Elite Dangerous | Powerplay 2.0 Update

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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.
Not technically true, given that powers themselves are automatic targets between rivals since other power ships are 'military' in this context.. Its really a show of power and demonstrating that unless you are in charge they are going to suffer.

So while war is not technically correct, it is a conflict.
 
Reports vary. Some people can't get the enemies to show up, other people have no problems with them.
And how do they distinguish between these zones? I already wrote in another thread, I flew to a contested system and there are only localized Conflict Zones.

P.S. As it was simple and good, in AX war, choose a system (there are a bunch of them) and in all a bunch of AX CZ, you fly in, choose any intensity and it's good.
 
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Escape pods will be getting nerfed because of instance relogging to respawn the pods at megaships, or the tourist beacons in anarchy systems letting you farm orcas/belugas for a lot of pods without any bounty/notoriety for doing so
Thanks for the heads up, I was wondering what the issue was concerning escape pods.
 
Escape pods will be getting nerfed because of instance relogging to respawn the pods at megaships, or the tourist beacons in anarchy systems letting you farm orcas/belugas for a lot of pods without any bounty/notoriety for doing so
Maybe they should just have got around to fixing the relogging-spawn issue, much like relogging at a settlement wipes all loot.
 
Not technically true, given that powers themselves are automatic targets between rivals since other power ships are 'military' in this context.. Its really a show of power and demonstrating that unless you are in charge they are going to suffer.

So while war is not technically correct, it is a conflict.

I’ve gotten several counts for murder so far, simply by not waiting for a ship from another Power to shoot first. I think it’s only happened while undermining, not in a system controlled by my Power.
 
Dear ladies and gentlemen of Frontier Development,
the release of Powerplay 2.0 has sparked significant discussion among the community regarding its balance and implementation.


What was promised?
An almost complete rework of Powerplay 1.0. Everyone should feel included, regardless of their favourite pastime. No matter whether you are a trader, explorer, exobiologist, fighter or on-foot player.


Who was asked to test Powerplay 2.0 in advance?
Content creators were primarily invited, as they have the largest reach to attract returning and potential new players, primarily serving as promotional tools.


What happened?
The powerplay communities were looking for the most efficient ways (not to increase in rank) but rather to occupy, undermine and strengthen systems.
Because that's the whole point of powerplay, to get more systems for their power and to reinforce existing ones to get benefits.

  • Exploration data and exobiology data brought in tonnes of merits, these are coupled 1:1 with the control score / undermining score and could thus be used massively.
    • Frontier's reaction: Suspend and massively nerf. (Note: I don't know how many credits are needed now to get a merit, before it was around 33.500 Cr.)

  • Trading with Profit also brought in large amounts of Merits and could be used efficiently to strengthen systems.
    • Frontier's reaction: Suspend and massively nerf. (Again, I don't know the current value)

After that, the powerplay community shifted to the following activities, which also generated sufficient merits:

  • Rare goods,quite tedious when you consider that you have to wait 10 minutes and you have to hand in the goods beforehand or, if available, store them temporarily on a fleet carrier before receiving the same quantity again. Storing goods on carriers also takes many hours.
    • Frontier's reaction: Suspend and possibly a massive nerf.

  • Escape pods,without relog quite tedious, as they do not always spawn and you get around 4-7 occupied or damaged escape pods. Players have already done a lot of this with the relog in the high grade emissions, so this ‘mechanic’ is no surprise.
    • Frontier's reaction: Suspend and again probably nerf massively.

  • Now to the on foot exploit. This was already known in the first week and an issue was opened.
    • Frontier's reaction: inactivity.
  • In the second week, after the exploit became more widely known and was used more and more.
    • Frontier's late reaction: Suspending the on foot data port data and presumably nerfing it heavy.

