Elite Dangerous is the Largest Empty Sandbox Ever Made

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In Powerplay you are competing with other players to push your faction to the top of the pile for a variety of rewards.

You do this by accruing/delivering tokens (be they undermining ones for enemy space, fortification ones for your space, or expansion tokens for neutral space).

If you are killed before you can hand those tokens in (which hand on heart, you know is only going to happen if you stumble into another player) then not only is your faction not going to get the reward, you've lost time and credits trying to achieve the aim.

If you're playing in the other modes to avoid this risk, while still competing in a PvP game mechanic, you're doing it to bypass PvP.

What you don't understand is that Powerplay is a PvEvP activity. There is no reason anyone should engage in direct PvP apart from fun simply because there isn't a single reward for engaging in PvP. This should tell you enough about the game, it's simply not about PvP.
 

Goose4291

Banned
however, I also suspect that that might be, in part, a cause of low take-up as players don't necessarily want to make themselves targets for those pledged to the other nine (now ten) Powers.

Which is exactly the point I was making. It's a shame as well, because that first few months of powerplays implementation, where we had supply convoys, people running escort for others, organised wing attacks on other powers and QRF teams reacting to neutralise them, before people realised they could achieve the same results with less resistance and challenge from the comfort of the other modes, was a second golden age for me of this games lifespan.

Sandro's musings on an Open play bonus for the Power (i.e. not the player) were indeed controversial - as other Devs are on record as considering all game modes to be equal and valid choices.

I think we're verging on semantics territory here, because the players are the power, and the plan (as I understood it) was to reward their (the players) risk/effort in open.
 

Robert Maynard

Volunteer Moderator
What is controversal about it? Open is less effficient due to player interruptions (and even if thats just waiting for docking slots), therefore it needs a bonus to counter this. It basically is why Open is an invalid choice by efficiency.

There's no guarantee that a player will be less efficient in Open - there is, of course, the possibility that it would be the case. Therefore a blanket bonus would be ill applied (as most of the galaxy is as devoid of other players in Open as it is in Solo or Private Groups - and there's no guarantee that any players encountered are hostile, more skilled, in a ship that provides a threat, etc.), in my opinion.
 
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What is controversal about it?

Keep in mind that some players can't play in Open. Why should they be penalised?

Also, there's three different Opens - PC, Xbox and PS4. You'll never stop (or even see) PS4 players from doing what they do if you're on PC. You'll also never stop/see players who are on your platform but are always going to be instanced differently due to ping times, network speed etc.

The concept of 'Open' is really very wooly indeed. There's no one Open, there's certainly no 'true' Open, so the concept of buffing/nerfing one particular bit starts to become foolish.
 
https://i.pinimg.com/originals/18/2a/d2/182ad20a9f74dd730f325452e1645044.gif

Y I oughta.....



That assumes that Frontier actually fully understood how mode switching would have a knock-on effect on the initial design of Powerplay, which I suspect they didn't seen as Sandro tried to redress this by suggesting a while back trying to incentivise people to play it in Open, which was met with the usual response we expect.

OR they just don't care about direct PvP.
 
What is controversal about it? Open is less effficient due to player interruptions (and even if thats just waiting for docking slots), therefore it needs a bonus to counter this. It basically is why Open is an invalid choice by efficiency. So the only controversal would be how big the bonus needs to be. But this bonus beeing up for a debate shows just that some devs don't even know their own game well form the playing side of it.
No it doesn't. The reward and incentive to play in open is to meet and have fun with other players. If you want to play the META game than that's your choice, but it's not going to dictate how we play the game.
 
Says the person who admits they don't play the game.

Wow, dangerous is toxic today - shame the mods don't just merge all the trolls threads to make way for something novel.

Yes Im not playing at the moment your point being?

Just because someone is not playing does not mean their views do not matter, nor that they shouldn't be posting or god forbid reading the games forums.

