News Elite Dangerous: Ascendancy | New Release Date and Release Schedule

When you say Partner program I'm assuming you mean streamers.I don't see how you could ever prove that so I won't bother responding.
But you did responded. I mean: Streamers == Partners program participants == beta testers (in this case at least). Sorry, I'm not hired nor interested in proving something relatively that obvious.

See you!
 
Months of talking about whether PP should be Open Only and now the forums wants it to be safe even in Solo - couldn't make it up :)
From what I can tell, this Götterdämmerung is like security from the BGS set to its highest possible level (so high sec, hostile, 'old skool 2.X BGS lockdown).
 
You wouldn't though- its more about knowing when to run. For example my ship of choice for murdering in the BGS was an unengineered Clipper, and that was for escapes.

Knowing when to run is a combat skill :)

The balancing act is making PP2 areas dangerous in a logical manner

I agree, but "logical manner" to me implies a spectrum of danger, the variation being ideally based on strategic factors (how much can the player do, how important to the Power) as well as the Player history (I like the idea of a per-Power "Powerplay notoriety") though I guess keeping track of all that with 12 entries per pledged playr might not be desirable from a db admin POV.
 
These delays will continue until FDev realizes their current model isn't working and decides to value customer (Beta Tester) feedback.
except this was flagged by their limited customer beta tester feedback.

(that said............ stirring the pot a little bit but technically i paid for beta access as did a lot of us, so why was the beta test limited to the special few "content creators"? ;)
 
Knowing when to run is a combat skill :)



I agree, but "logical manner" to me implies a spectrum of danger, the variation being ideally based on strategic factors (how much can the player do, how important to the Power) as well as the Player history (I like the idea of a per-Power "Powerplay notoriety") though I guess keeping track of all that with 12 entries per pledged playr might not be desirable from a db admin POV.
Knowing when to run is a combat skill
Its avoiding combat- a skill everyone should know but ignores at their peril given NPCs shoot too.

I agree, but "logical manner" to me implies a spectrum of danger, the variation being ideally based on strategic factors (how much can the player do, how important to the Power) as well as the Player history (I like the idea of a per-Power "Powerplay notoriety") though I guess keeping track of all that with 12 entries per pledged playr might not be desirable from a db admin POV.
Its establishing clear rules- strongholds are 'hot', exploited systems are mild, unoccupied nothing etc as a 'baseline', modified by how high you are ranked for that week- so a top 10 guy would get the most NPC aggro because other powers view them as an ace. This latter consideration would be for roving NPCs that are for you personally (like BHs who come after you). As you go up the ranks, the more engineered and winged up NPCs get.
 
Its avoiding combat

Hence, a combat skill!

a top 10 guy would get the most NPC aggro because other powers view them as an ace.

Even if the top 10-er has never transgressed against the Power in question, and in fact spent the last several hours helping them undermine a mutual enemy's system? That is where a per-player-rank aggro level fails the "logical manner" test - a victim of "abstraction" I guess, sacrificed on the altar of complexity and db performance :)
 
Even if the top 10-er has never transgressed against the Power in question, and in fact spent the last several hours helping them undermine a mutual enemy's system? That is where a per-player-rank aggro level fails the "logical manner" test - a victim of "abstraction" I guess, sacrificed on the altar of complexity and db performance :)
You could base it easily on what bounties you do hold- so if you had ALD, Aisling and Grom bounties you'd see a % chance of each.
 
But fix it by means that still allows the 'worst' for those who want it, or that it follows consistent logic so people can avoid it.
I'm all for it presenting a challenge even in solo mode. However, AFAIK the problem was them NOT following any logic at all, spawning in even the remotest of places that are considered far off every PP installation or even interesting locations, just based on the mere presence of a player pledged to a power. This I meant with driving people off if being the first impression of 2.0. Quite obviously FDev also acknowledged that by seeing the need to postpone the release in order to fix this first.
 
However, AFAIK the problem was them NOT following any logic at all, spawning in even the remotest of places that are considered far off every PP installation or even interesting locations, just based on the mere presence of a player pledged to a power.
That's what I heard watching a video of the Buur Pit on the subject (and Mandalay), the NPCs would just appear in the middle of nowhere on a planet with nothing of note nearby, not even a settlement (though it was in a system of an opposing power, if memory serves). Now, that might perhaps be a justified response if you've been a particular thorn in the side of that power or in a stronghold system (nevermind the capital), but that kind of coverage outside of those situations, not so sure.
 
the NPCs would just appear in the middle of nowhere on a planet with nothing of note nearby, not even a settlement (though it was in a system of an opposing power, if memory serves)
This is a slightly tricky one - that looks utterly disproportionate in non-Powerplay (or Powerplay v1) terms because surely there's nothing a player can be doing there other than hiding and recharging their shield. But in Powerplay v2, "scan NPCs" is a scoring action and they don't have to be Power NPCs for it to count.