Here are my opinion on the exploit:

The use of an exploit is controversial, but it is important to remember that exploits are caused by developer mistakes, not by players. But this exploit also had the potential to disrupt the game balance. Therefore, I don't understand the long inactivity of Frontier, but I don't blame the players who used the exploit after the issue was opened (which was really quick already voteable).

  • The ship-launched-fighter ‘exploit’, which lets SLFs fight in stronghold carriers without exposing themselves to risk and is more of an AFK variant. Also used to generate merits and undermine stronghold systems. Whether the way is reprehensible is a good question, all AFK builds would be reprehensible.
    • Frontiers reaction: Nerf of SLF combat output from 73 merits to 14 merits. (Numbers may vary)

What is left?

Not very much,

Powerplay combat zones, but these only appear from a certain system progress and, as far as I know, only in systems to be acquired. (combat)

Bounty hunting, but you only get merits in systems of your power and it's only efficient in extraction sites. (combat)

Scanning megaships, is there a more boring activity? Scanning normal ships and wakes. (scanning)

Holoscreen hacking, but that carries the risk of being penalised in the system of his power. In systems to be occupied or enemy systems, I find it justifiable. (scanning)

Commit crimes to undermine. But this style of play is not everyone's style of play. (combat)

Trade with low-value goods, used to undermine. (no profitable trade)

And last but not least, the good old powerplay goods delivery, with the restriction that you really only get goods every 30 minutes and more goods only with higher rank without the option to buy a fast lane. (no)

Conclusion
After an initially seemingly exciting start, the euphoria burst like SpaceX's first Starship.
The delayed reaction to the exploits paired with hasty measures created consequences, it has excluded an entire playerbase.

Explorers and exobiologists increasingly feel sidelined.
Traders increasingly feel sidelined.
And some power players are already feel sidelined.

Part-time players, who may only be able to play 1-3 hours a day, are not interested in spending a year just to reach Rank 100 or barely managing to occupy a handful of systems within a week through massive coordination and effort.

Proposed Solution

Adjust activities to match the same ratio as Powerplay 1.0.
If a power previously had around 80 systems to manage (control systems) and now has to manage 1,400 systems, the merit output needs to be increased by a factor of 10.
In the old Powerplay, a dedicated Powerplay player could earn an average of 1,500 to 2,000 merits per hour. Frontier's goal for balancing should be that every activity yields roughly the same result per hour: 15k to 20k merits per hour. Involving experienced players from the powerplay community ensures that mechanics are tested in a real-world gameplay context, focusing on strategic depth rather than surface-level appeal.

And there must be better benefits again if a system is under control of a power, who needs a better increase in reputation? Influence is important not reputation.

At community: While I may not be able to engage extensively in follow-up discussions, I look forward to constructive feedback from the community and hope this fosters meaningful dialogue.
 
I’ve gotten several counts for murder so far, simply by not waiting for a ship from another Power to shoot first. I think it’s only happened while undermining, not in a system controlled by my Power.
C+P of the BGS has bled into PP2- the same can happen if you blow up a power ship (with you clean) and local security scan you. You then become wanted.
 
I’ve gotten several counts for murder so far, simply by not waiting for a ship from another Power to shoot first. I think it’s only happened while undermining, not in a system controlled by my Power.
Did it say on the left that he was an enemy? I've killed a lot of them, they don't want to attack me unless I open fire.
 
Dear ladies and gentlemen of Frontier Development,
the release of Powerplay 2.0 has sparked significant discussion among the community regarding its balance and implementation.


What was promised?
An almost complete rework of Powerplay 1.0. Everyone should feel included, regardless of their favourite pastime. No matter whether you are a trader, explorer, exobiologist, fighter or on-foot player.


Who was asked to test Powerplay 2.0 in advance?
Content creators were primarily invited, as they have the largest reach to attract returning and potential new players, primarily serving as promotional tools.


What happened?
The powerplay communities were looking for the most efficient ways (not to increase in rank) but rather to occupy, undermine and strengthen systems.
Because that's the whole point of powerplay, to get more systems for their power and to reinforce existing ones to get benefits.

