Hopefully keeps looking out of window expecting the Moonpig man to turn up with flowers and choccies....
Awww... well you do get blamed for quite a bit round these parts
Speaking of which.... #IBlameTJ
Hopefully keeps looking out of window expecting the Moonpig man to turn up with flowers and choccies....
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.
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.
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.
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.
What is controversal about it?
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.
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.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.
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.
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.
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.
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.
(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.
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...
Yes Im not playing at the moment your point being?
Just because someone is not playing does not mean their views do not matter, …
...This game will just fall off into obscurity...
I don't play Power, so forgive my ignorance.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.
DBOBE himself commented on PowerPlay in an AMA:
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.
Playing PP in solo/groups is a bit like playing Risk, where each player play on their own board : a boring and broken game.