I have just under 1500 hours in game, not that it matters, and have said many times I love ED but unlike others my head is not inserted up the Devs colective rear end.

The funny thing is there are toxic threads but you know what if I have nothing to say in them positive or otherwise I dont post thus the thread might just go necro or you know we can moan about the moaners moaning about the moaners thus fueling what we precive to be a toxic thread.
 
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If people want to play a competitive PvP game where all people are forced to play in Open they should look for another game, because apparently Elite isn't it and there are no plans to turn Elite into something like that.
 

Goose4291

Banned
What you don't understand is that Powerplay is a PvEvP activity. There is no reason anyone should engage in direct PvP apart from fun simply because there isn't a single reward for engaging in PvP. This should tell you enough about the game, it's simply not about PvP.

(i) At no point did I say there wasn't an 'E' element to powerplay
(ii) I just gave you an example of why it was worthwhile to engage in direct PvP over powerplay. If a player for Group A can stop another for Group B dropping off 500t of fortification tokens, costing them time and ingame assets (particularly when you remember at the time, ingame credits actually had meaning and weren't plentiful) then it's a worthwhile reason.
 

Robert Maynard

Volunteer Moderator
Which is exactly the point I was making. It's a shame as well, because that first few months of powerplays implementation, where we had supply convoys, people running escort for others, organised wing attacks on other powers and QRF teams reacting to neutralise them, before people realised they could achieve the same results with less resistance and challenge from the comfort of the other modes, was a second golden age for me of this games lifespan.

DBOBE himself commented on PowerPlay in an AMA:

For fun :)

That said, it could be worth thinking about reducing the impact that solo & group players have on the political simulation.

Unlike community goals, Powerplay is a swinging balance - ie solo players are also balancing solo players.

I think we're verging on semantics territory here, because the players are the power, and the plan (as I understood it) was to reward their (the players) risk/effort in open.

Semantics are key to discerning meaning, so yes. Sandro's point was indeed related to players in Open having a harder time - which would seem to refer to some players some of the time - as not all players will encounter opposition, even in Open.
 
(i) At no point did I say there wasn't an 'E' element to powerplay
(ii) I just gave you an example of why it was worthwhile to engage in direct PvP over powerplay. If a player for Group A can stop another for Group B dropping off 500t of fortification tokens, costing them time and ingame assets (particularly when you remember at the time, ingame credits actually had meaning and weren't plentiful) then it's a worthwhile reason.

Yes, this would be good if the game would be about PvP.
 
Which is exactly the point I was making. It's a shame as well, because that first few months of powerplays implementation, where we had supply convoys, people running escort for others, organised wing attacks on other powers and QRF teams reacting to neutralise them, before people realised they could achieve the same results with less resistance and challenge from the comfort of the other modes, was a second golden age for me of this games lifespan...

This+1. The 3 first month of PP was great stuff, but it was a pain to make it work :

1) Instancing pains
2) No Tools to know where the red team players are on the gal map. Often it went : Hey dudes, we're running a convoy from A to B at time X, want to try to stop us ?
3) Less risk, and way more effective in solo (but damn boring). This meant that any "competitive" / effective PP play was better done in solo rather than trying to do emergent stuff in open.

Huge waste IMO.

And It would have been so simple to make it work :

1) Open only. Sorry, but that's the truth, for PP to work it needs to be open only. I'm a fan of solo/groups, but PP is a huge wasted opportunity because of solo/groups.*
2) Limit the number of targets for fortification/expansions, so that players are cluttered there. That is, much improved chance to meeting people.
3) Add a map mode displaying the density of player supporting the different powers that are currently online in open. => get them boys !

It would have been a great PvP playground, with natural convoy raiding and justification for both organizing it and attacking it. IMO, it would have pulled
PvP in a way nicer place than it is today.

Note that those changes are not crazy bonker hard to do (IMO) and would make PP like 1000% better.

Playing PP in solo/groups is a bit like playing Risk, where each player play on their own board : a boring and broken game.
 