  • Exploration data and exobiology data brought in tonnes of merits, these are coupled 1:1 with the control score / undermining score and could thus be used massively.
    • Frontier's reaction: Suspend and massively nerf. (Note: I don't know how many credits are needed now to get a merit, before it was around 33.500 Cr.)

  • Trading with Profit also brought in large amounts of Merits and could be used efficiently to strengthen systems.
    • Frontier's reaction: Suspend and massively nerf. (Again, I don't know the current value)

After that, the powerplay community shifted to the following activities, which also generated sufficient merits:

  • Rare goods,quite tedious when you consider that you have to wait 10 minutes and you have to hand in the goods beforehand or, if available, store them temporarily on a fleet carrier before receiving the same quantity again. Storing goods on carriers also takes many hours.
    • Frontier's reaction: Suspend and possibly a massive nerf.

  • Escape pods,without relog quite tedious, as they do not always spawn and you get around 4-7 occupied or damaged escape pods. Players have already done a lot of this with the relog in the high grade emissions, so this ‘mechanic’ is no surprise.
    • Frontier's reaction: Suspend and again probably nerf massively.

  • Now to the on foot exploit. This was already known in the first week and an issue was opened.
    • Frontier's reaction: inactivity.
  • In the second week, after the exploit became more widely known and was used more and more.
    • Frontier's late reaction: Suspending the on foot data port data and presumably nerfing it heavy.

Here are my opinion on the exploit:

The use of an exploit is controversial, but it is important to remember that exploits are caused by developer mistakes, not by players. But this exploit also had the potential to disrupt the game balance. Therefore, I don't understand the long inactivity of Frontier, but I don't blame the players who used the exploit after the issue was opened (which was really quick already voteable).

  • The ship-launched-fighter ‘exploit’, which lets SLFs fight in stronghold carriers without exposing themselves to risk and is more of an AFK variant. Also used to generate merits and undermine stronghold systems. Whether the way is reprehensible is a good question, all AFK builds would be reprehensible.
    • Frontiers reaction: Nerf of SLF combat output from 73 merits to 14 merits. (Numbers may vary)

What is left?

Not very much,

Powerplay combat zones, but these only appear from a certain system progress and, as far as I know, only in systems to be acquired. (combat)

Bounty hunting, but you only get merits in systems of your power and it's only efficient in extraction sites. (combat)

Scanning megaships, is there a more boring activity? Scanning normal ships and wakes. (scanning)

Holoscreen hacking, but that carries the risk of being penalised in the system of his power. In systems to be occupied or enemy systems, I find it justifiable. (scanning)

Commit crimes to undermine. But this style of play is not everyone's style of play. (combat)

Trade with low-value goods, used to undermine. (no profitable trade)

And last but not least, the good old powerplay goods delivery, with the restriction that you really only get goods every 30 minutes and more goods only with higher rank without the option to buy a fast lane. (no)

Conclusion
After an initially seemingly exciting start, the euphoria burst like SpaceX's first Starship.
The delayed reaction to the exploits paired with hasty measures created consequences, it has excluded an entire playerbase.

Explorers and exobiologists increasingly feel sidelined.
Traders increasingly feel sidelined.
And some power players are already feel sidelined.

Part-time players, who may only be able to play 1-3 hours a day, are not interested in spending a year just to reach Rank 100 or barely managing to occupy a handful of systems within a week through massive coordination and effort.

Proposed Solution

Adjust activities to match the same ratio as Powerplay 1.0.
If a power previously had around 80 systems to manage (control systems) and now has to manage 1,400 systems, the merit output needs to be increased by a factor of 10.
In the old Powerplay, a dedicated Powerplay player could earn an average of 1,500 to 2,000 merits per hour. Frontier's goal for balancing should be that every activity yields roughly the same result per hour: 15k to 20k merits per hour. Involving experienced players from the powerplay community ensures that mechanics are tested in a real-world gameplay context, focusing on strategic depth rather than surface-level appeal.

And there must be better benefits again if a system is under control of a power, who needs a better increase in reputation? Influence is important not reputation.

At community: While I may not be able to engage extensively in follow-up discussions, I look forward to constructive feedback from the community and hope this fosters meaningful dialogue.
This here is a well expressed view of the issues and a well thought out and very reasonable idea of a solution with reasonable numbers included.
Please FDev, take this excellent proposal in consideration.
Thanks!
 
Did it say on the left that he was an enemy? I've killed a lot of them, they don't want to attack me unless I open fire.

That’s why I’ve been visiting Power Wreckage USSs, despite the fact that I can’t turn in life pods for merits. If a hostile Power shows up, they’ll attack and become wanted. Non-Power USSs will simply ignore you.
 
Okay, something I suggested yesterday on a Discord channel:

Why not unlock a powerplay module with each set of weekly tasks? They can remain in the same order they are now with each power, but players will have a time-gated way to obtain the modules they seem determined to grind for, and it will still be much quicker than the old Powerplay 1.0 'sign with power, wait 4 weeks, fill a T9 with leaflets'
I suggested something similar: task list rewards “power play bonds” with Prismatics requiring 3 bonds to unlock and other modules just 1 or 2. Then you can prioritise the modules you want and the merit grind can be balanced for long term / group players.
 
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 was in game when this was posted, so checking the boards or twitter was not something I was going to do while playing. But thank you for showing me this maybe someone inFDEV can send this message in-game. It would be nice. Meanwhile, I'm perturbed by the fact that I lost 4 hours yesterday for nothing.
 
Dear ladies and gentlemen of Frontier Development,
the release of Powerplay 2.0 has sparked significant discussion among the community regarding its balance and implementation.


What was promised?
An almost complete rework of Powerplay 1.0. Everyone should feel included, regardless of their favourite pastime. No matter whether you are a trader, explorer, exobiologist, fighter or on-foot player.


Who was asked to test Powerplay 2.0 in advance?
Content creators were primarily invited, as they have the largest reach to attract returning and potential new players, primarily serving as promotional tools.


What happened?
The powerplay communities were looking for the most efficient ways (not to increase in rank) but rather to occupy, undermine and strengthen systems.
Because that's the whole point of powerplay, to get more systems for their power and to reinforce existing ones to get benefits.

  • Exploration data and exobiology data brought in tonnes of merits, these are coupled 1:1 with the control score / undermining score and could thus be used massively.
    • Frontier's reaction: Suspend and massively nerf. (Note: I don't know how many credits are needed now to get a merit, before it was around 33.500 Cr.)

  • Trading with Profit also brought in large amounts of Merits and could be used efficiently to strengthen systems.
    • Frontier's reaction: Suspend and massively nerf. (Again, I don't know the current value)

After that, the powerplay community shifted to the following activities, which also generated sufficient merits:

  • Rare goods,quite tedious when you consider that you have to wait 10 minutes and you have to hand in the goods beforehand or, if available, store them temporarily on a fleet carrier before receiving the same quantity again. Storing goods on carriers also takes many hours.
    • Frontier's reaction: Suspend and possibly a massive nerf.

  • Escape pods,without relog quite tedious, as they do not always spawn and you get around 4-7 occupied or damaged escape pods. Players have already done a lot of this with the relog in the high grade emissions, so this ‘mechanic’ is no surprise.
    • Frontier's reaction: Suspend and again probably nerf massively.

  • Now to the on foot exploit. This was already known in the first week and an issue was opened.
    • Frontier's reaction: inactivity.
  • In the second week, after the exploit became more widely known and was used more and more.
    • Frontier's late reaction: Suspending the on foot data port data and presumably nerfing it heavy.

