open that don't actually want to be there.

I think this will harm Power Play more in the long run, than fix anything.

I don't think it's about moving players around, but attracting new players and improving QoL for existing players overall (ie more wins than losses). I do agree it's not about power play directly though, it's just the sacrificial lamb.
 
I don't think it's about moving players around, but attracting new players and improving QoL for existing players overall (ie more wins than losses). I do agree it's not about power play directly though, it's just the sacrificial lamb.

Yeah, i think you are right. There might be a desire to see more people in Open in general, but i think the driving force is just more people doing PP.

They have listened to people for years about the issue of PP being available in all modes and are now perhaps thinking this is an low cost way of seeing if the change will make a difference in player numbers. Low cost at least from an implemntation standpoint. It remains to be seen what is the cost in other terms.
 
Is it wrong/right that as a predominantly PVE player all I want is a non Ganky open PVP mode, to play in instead of PVE.
(The continued lack of anything useful in the CP setup is the main culprit for this.)

That IMO will kill off the PVE/PVP my Dad is better that your Dad situation for good.

Leaving us with a clear open vs solo situation :) much easier to work with.
 
They don't have to listen to forum drivels, they've got telemetry data to know exactly how many players chose Open or Solo (PG). Maybe I'm totally wrong and also caught in my own echo chamber, but what I've gathered from the forums is that there's still an overwhelming majority that prefers to avoid Open, even a lot of those who are pro PvP in other games. PvP has a lot of structural shortcomings that are partially unavoidable due to technical limitations. How this will be solved by pushing more people into is a mystery to me. I'd rather expect the whole idea pounding the last nail into the coffin for PP.

The telemetry will tell them people are not playing in open, or that people are not playing PP. The forum drivel can give a hint as to why, if they can filter out the hyperbole, misdirection, and lies.
 
LOL this stuff is hilarious.

I've been involved heavily with PP since I started Elite - well beyond the level of most of the folks going nuts over the proposed changes. I've suggested improvements, along with 99% of the active PP community. Open only was one of them. I'm glad to see FDev consider it.
 
Yeah, i think Sandro really wants PP to succeed and is willing to try anything to make it happen.

Shame PP at its core is fundamentally flawed and its basically terribly boring gameplay (at least for me). People are still going to have to grind like crazy shifting stuff to and fro to maintain their power, and ultimately, it becomes a game of running to stay in a single place.

That's not how I envisage it'll be at all. The mere fact that a haulage run could be intercepted makes the trip more tense - the grindy feeling comes from uneventful trips and watching 'invisible' players move the numbers. Getting 600t of material to a given station would now have a deeper sense of worth and meaning, as opposed to 600t merely being 9% (or whatever) in the grind up to 100% fortification and then move to the next target. There will be real potential threats to prevent you completing a run; be that by destruction or forcing you to route. There is then all the cooperative gameplay elements to consider, from both attacker and defender.
It will be far, far from a grind as we know them now.
 

Goose4291

Banned
That's not how I envisage it'll be at all. The mere fact that a haulage run could be intercepted makes the trip more tense - the grindy feeling comes from uneventful trips and watching 'invisible' players move the numbers. Getting 600t of material to a given station would now have a deeper sense of worth and meaning, as opposed to 600t merely being 9% (or whatever) in the grind up to 100% fortification and then move to the next target. There will be real potential threats to prevent you completing a run; be that by destruction or forcing you to route. There is then all the cooperative gameplay elements to consider, from both attacker and defender.
It will be far, far from a grind as we know them now.

You just have to point to early powerplay to quantify that.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom