Dead on Arrival update ahh moment. Please, you have a Powerplay to save! There is still time.
Here are advices on what you can do about some of those activities and I'd recommend to pay attention to Rare trading and PP commodity especially:
Please be aware that these numbers are needed to give you some idea about how poorly these activities were balanced.
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[Bounty Hunting]
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[Problem]:
Depends strongly on the system type it's state and installations in the system. Merits gain doesn't reflect the time and effort we're putting in, if we compare it to other activities.
[Solution]:
First we go with easy to implement solution just in case if it's too hard to code:
Increase payouts by 30% across the board.
Now, let's assume that you can do the following:
Increase payouts by 30% across the board.
Increase payouts by 25% for killing WANTED ships with tag Mission Target
Increase payouts by 700% if the killed criminal was a player from other enemy power.
Add new additional context activity "Interdictions": to create an incentive for player to use interdictors.
Let's assume that base payout is 25
Increase payouts for Interdictions by additional 500% if you have followed high wake of criminal into another system.
Increase payouts for interdiction of players of enemy factions by additional 500%
If a player was interdicted and then he high wakes into another system, you'll get 125 merits for interdiction + 125 merits for following him to next system and + 125 merits for interdicting him again. That will create incentive to use Wake Scanners and even PvE players can farm merits by making life of PvP players harder.
Bonus: add new combined module that have both Wake Scanner and Kill Warrant Scanner available to player.
NOTE: Make sure that you won't be able to get merits again and again by interdicting the same player in the same system. One interdiction per system per one player.
[Reasoning]:
Right now payouts doesn't reflect the time and effort we're putting in if we compare it to other activities. Missions doesn't give you additional benefit and they should, because we're hunting more dangerous criminals on higher rank missions and the merit gain never reflects that. We also have no incentive to hunt criminals in supercruise, and no incentive to use Wake Scanners at all. There is also no bonuses for killing enemy power player which defeats the entire concept of... you know... powerplay. Make those activities viable and rewarding. Even just attacking another player should be rewarding as player wasting time while attacking other players and not killing NPC. Stop wasting our time like that.
---------------------
[Rare Trading]
---------------------
[Problem]:
There is no balance because of Fleet Carrier abuse and very small timer on rare spawns. We can abuse it by hoarding thousands of rares on Fleet Carrier.
While you essentially killed this activity for a moment, you will need to return it later, so here we are.
[Solution]:
There are no hardcore changes, this one will be very easy for you to fix right away. Why are we even struggling?
We'll use the code that you have already implemented with PP commodity.
PP commodity is locked from Fleet Carrier abuse. Just apply the same policy to Rares. There you have it - problem is completely solved in one click.
As additional measure I would advice you to increase the timer for rare spawns by 30 minutes and keep payouts as they were before you disabled rares, to create incentive to use rares for very specific system that is much harder to defend without rares.
Easy.
[Reasoning]:
Extremely powerful activity which can target very specific system of any kind: acquisition, exploited, fortified, stronghold. By limiting it's spawn rate to 30 min, we'll have to rely on using multiple systems to get as many rares as possible. This is much harder than hoarding them on Fleet Carrier while sitting in one system. And by keeping the payouts the same as they were before, we can keep this activity for when we really need it to protect systems.
---------------------
[Power Kill]
---------------------
First we go with easy to implement solution just in case if it's too hard to code:
Increase payouts by 50% across the board.
Now, let's assume that you can do the following:
Increase payouts by 50% across the board.
Increase payouts by 25% for killing enemy power WANTED ships
Increase payouts by 700% if the killed ship was a player from other enemy power.
Apply all affects from Bounty Hunting to this activity.
Add new additional player driven context activity "Damage to power operatives" which will activates when you attack another player from enemy faction for the first time. One attack per one ship in the same system.
Add new additional context activity "Interdictions": to create an incentive for player to use interdictors against power ships.
Let's assume that base payout is 25
Increase payouts for Interdictions by additional 500% if you have followed high wake of power ship into another system.
Increase payouts for interdiction of players of enemy factions by additional 500%
If a player was interdicted and then he high wakes into another system, you'll get 125 merits for interdiction + 125 merits for following him to next system and + 125 merits for interdicting him again. That will create incentive to use Wake Scanners and even PvE players can farm merits by making life of PvP players harder.