Here are my opinion on the exploit:

The use of an exploit is controversial, but it is important to remember that exploits are caused by developer mistakes, not by players. But this exploit also had the potential to disrupt the game balance. Therefore, I don't understand the long inactivity of Frontier, but I don't blame the players who used the exploit after the issue was opened (which was really quick already voteable).

  • The ship-launched-fighter ‘exploit’, which lets SLFs fight in stronghold carriers without exposing themselves to risk and is more of an AFK variant. Also used to generate merits and undermine stronghold systems. Whether the way is reprehensible is a good question, all AFK builds would be reprehensible.
    • Frontiers reaction: Nerf of SLF combat output from 73 merits to 14 merits. (Numbers may vary)

What is left?

Not very much,

Powerplay combat zones, but these only appear from a certain system progress and, as far as I know, only in systems to be acquired. (combat)

Bounty hunting, but you only get merits in systems of your power and it's only efficient in extraction sites. (combat)

Scanning megaships, is there a more boring activity? Scanning normal ships and wakes. (scanning)

Holoscreen hacking, but that carries the risk of being penalised in the system of his power. In systems to be occupied or enemy systems, I find it justifiable. (scanning)

Commit crimes to undermine. But this style of play is not everyone's style of play. (combat)

Trade with low-value goods, used to undermine. (no profitable trade)

And last but not least, the good old powerplay goods delivery, with the restriction that you really only get goods every 30 minutes and more goods only with higher rank without the option to buy a fast lane. (no)

Conclusion
After an initially seemingly exciting start, the euphoria burst like SpaceX's first Starship.
The delayed reaction to the exploits paired with hasty measures created consequences, it has excluded an entire playerbase.

Explorers and exobiologists increasingly feel sidelined.
Traders increasingly feel sidelined.
And some power players are already feel sidelined.

Part-time players, who may only be able to play 1-3 hours a day, are not interested in spending a year just to reach Rank 100 or barely managing to occupy a handful of systems within a week through massive coordination and effort.

Proposed Solution

Adjust activities to match the same ratio as Powerplay 1.0.
If a power previously had around 80 systems to manage (control systems) and now has to manage 1,400 systems, the merit output needs to be increased by a factor of 10.
In the old Powerplay, a dedicated Powerplay player could earn an average of 1,500 to 2,000 merits per hour. Frontier's goal for balancing should be that every activity yields roughly the same result per hour: 15k to 20k merits per hour. Involving experienced players from the powerplay community ensures that mechanics are tested in a real-world gameplay context, focusing on strategic depth rather than surface-level appeal.

And there must be better benefits again if a system is under control of a power, who needs a better increase in reputation? Influence is important not reputation.

At community: While I may not be able to engage extensively in follow-up discussions, I look forward to constructive feedback from the community and hope this fosters meaningful dialogue.
This is exactly why Frontier is losing players (again) :l
 
Or better yet like the High grade POI's make it so you don't even need or want to maybe. :(
Or re-adjust the requirements/payouts or a bit of both.

Either way, it's an issue that drives me up the wall - inconsistency.

We don't want players being able to relog/spawn farm on the ground - Yep, completely understand.
We're going to let players relog/spawn farm anything in space - Eh?!

It speaks to a bigger underlying problem, not only with competing design philosophies, but built-in exploits/bugs that undermine the integrity of the coding.
 
We don't want players being able to relog/spawn farm on the ground - Yep, completely understand.
We're going to let players relog/spawn farm anything in space - Eh?!
You can spawn farm on ground though? You just need to fly off planet into supercruise and then fly back again. Don't even need to relog
 
You can spawn farm on ground though? You just need to fly off planet into supercruise and then fly back again. Don't even need to relog
...

Edit: Yes, I was being a little facetious there, and personally I think that the SC/reland exploit should be removed by the addition of cooldown timer - say 1 hour. But the over-riding principle holds, they made a deliberate design choice with two types of spawns in two entirely different directions.
 
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