How to make players WANT to do Powerplay PVP

OP, did you even played PP?

Non of your proposals will fix anything, but create even bigger problems. You just need to understand, FD will not touch it. It's too much time end effort investment, for such extreme risk, and there are no guarantee that it would worth it. They already created multicrew, and felt instant regret after.
There are literally no downsides to the suggestion. All it does is reward lower skill players for participating, it does nothing to anything else.
 
They are rewarded, minimally though, because they still get points for killing.
No, they get points for winning. It's a critical distinction, because killing players of much lower rank than you would not give you any rank, while stealing that potential rank from other players. So not only is killing/seal clubbing not rewarded, it's functionally punished.

I'm basically describing an ELO system, which has worked extremely well for hundreds of competitive games.
 
I'm basically describing an ELO system, which has worked extremely well for hundreds of competitive games.
Which even reinforces more dishonest behaviour like cheating, blocking, firewalling and combat logging to preserve your rank.

This system does not work on a peer-to-peer environment. And there is no structure nor mechanics to enforce fair matchups.

Elo and open world doesn't mix well.
 
Which even reinforces more dishonest behaviour like cheating, blocking, firewalling and combat logging to preserve your rank.

This system does not work on a peer-to-peer environment. And there is no structure nor mechanics to enforce fair matchups.

Elo and open world doesn't mix well.
Not really. Not at all, actually. Since killing people much lower rank than you gives you nothing and costs them nothing(in fact, it rewards them for participating), so you wouldn't want to do that, but they wouldn't mind it happening to them. Being killed by someone much higher rank than you cost you nothing(in fact it rewards you for participating) and gains them nothing, so there's no reason to block them.

The only place where you could actually win or lose would be against players of a similar rank, but that would, by default, be a fair engagement with someone of a roughly similar skill level.

So there's really no point at which you would have any need to block other players. Of course, players will always attempt to cheat, but that's not a good justification against an otherwise functional system. Ban the cheaters, and move on.
 
The only place where you could actually win or lose would be against players of a similar rank, but that would, by default, be a fair engagement with someone of a roughly similar skill level.
Keep finding these places. There is no structural arena or somesuch which means you are more likely to run into unfair fights than fair ones. Which means more people blocking others.

So there's really no point at which you would have any need to block other players. Of course, players will always attempt to cheat, but that's not a good justification against an otherwise functional system. Ban the cheaters, and move on.
Cheating is a cat and mouse game. You are quickly up to speed for fighting from a new account. And FDev has proven time and time again that they do minimal against clogging.
 
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how about you all run around like toy solders on the ground and I just dump 792 tonne of bio waste on the lot of ya with a cutter, would that be an insentive. Im sure a few of my wing buddies could accommodate too so few thousand tonne there a pop. Then try running about on settlements with 3000t of cannisters on the floor in the bases. See karma always comes back doesnt it PvP players for all the ganking you do.
 
Keep finding these places. There is no structural arena or somesuch which means you are more likely to run into unfair fights than fair ones. Which means more people blocking others.
Once again, like I said, it wouldn't matter. Lower-level players would be incentivized to be killed by higher-level players, while higher-level players would be pressured not to kill lower-level players. So, no matter who you meet, the engagement should be balanced, and therefore have no reason for players to block one another.
Cheating is a cat and mouse game. You are quickly up to speed for fighting from a new account. And FDev has proven time and time again that they do minimal against clogging
Given that there is no way for the player to tell the difference between menu logging and force closing oh, I don't think you can accurately say whether or not they take strong action against that sort of thing.

But either way, the presence of cheaters should not impact game design decisions. If there are cheaters, you create systems to prevent cheating, you don't change your gameplay to accommodate said cheaters.

We do not negotiate with terrorists.
 
how about you all run around like toy solders on the ground and I just dump 792 tonne of bio waste on the lot of ya with a cutter, would that be an insentive. Im sure a few of my wing buddies could accommodate too so few thousand tonne there a pop. Then try running about on settlements with 3000t of cannisters on the floor in the bases. See karma always comes back doesnt it PvP players for all the ganking you do.
To be perfectly clear, I am making the suggestion as someone who does not generally PVP. I am proposing ways that I would feel encouraged to participate despite not usually doing so.

And, if you think about it for a moment, you would realize that this sort of suggestion would actually hurt gankers; they would be motivated to fight other players of similar skill level, while pressured not to seal Club. A net positive, I'm sure you agree.
 
To be perfectly clear, I am making the suggestion as someone who does not generally PVP. I am proposing ways that I would feel encouraged to participate despite not usually doing so.

And, if you think about it for a moment, you would realize that this sort of suggestion would actually hurt gankers; they would be motivated to fight other players of similar skill level, while pressured not to seal Club. A net positive, I'm sure you agree.
I really just dont see the point in shooting other players in the first place it makes cmdrs want to avoid each other esp in open so my point was all non combat players crap on the gankers until the penny drops and they get lots of reserse karma. The door swings both ways not one.
 
Probably, they should be worth more than the haul, yeah. But you only get them once, so there's no way to farm anything. There wouldn't be motivation to die more than once, admittedly, but right now, there's no motivation to ever die at all. So it's still an improvement.

And if you think you can get up a little higher in rank you might participate more. Maybe not, but so what? You'd still have more people participating on the whole.

Sooo. go into a solo group kill myself or have my friend kill me then business as usual
 
Sooo. go into a solo group kill myself or have my friend kill me then business as usual
Not really. You can't kill yourself, as it has to be pvp-related. And if you have a friend kill you, that friend needs to be on the enemy side for it to count, and then they get the bonus too, essentially nullifying any benefit.

It's nice, because it's difficult to exploit.
 
Power play is a complex issue requiring multiple players and then it only makes a dent. There was a time when one player could unlock a system but with players abusing it to lock systems Frontier made it a lot harder with each faction having their own state. It also effected gathering materials in HGEs depending upon the state of the faction offering them. You probably won't make much difference even with friends.

Open play was designed for the most intense combat PvP in the game especially with engineered weapons and ships. Frontier designed it for players who wanted a more intense combat experience while the rest of us not so much. It is a good design for all player styles. Solo is more about learning the game dealing with NPCs and getting better at it. Group is about improving player skills and if combat is the goal learn what is needed to go to Open mode. There are many Inara groups and Discord channels all about this.

Players not interested in combat but want to play in Open to meet friends can do that but always need to be aware of their current situation and knowing how to avoid an interdiction with live players. Having experience as going to an engineer planet or the current popular Community Goal there will be someone who is waiting to blow you away. It is their play style and nothing wrong with it.

This is where Open, Group and Solo modes work for you. Go to a station in Solo. Upon arrival at a station got to Open then dock upsetting players after you enter the no fire zone. Upon departing go Open then after the jump go Solo. Add in 15 sec to get out of a combat situation and it really upsets PvPers.

With experience and three different modes a player can play in Open using them wisely to make friends and avoiding serious PvP players. But I'm all for Open mode intense combat with players who like this. Go for it. Frontier designed it well. I'm not about some bored PvPer blowing away a player in a Type-6 delivering cargo just because they showed up on their radar. They give a bad name to pirates players who actually have a code when they interdict a ship and releasing cargo ends well. Take more than you need just in case to keep the dedicated cargo you cannot afford to release

Regards
 
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Not really. You can't kill yourself, as it has to be pvp-related. And if you have a friend kill you, that friend needs to be on the enemy side for it to count, and then they get the bonus too, essentially nullifying any benefit.

It's nice, because it's difficult to exploit.
by kill myself I meant an alt.
 
The trouble with pvp is this; there's no incentive for the losing side.

Say you're an admittedly mediocre player. You may have some faint desire to engage in pvp, but if you join open and attack someone else and lose - which, lets face it, you probably will - you not only have to eat a rebuy, you've actively helped your enemy by giving them Merits, or just sated their bloodlust.

This functionally biases the game entirely towards the top 1-5% of combat players, who can kill everyone else, while neglecting the other 95%. Even if you're in the top 90%, you probably still don't want to play, because most players less skilled than you aren't participating due to getting slaughtered by the most skilled pilots, while you're left to consistently barely lose.

What is needed, is a system that encourages players such as this to participate even if they lose. A system where even eating a rebuy can be a positive thing.





Pilots Federation Combat Ranking

With this in mind, here's the idea; remove the concept of killing enemy players for any direct benefit. Instead, each week, players compete on a leaderboard of top pvp players.

The game calculates your win/loss ratio against enemy players and uses this to assign you a rank.
(The method via which this rank is calculated would be somewhat obfuscated; killing weak players might give less of a benefit than killing highly-ranked players, for example. These modifiers would largely be hidden, with delays in place, and occasionally automatically rerolled, to ensure players are less able to game the system.)

This rank, then, rewards players with a certain amount of points for their faction, with the top players getting the largest amount of points, and lower ranks giving correspondingly lower amounts of points. These points function fundamentally as merits, obviously rebalanced to ensure they're competitive with other sources of merits.

But, very importantly, participating at all, even if it means just getting killed by an enemy player, still assigns players a rank. Even the lowest possible rank would reward that player with a small amount of points for their faction.




Result

What is the desired result of this? It means that players are always encouraged to participate in pvp, even if they lose. Worst case, they have still earned their Power a small number of points, while minimally helping their enemy. Best case, they might actively rise up the ranks, especially since there will likely be other players doing the exact same thing as them. A high-ranking player wouldn't get much of anything from killing a top 100% player, but another top 100% player might go up to top 90%, and increase their points correspondingly.

Very Importantly, the total amount of available points should never singlehandedly determine a conflict.

PVP should be one aspect of Powerplay, not the dominant aspect. If a faction has really good pvpers, but inferior haulers, additional effort from the haulers in solo or private groups should be sufficient to overwhelm the pvpers.

But by giving players a reason to engage in pvp like this, it could enhance the competitive pvp aspect of the game, and encourage newer players to get their foot in the door, without establishing an inordinate dominance for pvp that might drive those same potential players away.
Want to make PVP more attractive to most people? It’s pretty simple: if someone is killed by another player, don’t charge them the rebuy cost.

“Punish” losing in PVP with the rank loss you mentioned.

Going a step further, not affecting mission related items or vouchers upon PVP death would go long ways into making PVP less adverse at PVP.

Regular cargo would still be subject to being lost and stolen.

Ultimately any PVP ranking rewards would end up falling on one of two sides: be easy to get stuff such as credits, which would likely still be earnable easier & faster through other means such as mining, or hard to get stuff which people would then complain about them being locked behind PVP. That’s why rather than using rewards to make PVP more attractive, I think removing penalties for engaging in PVP would make people less adverse to it.
 
Hi, Powerplay PVPer here, and I can say that while this is an issue, the bigger issue is that there is no necessity or way to implement this. If the other side is rewarded for killing you, even if you get a small reward for being killed, its still more efficient to stay in solo. As a Felicia player, I can tell you that while blockading Bunda a few months ago, across my 12ish hours of flying there, I saw only 4 imperial players who got dunked consistently. Throughout this entire stretch, I didn't see a single hauler. What incentive do they have to even engage when they can just try to outhaul people in solo. Either the benefit is too marginal and not worth it, or you need OOPP to actually make this work.
 
Give pledged players the option of a free rebuy per cycle but it takes 24-48 hours for the replacement ship to to become available. Not everyone has the time to play Elite Dangerous for hours a day to cover rebuy costs.

CMDR Justinian Octavius
 
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