How Power Play has effected CG's

So I love CG's. It brings the community together in a very tight spot and really increases game play value. Since Power Play was released there has only been 1 new CG released. It is a trade CG in BD-02 4304. SUPER EXCITED as I am a trade hound and love to compete in pushing the CG to the highest goals. Well, the excitement was short lived. I am number 2 total contributed with less than 10k contributed after 2 days of trade. This is really low compared to other trade CG's that had the top 5 averaging 10K-20k per day. Contribution has been reduced by half. Why is this? The white elephant in the room is Power Play. The Bounty Hunters are grinding Power Play, the Traders are grinding Power Play and the Pirates are grinding Power Play. Bounty Hunters are supposed to bounty hunt not grind, Pirates are supposed to pirate not grind, Traders are supposed to grind trade and trade CG's to attract pirates and bounty hunters (let's throw the murders in there too, forgot about them but they have an equal place in the equation too). Basically, a large portion of the player group are too occupied grinding the expansion, preparation and undermining of Powers to bother with low profit CG's. I have been running the BD-02 4304 CG for 2 days now and have only come across one pirate that considered me too big of a fish to fry. I have played and quit many games that forced me to participate in an ever present pressing issue of doing one specific task for fear of falling behind the competition. All this does is burn the player base out and cause them to look elsewhere for entertainment. That "entertainment" may find it's way in game but more likely outside of the game. Without compelling alternative modes of entertainment that don't tie to them to a fear of "falling behind" the player group gets burned out.

In conclusion,

CG's are less attractive now that PP is out, not because they don't offer great player interaction, but because the weekly over pressing issue of expanding the powers have taken precedent over grouping the community together for enriching interaction.

You don't have to participate in PP but if you don't, there isn't much left. The CG's are a leader board contest that only a small handful participate in and there is no challenge for the Conda/T9 pilots to rise to the top because there isn't anyone around to stop them.

Now let's make it clear. I love Elite Dangerous. I feel it is a very cutting edge experience and game but we need to balance game play so it galvanizes the player groups to a cause. The War of Lugh, The Slaver CG, Diamondback CG and many of the other combat CG's showed a huge turn out of CMDR's and enriching game play.

CG's need to have meaning to the player groups. Attach them to the Power groups. Suddenly changing the focus of clear and ever present grind of expansion. Content needs to have meaning that player groups can get an emotional investment. CG's that threaten the standing of certain Powers or ones that offer the opportunity for the lower ones to rise higher. These are only a handful of suggestions that would make the game play more impressive and challenging. It would force Powers to align to protect or challenge a Power. i.e. Archon Delaine looking for allies to defend a sudden challenge by the Feds or Empire or both. The Empire to ban together to defend a challenge against the Feds....ect..ect..The options are limited only to our imagination!

You can also tailor some to the new groups. ie. can't participate if higher than broker, competent, or scout. Alternatively offer the opposite as well. Can't participate unless master, pathfinder, entrepreneur. This would really offer enriching and in depth game play.

Thanks again FD for making a great game, LET'S MAKE IT BETTER!!!!
 
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Sorry I didnt read it all. I'm sleepy.

I got to the roles are mean to bit.

What I've seen of community goals is, regardless of roles, player jump on the most profitable goal unless they are role playing. Resource extraction points get farmed. Traders stick with their route or do the CG based on profit. Explorers return home based on profit. Miners and smugglers get cheesed off. So PP is just grinding another goal that fits with your play style.

Big complaints about the recent community goals seem to be why cant I farm something or it's too far and too hard. I say good. Do it because you want to not just because it's easy credits.


There are other options like finding Voyager, getting a permit to Isinor and robbing a convoy, working out an unknown artefact and so on and they dont fall back to climbing a ladder and farming / griding.

In power play I threw a shed load of cash (with support) to claim a system. A community goal does not dish out that kind of game play reward and long term investment. Week three ad still involved in the system. Where as a CG, you get your credits, maybe a discount and that is it. There was one exception that comes t o mind, the imperial slave bet.

I really enjoy community goals. Power play does need time to work itself out so give it some space to grown and cross boundaries. Your ideas are cool and blend the two.
 