NOTE: Make sure that you won't be able to get merits again and again by interdicting the same player in the same system. One interdiction per system per one player.
---------------------
[Power Commodity]
---------------------
[Problem]:
Of all things.. this should give us the most reliable way to gather merits, to reinforce systems and to undermine enemy. After all, you did so much for this thing. You even locked it from hoarding it on Fleet Carriers and limited it's numbers to rank and 30 min timer. So much effort was put into... the most useless activity in the PP 2.0.
[Solution]:
Very easy to fix
Increase payouts by 105%
Give us additional bonus for how much we can bring with one trip
100T +15% additional payout
200T +15% additional payout
300T +15% additional payout
400T +15% additional payout
500T +15% additional payout
600T +15% additional payout
700T +15% additional payout
[Reasoning]:
Right now it's the most sad activity as it's an absolute waste of time to do. I understand your intentions with this activity, so this balance reflects your design philosophy. This activity should've been the most reliable way to reinforce and undermine systems without rares. Especially considering that you can't hoard PP commodity on a Fleet Carrier and have a limit of stock for 30 min.
-------------------------------
[Commiting Crime]
-------------------------------
[Problem]:
The most unrewarding and absolutely stupid activity in PP 2.0 that makes no sense. It requires from player to risk his comfort and wanted status for absolutely nothing in return.
[Solution]:
Increase payouts by 50% across the board
Increase payout by additional 10% with each new rank of notoriety
Increase payouts by additional 25% for killing ships of authority
Increase payouts by additional 25% for killing ships with tag Mission Target
Add additional activity with need to use Hatch Breaker limpet controller to reward piracy of power ships.
Make the stolen cargo from power ships tradable for merits on black market.
Using Hatch Breaker limpet should be rewarded by merits in the same way as Wake Scanner.
[Reasoning]:
This activity is absolutely undercooked. It only punishing player, and not rewarding him for risk he is taking. This activity by design supposed to be "High Risk - High Reward" deal. What we got is more in line with wasting our time. Stop wasting our time like that.
I think for starters, that will be enough. Thank you for the update. The numbers should give you some idea about how poorly these activities were balanced.
Here are advices on what you can do about some of those activities and I'd recommend to pay attention to Rare trading and PP commodity especially:
Please be aware that these numbers are needed to give you some idea about how poorly these activities were balanced.
---------------------
[Bounty Hunting]
---------------------
[Problem]:
Depends strongly on the system type it's state and installations in the system. Merits gain doesn't reflect the time and effort we're putting in, if we compare it to other activities.
[Solution]:
First we go with easy to implement solution just in case if it's too hard to code:
Increase payouts by 30% across the board.
Now, let's assume that you can do the following:
Increase payouts by 30% across the board.
Increase payouts by 25% for killing WANTED ships with tag Mission Target
Increase payouts by 700% if the killed criminal was a player from other enemy power.
Add new additional context activity "Interdictions": to create an incentive for player to use interdictors.
Let's assume that base payout is 25
Increase payouts for Interdictions by additional 500% if you have followed high wake of criminal into another system.
Increase payouts for interdiction of players of enemy factions by additional 500%
If a player was interdicted and then he high wakes into another system, you'll get 125 merits for interdiction + 125 merits for following him to next system and + 125 merits for interdicting him again. That will create incentive to use Wake Scanners and even PvE players can farm merits by making life of PvP players harder.
Bonus: add new combined module that have both Wake Scanner and Kill Warrant Scanner available to player.
NOTE: Make sure that you won't be able to get merits again and again by interdicting the same player in the same system. One interdiction per system per one player.
[Reasoning]:
Right now payouts doesn't reflect the time and effort we're putting in if we compare it to other activities. Missions doesn't give you additional benefit and they should, because we're hunting more dangerous criminals on higher rank missions and the merit gain never reflects that. We also have no incentive to hunt criminals in supercruise, and no incentive to use Wake Scanners at all. There is also no bonuses for killing enemy power player which defeats the entire concept of... you know... powerplay. Make those activities viable and rewarding. Even just attacking another player should be rewarding as player wasting time while attacking other players and not killing NPC. Stop wasting our time like that.
