Elite Dangerous | Powerplay 2.0 Update

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Getting a module in 5 weeks would require 50,000 merits a week, which would put someone into the top 10% of their Power's leaderboard.
I don't know about other powers, but 50k wouldn't get you near top 10 in at least one of them. 400k plus would be needed for 10th.
 
Is there a list somewhere of the activities that are currently working? It is unclear from all the things being disabled and then partially re enabled as to what activities actually still give merits. Would be nice to see a consolidated list of activities that work.
Other commentors have answered your whole list now I think.

I'd just like to signpost that @Nowski is maintaining a thread over here in the Powerplay subforum which is where the majority of these answers were first discussed. (If anyone jumps to this thread but wants to discuss what FDev do next, please keep that discussion on the FDev thread here, Nowski's thread is for Nowski to collate facts!)
 
Indeed, seems I misread that, although I doubt 50k would get you into the top 10% either to be fair. More likely when it calms down and people have given up.

I never bothered to look it up, but if anyone, @Ian Doncaster would know the merit thresholds of each category. He is probably the single most reliable source of that kind of information on this forum. :)
 
Indeed, seems I misread that, although I doubt 50k would get you into the top 10% either to be fair. More likely when it calms down and people have given up.
Worked for me last week (Kaine) and I think I had a bit of slack.

It's quite possible that Aisling as a power with a player base larger than the smallest five put together (according to Inara estimates) has slightly higher thresholds there, though probably not by all that much.
 
Worked for me last week (Kaine) and I think I had a bit of slack.

It's quite possible that Aisling as a power with a player base larger than the smallest five put together (according to Inara estimates) has slightly higher thresholds there, though probably not by all that much.
Annoying they don't allow you to see each powers leader board in some way really. :(
 
It's quite possible that Aisling as a power with a player base larger than the smallest five put together (according to Inara estimates) has slightly higher thresholds there, though probably not by all that much.
The way I look at is that more players generally effectively lowers the thresholds for the top spots since more players can be in the top 10%.
 
it is genuinely insane to me that archon delaine

of all powers

gains no benefit whatsoever from piracy
Neither on-foot nor ship-based security becoming hostile if you are scanned while carrying stolen goods (that came from a non-Delaine system?) whilst pledged to Delaine and in a Delaine controlled system would make sense.
 
You don't need a carrier - it may actually be less efficient to use one (assuming your goal is just earning merits and you don't care about which system you are selling to). This Mandalay build can travel 200ly to sell at max profit and return to pick up another batch in almost exactly 10 minutes, just in time to pick up another batch: https://edsy.org/s/vVp9wzf

If you don't have the Mandalay yet (you should consider buying one, it's worth it) you should be able to achieve something similar in an Asp Explorer or Krait Phantom - something like these could work (untested): https://edsy.org/s/v27UTeb https://edsy.org/s/vvZMJCl


Didn't someone post earlier that selling to a carrier removes the ability to earn Merits from the item? (Edit: can you even sell rares to a carrier? I don't recall seeing any rares listed in the market management screen). So you would have to use the jettison and scoop method, which is going to waste time and probably make this less efficient than just hauling, and the player donating the extra items won't be able to earn merits, so what's in it for them?


Not as far as I know
You can transfer to carrier, then move carrier to target system and unload in bulk.

All it really does is lower the short tasks, you still need the commodity to reset (10 m) I chained 3 systems to do this, spent the week loading and an hour unloading getting a bit over 20k merits.
Where without carrier my loop was making around 3k merits per 30-35 minutes.

I enjoyed the carrier version more and the time I spent was about the same for the same level of reward.
 
Ok, I get it, suspend these overly exploited ways to earn credits. I just ask you to PLEASE get this sorted and have these methods back online ASAP. It shouldn't be a difficult fix, surely?
 
Ok, I get it, suspend these overly exploited ways to earn credits. I just ask you to PLEASE get this sorted and have these methods back online ASAP. It shouldn't be a difficult fix, surely?
Depends on how they plan to do that. I'm hoping for a more comprehensive overhaul than just tweaking a few numbers. That will take time. Best would be a full reboot of the whole thing, once the problems are sorted.
 
Hard pass.
It was a terrible grind even during the 18K per hour phase.
FDev just need to preserve the data on CMDRs current merits (adjusted for whatever they are currently reviewing as an exploit), which should be simple enough as it already forms part of the "save" file.

They could then rollback the update. Fix the issues. Continue to deliberate on what was and was not overgeared. Update the save files. Communicate in detail with the community. Re-implement the update both bug and exploit free, with balanced merits and a projected how long it will take to get to 100.

They could do that, but I doubt they will.
 
Worked for me last week (Kaine) and I think I had a bit of slack.

It's quite possible that Aisling as a power with a player base larger than the smallest five put together (according to Inara estimates) has slightly higher thresholds there, though probably not by all that much.
As a AD supporter, 40k got me in top 25% last and this week. The end of the top 10 had over 400k. Most of it seems like rare good and pod collection, AD has a ton of haulers who are used to years of hauling for PP 1.0
 
Options for balance that make sense to me.
- Increase level requirements (like a general increase every 5 levels or so by like 500 - 1000 per level)​
  • Require missions to gain level (or every 5 levels)
  • merit gain greater then merits for next level is diminished. like 1 level worth is 100%, 2nd level is 98%, 3rd level is 95%, 4th level is 90%, 5th level is 80% etc. UNTIL next tick then reset.
  • reset missions daily, have these give higher rewards and lower rewards from "general tasks" to be balanced with each other. While still being able to "farm" with skill. (not lobby switching)
  • higher risk = higher reward. allow more smuggling style missions, hacking missions, and combat missions. (be the x ship, defend the x ship or kill the x ship.)
 
Yes, I understand. But the point is that transporting goods and picking flowers are not the same thing as fighting a war.

But we’re not fighting a war. We’re engaged with a “hearts and minds” campaign, convincing the locals that our Power has their best interests in mind. Alternatively, we’re engaged in terrorism, attacking civilian (not military) targets to undermine support for another Power.
 
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