Elite Dangerous | Powerplay 2.0 Update

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Greetings Commanders,

We have identified an issue where certain actions are being excessively used for Powerplay gains.

In order to investigate and resolve this issue we are temporarily suspending Powerplay gains via the following methods:
  • Rare Goods Trading
  • Settlement Data Delivery
  • Escape Pods
Once we have resolved this issue these options will be enabled again.

Thank you for your continued reports and feedback on Powerplay 2.0.
and with that, rare goods are no longer a loop, yet again.
Fix your limpets? nah, just nerf more stuff into the ground.
Make PP cargo worth hauling? pfft, never.

Escape pods are broken because of belugas, but you couldn't place a 1 merit minimum on traded goods. Where dropping 744t is worth the same as dropping roughly 1/6 of that. Wondering when you all will install a script to make sure we don't just drop 1 ton at a time. It will go well with your habit of not fixing things and overnerfing loops into just not being worth OUR time.
Start working on PP 3.0, you know, where we get 1 merit for downing a Medusa, but get 10,000 merits/hour hauling biowaste(until nerfed).
 
No one was talking about rare trading for credits. The nerf was not getting merits.
That's what I said:
Wasn't Paul's wording that they've disabled gaining merits from trading rares? You make it sound like no station is selling rares at all for the time being
Why are you arguing?

Yes, I don't need to quote the entire state of the galaxy when the context is in the thread.
I was talking about how YOU made it sound. YOU made it sound like no rares were being sold anywhere.
 
Greetings Commanders,

We have identified an issue where certain actions are being excessively used for Powerplay gains.

In order to investigate and resolve this issue we are temporarily suspending Powerplay gains via the following methods:
  • Rare Goods Trading
  • Settlement Data Delivery
  • Escape Pods
Once we have resolved this issue these options will be enabled again.

Thank you for your continued reports and feedback on Powerplay 2.0.
It just occurred to me: Is this a cunning plan to increase server performance by getting players to leave?
 
If people aren't going to read what posts actually say but just reply to what they think it says, I'm done with this thread.
Have fun arguing with each other. I've said what I want to say (which was to Paul.)
 
I support fixing bugs, but PP2.0 is over for me, I don't like to get a little bit of merit and spend hundreds of hours to grind the level, I don't have the time and patience to finish a boring game, this is torturing for me. In this game we have so many thing can do, Idk why frontier want people spend lots of time to grind a boring thing. Terrible!
It's not about grinding levels, it's about doing things in game you enjoy and earning some merits at the same time.

Does anyone seriously enjoy hauling rares for hours upon hours of play time, day after day? If so, why didn't they do that before powerplay 2 came long?
 
SLF hunting in stronghold payout seems to be about 5k for 15 minutes, which seems wrong when comparing the merit per ammo spent compared to actual ships. SLFs can take 6 Pack Hounds to get downed for 72 merits, while ships give between 30 and 80 merits taking way more ammo.

Yesterday, an 18 minute/12 jumps route going for two rare commodities that were on Boom (216 tons) was giving 5.2k. After 30 more runs I was going to unlock Kaine's cannon, which was going to be grating but spreading those 9 hours over a week or two felt okay. That would mean 48 runs (give or take, conditions wouldn't be that optimal every day) from 0 to first module unlock. Spreading that into 3 runs per day would mean a bit over two weeks, which is faster than before, but more engaging and fun (without being grindy).

Yet, comparing both trade and SLF hunting, makes sense that the trading was still off after the nerfs when them both were so close on merit/hour.

Still, I hope we get better options for merit gains. Weeklies break too often and barely increase the merit gains compared to the acts themselves. And what I was getting from doing ground missions and fetching data & PP inventory in the meanwhile was going to take me 150 days of only doing that to unlock first module. Having some clear target of what should be the expected time until first module unlock would be nice.
 
This is diminishing returns on sale price. Has similar effect on rep gained from the Station owner Faction, i.e. better to sell small quantities of goods to local markets to gain rep the fastest.
Edit: I wouldn't want that nerfed.
An exploit is an exploit.

Hopefully I would feel the same way about ones I knew about.
 
If people aren't going to read what posts actually say but just reply to what they think it says, I'm done with this thread.
Have fun arguing with each other. I've said what I want to say (which was to Paul.)
Just how humans basically work, like this:
42-daily-dependence-the-project1.jpg
 
Greetings Commanders,

We have identified an issue where certain actions are being excessively used for Powerplay gains.

In order to investigate and resolve this issue we are temporarily suspending Powerplay gains via the following methods:
  • Rare Goods Trading
  • Settlement Data Delivery
  • Escape Pods
Once we have resolved this issue these options will be enabled again.

Thank you for your continued reports and feedback on Powerplay 2.0

If you can fix things like the dataport glitch that has long been reported and most everyone I know has voted for it, great. If you're investigating other things to fix, great. But don't "fix" things so much that non-combat Powers like Winters are hobbled in defending ourselves - particularly when we depend on non-combat PP activities to gain merits.
 
Greetings Commanders,

We have identified an issue where certain actions are being excessively used for Powerplay gains.

In order to investigate and resolve this issue we are temporarily suspending Powerplay gains via the following methods:
  • Rare Goods Trading
  • Settlement Data Delivery
  • Escape Pods
Once we have resolved this issue these options will be enabled again.

Thank you for your continued reports and feedback on Powerplay 2.0.
I mean that's nice and all, but any chance of an update on the settlement loot bug so I can finish in Colonia and actually go enjoy PP2.0?
 
Why does this always happen in this game? Rather than bring other aspects up to meet the levels of efficient methods you guys nerf things down to unplayable levels for normal people. [...]
What counts as reasonable or "unplayable" is a very subjective question. But the last decade has clearly shown that Frontier want to keep players busy for a looooong time. Which feels too much for a lot of players, especially the ones who haven't turned Elite into their main hobby.

From what I've seen ingame and how Frontier reacted to certain things, I guess Frontier intend to have players earn something between 1k-5k merits per hour. And yes, that would take quite a while to reach 775k merits.

The unfortunate thing is, the personal rank shouldn't even be the goal of PP. Actually doing PP and shaping the galaxy should be the goal of PP.
 
Especially with mega ship scanning being already bugged. You can only scan one specific megaship one time then it doesn't scan again.
That's at least balanced by you getting 200ish merits a time for doing it once.

If you could reset the instnce to scan it once a minute it would have to pay so terribly per scan it wouldn't be worth doing unless you were intending to sit there relogging it for an hour.
 
Probably, instead of nerfing the specific activities, it's better to buff less merit-profitable activities.
Also it would be nice if weekly assignments will give much more merits. For example 1000 merits bonus instead of 200.
There a lot of people who play casually several hours a week and reaching the Rank 100 will be a loooooooooooooooooooooooooooooooooooooooooong way for them.
 
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