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Okay, we understand you dont like the game. It sucks for you. Fine. Meanwhile its gone off topic again and discussing pvp PP etc.

The OP is a mischief maker and a poor one at that. His/Her aim is only to pour discord and stir things up.
 
Yes Im not playing at the moment your point being?

Just because someone is not playing does not mean their views do not matter, …

Actually it does mean that their views doesn't matter. Why should the game be changed in a way that suits those who don't play at the expense of those who do play?

Making the game more attractive for those who don't play without impacting those who currently play and enjoy playing the game is a good thing.
Therefore the input of those who don't play is interesting and does matter to some extend. So not entirely "not matter", just "matters less".
At the same time, players who play matter more than those who don't.
 
...This game will just fall off into obscurity...

The ancient retainer, Steerpike, cleared his throat tentatively from the broad oaked door, the rasping shuddering squeal of protest from whose hinges had already more than amply alerted Commander Titus PiLhEaD to his presence.

The Commander looked up over the top of 'Boom, Jump and Grind Monthly' - the journal of choice for all gentleman space buccaneers, and certainly the only journal of its type to contain so many brightly coloured pictures, and so few words.

'...Steerpike?' Titus groaned, seeing the pinched anxiety in the old man's face. It spelt bad news, he felt aghast.

'Aaah, Sir, it has come to my attention that there is a new, I believe you call it, a thread on the electronic devices, and I wondered perhaps if it would be worth informing you suitably.'

'Not really, no. Ta.' he smiled, pulled the journal up, and returned to the in depth review of docking computers. Somewhat to his surprise it seemed that the 'Justynuff 2570' from the Momeplex corporation was coming out top.

'Ahem, well you see Sir, this thread suggests that the sky is falling in, Sir. So I, ahem, felt I should alert you.'

'Aaaah, yes yes indeed.' in a trice the commander's countenance changed and he threw the magazine aside, pounced lemming-like to his feet and bounded like a clumsy gazelle to his electronic device.

His heart pounding, his fingers shaking he opened the requisite item, and added one to the current count.

'Get in!!!' his face brightened yet more, 'Twenty thousand on the nail!'

He looked around the capacious reading room, at all the many leather bound books set immobile for more than a generation in the creaking shelves, suddenly remembering that Cora and Clarice were due to visit that very day.

'Now you know!' he smiled, nodding slowly, 'Oh yes, now you know!'
 
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I just gave you an example of why it was worthwhile to engage in direct PvP over powerplay. If a player for Group A can stop another for Group B dropping off 500t of fortification tokens, costing them time and ingame assets (particularly when you remember at the time, ingame credits actually had meaning and weren't plentiful) then it's a worthwhile reason.
I don't play Power, so forgive my ignorance.

Is it really a worthwhile reason though? It would depend, could you drop off fortification tokens yourself in larger quantities than you can stop them? For example (numbers are very much bollox)

Situation 1:
In 1 hour on average you manage to stop 3 traders: 1500t not delivered.
In 1 hour on average you could have delivered 500t 6 times: 3000t delivered.
In this situation, the delivering party will always out-compete the blocking party.

Situation 2:
In 1 hour on average you manage to stop 6 traders: 3000t not delivered.
In 1 hour on average you could have delivered 500t 3 times: 1500t delivered.
In this situation, the blocking party will always out-compete the delivering party.

I am guessing 1 is more likely than 2, but because of former mentioned ignorance, is that the case?
 

Goose4291

Banned
DBOBE himself commented on PowerPlay in an AMA:

Yep, which neatly ties into what I was saying about how they didnt think what the knock on effect of putting indirect pvp mechanics into a game where you can recuse yourself from player interaction would have.

Semantics are key to discerning meaning, so yes. Sandro's point was indeed related to players in Open having a harder time - which would seem to refer to some players some of the time - as not all players will encounter opposition, even in Open.

Youre right but its a risk of encounter rather than no risk of encounter.
 
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