Non-Power NPCs will appear in that sort of location - they have done for years - and a Power-aligned player can sit "nowhere on a planet" and scan those NPCs for merits and system progress (and maybe shoot them too, in some cases, though that might attract other sorts of attention). So having the possibility of Power NPCs showing up too means that they can't do that unopposed.

So some of this is just NPCs showing up where they shouldn't, or too aggressively - they can't be so tough that they defend the systems themselves, they certainly shouldn't show up outside a Power controlled/contested systems, there's a good case for the jurisdictions around Engineer bases to be neutral zones, etc. But ... there's also a definite change in the Powerplay 2 design such that "being in a foreign Power's system" is almost intrinsically a hostile act, so should attract a lot more attention than it previously has - in the same way that the Thargoids treat being present in certain of their systems as intrinsically hostile. That's not going to be to everyone's tastes, but it's something I'm certainly looking forward to personally as an opt-in change from the "I shoot you in the face, which doesn't stop us being Allies" consequence-free/light gameplay elsewhere in ED.
 
But you did responded. I mean: Streamers == Partners program participants == beta testers (in this case at least). Sorry, I'm not hired nor interested in proving something relatively that obvious.

See you!
It's not supposed to be a beta. You get a build to create guide / review content from the release build a couple of days in advance (if that, normally it's less than 24 hours). Its supposed to be the same build that's released later.

The difference with this one is there were CTDs and weird AI behaviour reported within minutes of its deployment, and it's pretty obvious that tweaking the AI balance is taking longer than expected.

It does feel that we're being used as a beta program for this release, but that's not main purpose of it. There is a lot of grumbling that if you commit to powerplay that it will effectively limit you to you're power's section of space, so you can forget about doing any social gatherings (see the Burrs, lave Radio meetups, etc), CGs or Thargoid combat if it's in another power's space. When they say pledge, they mean PLEDGED!! Don't get me wrong, I'm fine with that because I have a specific Powerplay commander, but for those that only have one Cmdr account that choice will effect their gameplay for good.
 
For those wanting to theory craft a Mandalay, it is already available in EDOMH. Some of the stats are preliminary, but it's believed that it's mostly correct.

Maybe a chance to learn about a really nice utility program for crafting ships, suits, and weapons, making shopping lists for needed mats, and more.

 
But in Powerplay v2, "scan NPCs" is a scoring action and they don't have to be Power NPCs for it to count.

Non-Power NPCs will appear in that sort of location - they have done for years - and a Power-aligned player can sit "nowhere on a planet" and scan those NPCs for merits and system progress (and maybe shoot them too, in some cases, though that might attract other sorts of attention). So having the possibility of Power NPCs showing up too means that they can't do that unopposed.
Well, looking at it from that perspective does make it make more sense, then. I'd have to rewatch the video for specifics but I think it was something like a few wings of ships would show up at that desolate location...

... wing factor matters if they finally fix that bug where the wingmates happily ignore a target until the lead goes down.
 
I'm all for it presenting a challenge even in solo mode. However, AFAIK the problem was them NOT following any logic at all, spawning in even the remotest of places that are considered far off every PP installation or even interesting locations, just based on the mere presence of a player pledged to a power. This I meant with driving people off if being the first impression of 2.0. Quite obviously FDev also acknowledged that by seeing the need to postpone the release in order to fix this first.
This can be achieved by taking distances into account.

1) distance to stronghold (for system wide levels- so a stronghold itself is 1, while an exploited system is say, 0.3 and unoccupied zero)

and

2) local distance from station / outpost (so a remote planet 100,000Ls from a base in an exploited system sees very little NPC spawns).

The sum can be given a falloff value which is representative.
 
This can be achieved by taking distances into account.
Most probably they code something like this in as we write. My point was that they will have to carefully tune that mechanics lest it turns people away. The last thing PP2.0 needs is shying people away right from start, because this feature builds on community participation. So again: good move by FDev to not rush it out the door with something like this already reported.
 
Most probably they code something like this in as we write. My point was that they will have to carefully tune that mechanics lest it turns people away. The last thing PP2.0 needs is shying people away right from start, because this feature builds on community participation. So again: good move by FDev to not rush it out the door with something like this already reported.
And at the same time you turn people away by making it all too simplistic and consequence free. Some 'isolated' moons and planets are located inside strongholds.
 
True. That's why I wrote "carefully tune". I know that FDev often did the binary dance with the tuning in the past, but let's keep fingers crossed that they won't this time.
My fingers are so crossed you need a crowbar to separate them at this point.
 
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