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There are other options like finding Voyager, getting a permit to Isinor and robbing a convoy, working out an unknown artefact and so on and they dont fall back to climbing a ladder and farming / griding.

In power play I threw a shed load of cash (with support) to claim a system. A community goal does not dish out that kind of game play reward and long term investment. Week three ad still involved in the system. Where as a CG, you get your credits, maybe a discount and that is it. There was one exception that comes t o mind, the imperial slave bet.

I really enjoy community goals. Power play does need time to work itself out so give it some space to grown and cross boundaries. Your ideas are cool and blend the two.

Thank you for your input and honesty. One thing I suggested was to tie the CG's with Powerplay, not separate. That way we get that emotional investment. There needs to be something beyond the weapons you get for being with the faction. I fear that is the biggest motivator atm. I may be wrong, I hope i am, but I suspect i am not for the most part.
 
What I've seen of community goals is, regardless of roles, player jump on the most profitable goal unless they are role playing. Resource extraction points get farmed. Traders stick with their route or do the CG based on profit. Explorers return home based on profit. Miners and smugglers get cheesed off. So PP is just grinding another goal that fits with your play style.

The problem is the very reward system. The goal for anyone is not to deliver X tons or of goods, bounties or exploration data by whenever the CG ends, but to out-do more than Y% of all participants over the whole duration of the affair. If you don't pursue the most effective means of fulfilling the CG objective, others will, and you will be the one who is out-done.
 
It would be interesting to see what an altruistic or philanthropic CG would generate in interest. No rewards, just doing it because you can.
 
It would be interesting to see what an altruistic or philanthropic CG would generate in interest. No rewards, just doing it because you can.

Indeed, but you needs a Community Goal for that.
Last night my group decided to fly foods to the Dukes of Mikunn because they appeared in the GalNets news item on famines.
It was about a group doing something fun together, in reaction to News in the Galaxy and to my surpirse we got a lot of turn out fro even the combat pilots.

You are spot on here OP
Now let's make it clear. I love Elite Dangerous. I feel it is a very cutting edge experience and game but we need to balance game play so it galvanizes the player groups to a cause. The War of Lugh, The Slaver CG, Diamondback CG and many of the other combat CG's showed a huge turn out of CMDR's and enriching game play.

CG's need to have meaning to the player groups


The Key is not the money that can be earned but what lasting effect can on make on the Galaxy

Sadly a lot of players just look at how much money can they get.

The suggestion for a Eranin Community Goal was immediately counted by
Why bother you'll earn more trading x & y than any foodstuffs.

Which is a shame
 
Since the CGs aren't new, I think most Players have realized there's absolutely no benefit to push a) to the Top 5% or b) try to push as to complete the CG at max. Tier.

As they're all the same and extremely basic in nature (effectively asking Players to do the same - but do it in a Community Grind) or downright fake (Exploration CGs claiming to look for specific Objects while they actually don't)... The general interest in grinding for them has dropped quite a bit.

I once in a long write up

Suggested that Community Goals should have tiers be distinct and represent stages in the achievement of a goal so to provide variety.

The first few steps could be gathering materials, the next steps sourcing the machinery, (passenger missions for bring in the work force), another tier to secure supply lines or delivery of the finished project.
Heck they might have to be concurrent mini goals, but have a variety of things so as to need a broad range of players to achieve the end result.

So the Outbreak Community Goal might have tiers for being in the Medicine, Tiers for bring in the other supplies and equipment (one day tiers for bring in Medical Staff) others to have combat ships escorting medical ship or maintaining quarantine; all working together for their own success but securing a bigger success or failure if they all succeed for fail.

I mean we had that with the Lugh war with the opposing goals and space and ground wars triggering effect, but why have that as a one off if the system can be refined.
 
To me, community goals were more engaging than the power play stuff. Not that I really liked the former, but the war in Lugh, for example, made a good chunk of community get together in one system for few days of fighting, not to mention preparation and parallel developments, like players flying in groups affecting different parts of the background simulator by the way of trading, missions, blockade, etc.. All was nice, except the background simulator couldn't deal with gravity of the event, but that's beside the point.

It was a player-driven event, that's why many were motivated. Too bad they moved away from the concept and there won't be more of that emergent role-playing, but will be more of the meta grinding instead, where everyone is alone in their quest for that special module.
 
How about a community goal where the powers compete?

A rogue biotech company has been revealed to have been developing the 'Minotaur Project,' a range of genetic improvements deemed illegal by galactic consensus. Officially the company has been closed down and all research eradicated. However, all the Powers have been looting the site or sites for whatever they can get before the installations are demolished.

AI ships are routed from the site or sites back to the capitals or depots of the powers. Whichever power gets the least number of its AI transport ships destroyed wins the CG. To add character the powers could use different transport groups. Imperial transport ships might be Clippers, with the Federation using their dropships.
 
I feel like the CGs will come stronger into play as Powerplay continues. It's in a state of unbalance right now; but as Powerplay starts to take shape with community influence, I think we'll see CGs become more relevant.
 
I want to see CG's that push the imagination of the player - colonization, building stations or outposts, terraforming... I want it to be in stages so we see progress.... Imagine that, visually seeing the station develop as you reach different stages of progress. Humans are exploratory in nature, let them start to develop the Galaxy and leave their mark.

To be brutally honest I am bored with the game and only stay because of the players in the wonderful community I created with them. This game shouldn't bore me. There is so much the developers could do with it.... Even features I know are developed in some form but they haven't implemented yet...
 
Agree with everything the OP said but I think there's a more serious problem:

Pledging crushes your independence and freedom as a pilot, especially outside of your power's territory.

In the good old days of CGs, despite it being very dangerous in some cases, players were still lining up together for certain roles (e.g. pirate, trader, bounty hunter for missions where metal imports were important etc). Now that isn't going to happen much because people will now divide along power lines, and even if you're ostensibly on the same side for the CG, you could get blown out of the sky for supporting another power.

I really like CGs and I quite like PP - some way needs to be found to balance this direct conflict in the game mechanics.
 
You lost me when you said "supposed to". No one is supposed to do anything in game. That being said, some of your ideas for balance aren't bad, but it sounds too much like you're upset that frontier put in more things for people to do, and they're doing them. I do get your point though, CG's have suffered from PP, but it hasn't bothered me because I like PP.
 
In game - For me, its all about the money, plain and simple. They call it freelancing for a reason, and Elite used to understand that.
In life - I am not playing much anymore but since they already have my money my opinion no longer matters. There is lots more money waiting on xbox and PS4 so I expect most development will go towards pleasing that groups expectations. Time will tell.
 
The problem I see with tying in CG's to Power play is that Power play is supposed to be voluntary, FD have always said that if a player ignores Power play then his/her gaming experience won't be affected. Surely that would change if CG's were tied into it
 
been doing both recent CGs, mainly exploring for sirius and a bit of PP when i have the time. quite a lot going on over a long period of time so all a tad diluted. anyways, nice pickings for those who take part...
 
I want to see CG's that push the imagination of the player - colonization, building stations or outposts, terraforming... I want it to be in stages so we see progress.... Imagine that, visually seeing the station develop as you reach different stages of progress. Humans are exploratory in nature, let them start to develop the Galaxy and leave their mark...

Agree.

As it is at the moment I see CGs as a Community based fetch-and-carry mmorpg quest; E : D is/should be better than that.

I briefly took part in the Lembava CG; briefly because the only reward at the end of it were credits; direct as in payment or indirect as in discount. If I'm going to do something solely for credits I'll avoid false economies like CGs and do...well, anything.

Now, building stations (as one of the above examples) or something similar, that I would drop everything and participate 100% for.
 
That's my point. I'm not sure if you were there for it but we already built a new station for the Dukes our chosen sub faction. I chose that because I wanted the community to have fun, when it finally came out people got a little jealous and it turned a bit nasty in the post I made about its unveiling. Now I can't tell if FD has put it on the back burner because they want to avoid people fighting with each other over something that IMO is supposed to be in this game, or alternatively they are close to launching it, and are waiting to get their in a row with their new community team....

Anyway, you want to reignite people and CG's? Tap into the exploratory and developmental nature that makes people attracted to these type of games in the first place. Connect it with the powers if you have to.
 
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