---------------------
[Rare Trading]
---------------------
[Problem]:
There is no balance because of Fleet Carrier abuse and very small timer on rare spawns. We can abuse it by hoarding thousands of rares on Fleet Carrier.
While you essentially killed this activity for a moment, you will need to return it later, so here we are.
[Solution]:
There are no hardcore changes, this one will be very easy for you to fix right away. Why are we even struggling?
We'll use the code that you have already implemented with PP commodity.
PP commodity is locked from Fleet Carrier abuse. Just apply the same policy to Rares. There you have it - problem is completely solved in one click.
As additional measure I would advice you to increase the timer for rare spawns by 30 minutes and keep payouts as they were before you disabled rares, to create incentive to use rares for very specific system that is much harder to defend without rares.
Easy.
[Reasoning]:
Extremely powerful activity which can target very specific system of any kind: acquisition, exploited, fortified, stronghold. By limiting it's spawn rate to 30 min, we'll have to rely on using multiple systems to get as many rares as possible. This is much harder than hoarding them on Fleet Carrier while sitting in one system. And by keeping the payouts the same as they were before, we can keep this activity for when we really need it to protect systems.
---------------------
[Power Kill]
---------------------
First we go with easy to implement solution just in case if it's too hard to code:
Increase payouts by 50% across the board.
Now, let's assume that you can do the following:
Increase payouts by 50% across the board.
Increase payouts by 25% for killing enemy power WANTED ships
Increase payouts by 700% if the killed ship was a player from other enemy power.
Apply all affects from Bounty Hunting to this activity.
Add new additional player driven context activity "Damage to power operatives" which will activates when you attack another player from enemy faction for the first time. One attack per one ship in the same system.
Add new additional context activity "Interdictions": to create an incentive for player to use interdictors against power ships.
Let's assume that base payout is 25
Increase payouts for Interdictions by additional 500% if you have followed high wake of power ship into another system.
Increase payouts for interdiction of players of enemy factions by additional 500%
If a player was interdicted and then he high wakes into another system, you'll get 125 merits for interdiction + 125 merits for following him to next system and + 125 merits for interdicting him again. That will create incentive to use Wake Scanners and even PvE players can farm merits by making life of PvP players harder.
NOTE: Make sure that you won't be able to get merits again and again by interdicting the same player in the same system. One interdiction per system per one player.
---------------------
[Power Commodity]
---------------------
[Problem]:
Of all things.. this should give us the most reliable way to gather merits, to reinforce systems and to undermine enemy. After all, you did so much for this thing. You even locked it from hoarding it on Fleet Carriers and limited it's numbers to rank and 30 min timer. So much effort was put into... the most useless activity in the PP 2.0.
[Solution]:
Very easy to fix
Increase payouts by 105%
Give us additional bonus for how much we can bring with one trip
100T +15% additional payout
200T +15% additional payout
300T +15% additional payout
400T +15% additional payout
500T +15% additional payout
600T +15% additional payout
700T +15% additional payout
[Reasoning]:
Right now it's the most sad activity as it's an absolute waste of time to do. I understand your intentions with this activity, so this balance reflects your design philosophy. This activity should've been the most reliable way to reinforce and undermine systems without rares. Especially considering that you can't hoard PP commodity on a Fleet Carrier and have a limit of stock for 30 min.
-------------------------------
[Commiting Crime]
-------------------------------
[Problem]:
The most unrewarding and absolutely stupid activity in PP 2.0 that makes no sense. It requires from player to risk his comfort and wanted status for absolutely nothing in return.
[Solution]:
Increase payouts by 50% across the board
Increase payout by additional 10% with each new rank of notoriety
Increase payouts by additional 25% for killing ships of authority
Increase payouts by additional 25% for killing ships with tag Mission Target
Add additional activity with need to use Hatch Breaker limpet controller to reward piracy of power ships.
Make the stolen cargo from power ships tradable for merits on black market.
Using Hatch Breaker limpet should be rewarded by merits in the same way as Wake Scanner.
[Reasoning]:
This activity is absolutely undercooked. It only punishing player, and not rewarding him for risk he is taking. This activity by design supposed to be "High Risk - High Reward" deal. What we got is more in line with wasting our time. Stop wasting our time like that.
I think for starters, that will be enough. Thank you for the update. The numbers should give you some idea about how poorly these activities were balanced.
Last edited: