Ignoring or harming PvP in game design is contributing to ganking

PvP players could have this just by picking a couple of anarchy systems to gather in. Why won't they? Or have they done that but not publicised it?
You're sort of missing the motivation. Growing a PVP population is difficult when the risks to loss and the barriers to entry are high. MMOs get this, and create a variety of matchmaking strategies, incentives (like skins based on achievement in PVP) to encourage players to give it a try.
 
The notion that PP is THE PvP feature of the game came about when FD were considering oopp and the changes we see in C&P. While the discussion over oopp was ongoing, FD added a PvP disclaimer to pp along with exempting proper pp from C&P. That's as close to pp as PvP as we have ever gotten. And, that happened well after the 'Rise to Power' event, arguably pp's peak. Rise to Power was a decidedly PvE event if you recall.

PP was not introduced as a PvP feature. There was no mention of pp's relationship to PvP at it's inception. All of that was an attempt at re-branding the flagging feature (most everyone had the modules they wanted by then.) to mollify the PvP crowd. The idea has not been pursued since, while measures to ignore PvP were strengthened in the interim. The point being, E|D allows for PvP but doesn't feature it. That's the truth of the situation.
 
After a brief read back over the OP, I note that at least 3 times he writes ‘No incentive to play in open’, I took that to mean he felt there should be.
Okay I see what you mean, though I do not get the same message out of what he is saying as you are. I do not think that his intention is to get people who are not interested in PvP or even playing with others to get into open mode.
 
Yup, it's one of those threads...

PvP consistently seems to be the last thing considered with game features. If anything, features are introduced that hamper PvP in Elite. This pattern I believe is contributing to the infamous ganking "problem" so often posted on reddit or these forums. Full disclosure, I do my share of ganking. Let's go over some avenues that can bring about meaningful PvP in this game.

1) BGS: One player faction comes into conflict with another for control of stations and systems. This has great potential to drive meaningful PvP since each side has an incentive to hamper the efforts of the other. But there are some things that get in the way:

Solo / PG: Actions are just as effective in these modes compared to open, so players have no incentive to play in open if there's threat of hostile action.
Menu Logging: Allowed by FDev, reviled by the PvP community. You can de-spawn your ship in 15 seconds after getting attacked, leaving players very little time to complete an attack. With today's defensive modules and engineering, it's incredibly easy to have a ship that can survive 15 seconds of fire from fully decked out PvP ships.
Blocking: Say each group has 3 players in a wing. Wing 1 has blocked 2 members of the opposing wing already. Because of this, instancing will likely be incredibly broken, such that either the two wings don't see each other at all, or Wing 1 will only see a single member of Wing 2, while the other two members fail to instance with the rest of the players, giving Wing 1 an advantage. They can also just proceed to block any member if the opposing faction, effectively playing in PG but in open.

2) Powerplay: This was built to help encourage PvP, so seems like this would be perfect for those who want to do PvP. Again, there are many things that get in the way.

Solo / PG: Actions are just as effective in these modes compared to open, so players have no incentive to play in open if there's threat of hostile action.
Menu Logging: Allowed by FDev, reviled by the PvP community. You can de-spawn your ship in 15 seconds after getting attacked, leaving players very little time to complete an attack. With today's defensive modules and engineering, it's incredibly easy to have a ship that can survive 15 seconds of fire from fully decked out PvP ships.
Blocking: Say each group has 3 players in a wing. Wing 1 has blocked 2 members of the opposing wing already. Because of this, instancing will likely be incredibly broken, such that either the two wings don't see each other at all, or Wing 1 will only see a single member of Wing 2, while the other two members fail to instance with the rest of the players, giving Wing 1 an advantage. They can also just proceed to block any member if the opposing faction, effectively playing in PG but in open.

(Look familiar?)

3) Pirating: This is great fun when it works and is perhaps the only PvP activity that can net a potentially meaningful monetary reward. This is generally an activity that should not result in the death of even the victim (provided they comply with demands). Again, we have problems here:

Solo / PG: Obtaining cargo and selling it are just as effective (if not more so in this case with mining) in Solo or Private Group. NPCs pose just a minor fraction of risk that a player does. So there's really no incentive at all to play in open. Instead there are specific incentives to conduct this in solo / pg for the current mining meta.
Menu Logging: Allowed by FDev, reviled by the PvP community. You can de-spawn your ship in 15 seconds after getting attacked, leaving players very little time to complete an attack. With today's defensive modules and engineering, it's incredibly easy to have a ship that can survive 15 seconds of fire from fully decked out PvP ships. While some cargo can be extracted with hatchbreakers, pirates tend to announce demands first and give time for their victim to comply since they want to encourage this behavior. The small time window however doesn't afford this luxury.
Blocking: The entire purpose of pirating is to find players transporting high value items. If no players are found, there is no pirating to be done at all. Broken instances from blocking only exacerbates empty instances from the lack of players playing in Open.

(Again, look familiar?)

4) CQC: Perhaps the only PvP that actually works, but it's not very meaningful in the sense of personal CMDR progression or contributing to something bigger. We also cannot use the ships we want to fly, which are the ones we've spent credits and time building.

5) Organized PvP Events: These can be great fun, and many who enjoy PvP attend such events. But these tend to be few and far between, and have the problem of not contributing to something greater.

So, put yourself in the shoes of someone who really enjoys combat with other players in the grand universe provided in Elite. You're really just ending up hitting roadblock after roadblock. What's there left to do? You probably guessed it: Ganking. It's true for me, and I'm sure it is for others, ganking you see in Elite is largely a result of boredom.

To be successful at ganking, you have to:

1) Go somewhere that you have a chance of finding a target. This means an engineering system, where everyone is mining, or where it's being sold (though sell systems have been empty in open lately). We've already established BGS and Powerplay functionally do not provide an adequate environment for open PvP. With many in solo / pg or blocking, these are the only systems that you have any chance to encounter players.
2) Attack quickly and ruthlessly because you potentially only have 15 seconds if your target decides to combat log (or less depending on method). Time spent messaging or attempting to pirate often just results in the player combat logging.
3) Don't communicate before interdiction otherwise you might just get blocked.

So really, if there is a ganking problem, its really due to the design of the game, and the lack of compelling options for PvP because of it. As someone who ganks, I would absolutely love to have a compelling BGS war with another player group far more than just ganking in a random high traffic system. There'd be more fun pirate interactions as well if the current situation didn't overtly hamper pirating efforts so harshly.


TLDR: PvP players are left with little to no compelling options for PvP content, resulting in increased ganking.
A ship built for anything but PvP has no chance in PvP.

So someone who wants to PvP has all the cards, and wants powerless targets. Generally. Not always, but the vast majority of the time.

Which is why they get mad when their targets grab the power to leave, by logging or playing solo.
 
While that already exists, people want structure as well, an objective to give context. An amended Powerplay in whole or in part would achieve that.
The problem is that PvP is NOT generally a prefered gameplay loop for many players. It's not popular, and for many, not even worth playing the game for. PvP is boring. It's you insta kill your target or you get insta killed. No real fighting, just the purist form of slaughter. No incentive will ever get me to play open. C&P completely reworked from scratch would be a better start. Because you can make a 1,000,000,000,000% bonus for exploration payout or any other payout and you'll just make me never go back to open ever again, forever just out of principle
 
I never said it was- the proposals make it inherent (along with a new role of generator for solo and PG).

Except if the mode is not designed to be inherently PvP, changes to make it inherently PvP are contrary to the design intent of the mode.

You want Powerplay to be a PvP focused mode, but it isn't and changing it just to satisfy you would make the game worse for a lot of other people (you can tell who they are, they're the ones that log off when you try and gank them).

Thats just silly. It breaks open because the attacker wastes time attacking when the cargo hauler can skip out, block and carry on again in Open. From then on Open is one less interaction.

But it was an interaction that only one party wanted. If the person being attacked wanted PvP they wouldn't have logged and blocked the attacker. So it's just a griefer getting blocked from griefing, so sad.

And I'm saying is, you play in solo for a reason, just as you play in open for a reason. Open is about interaction with others, Powerplay is interaction with rivals if in Open. By blocking and logging you negate the reason for being in Open in the first place- plus, its not griefing or ganking to attack a rival, in a game that allows killing anyway.

Except as you've already admitted, Powerplay is not an interaction with rivals, that's just what you want it to be. It's a competition but that doesn't require direct interaction.

Also, even if it was all-Open-all-the-time Powerplay would still need to work without direct player interaction, because a freak psychic storm might make literally every player on Xbox pledge to Zachary Hudson and every player on any other platform pledge to Aisling Duval tomorrow, and Powerplay would still be required to work even though there is literally no possibility that any rival players can ever meet each other again.

Originally it had strong PvP piracy elements, but as with all things PP were not fully thought out. and was nerfed to death.

Which rather implies that those strong PvP elements were not actually what was intended...

Plus, it has very strong PvP features- overt pledges, overt territory, two cargo types, two (2.5) roles, own C+P, real time (i.e. tick is per merit handed in) and is open ended.

Except it doesn't, those aren't inherently PvP features, they're competitive features that don't require direct interaction.

It has enough in Open to almost be that, if it did not have the baggage of block and logging (or had amended clauses).

But it isn't that because it exists in all other modes and cross platform, where none of those things exist.

I suggest solo and PvE have a bias towards missions where NPCs are strong, you have a strong RP theme and you can grind in any mode as much as you like that geberates the merits moved in Open. You then also devolve UM, delivery to Open where the action of delivery benefits from opportunistic PvP, creating a need for real time team tactics.

Right, but Powerplay is a mode which is designed to work in all modes, and is designed to work for solo players, whether in the solo mode or not. So "a need for real time team tactics" is not actually a desired part of the design. And "opportunistic PvP" is just a euphemism for griefing.
 
A ship built for anything but PvP has no chance in PvP.

So someone who wants to PvP has all the cards, and wants powerless targets. Generally. Not always, but the vast majority of the time.

Which is why they get mad when their targets grab the power to leave, by logging or playing solo.
This is not true. Most of my ships are not built for PvP but will stand a chance in many encounters and being able to get away from an attack 99% of the time.
 
The problem is that PvP is NOT generally a prefered gameplay loop for many players. It's not popular, and for many, not even worth playing the game for. PvP is boring. It's you insta kill your target or you get insta killed. No real fighting, just the purist form of slaughter. No incentive will ever get me to play open. C&P completely reworked from scratch would be a better start. Because you can make a 1,000,000,000,000% bonus for exploration payout or any other payout and you'll just make me never go back to open ever again, forever just out of principle

'Many' is not 'all'- its a case of providing a broad amount of features that appeal to as many people as possible. You have 1:1 CQC, the main game for general play, BGS for multi mode tasks which leaves Powerplay caught in limbo- what is it for? Its a five year old dinosaur in the space age that needs a purpose.
 

Robert Maynard

Volunteer Moderator
You have one feature which is multi mode, long tick inclusive, mature with great variety of activities to do (i.e. the whole game).

You can't beat that, so why emulate it again? To justify Powerplays existence it needs to stand apart and offer something different.
Powerplay offers a higher tier conflict opportunity, i.e. bigger than Factions and some control over where the Power will expand (in a much less opaque way than the BGS does).
Well, NPCs do it now, its not a stretch to extend it intelligently enough to have a compromise for players. That way you double gate PvP again, first by pledge and also by activity.
NPCs don't break the fourth wall and the challenge posed by them is set by the game, not players.
 
This is not true. Most of my ships are not built for PvP but will stand a chance in many encounters and being able to get away from an attack 99% of the time.
I'm not talking about you. I'm talking about the majority of the reasons why players get annoyed at the fact that they get to lose potentially everything while PvP goes unchecked in the same regard. Ganker gets blown up? He don't care because he's in a cheap throwaway ship while his target has to pay up rebuy, lose cargo and take a hit to his mission giver's rep. The ganker? Nothing is lost. Worst case scenario is that he has an excuse to take a break for an hour while waiting for the stupid as frick noteriety system timer
 
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I'm not talking about you. I'm talking about the majority of the reasons why players get annoyed at the fact that they get to lose potentially everything while PvP goes unchecked in the same regard. Ganker gets blown up? He don't care because he's in a cheap throwaway ship while his target has to pay up rebuy, lose cargo and take a hit to his mission giver's rep. The ganker? Nothing is lost. Worst case scenarior is that he has an excuse to take a break for an hour while waiting for the stupid as gently caress noteriety system

Quoted the wrong post?
 

Robert Maynard

Volunteer Moderator
Other mmo games and devs are able to figure out how to make rewarding and meaningful pvp content. Just because Frontier tried and failed a couple of times doesn't mean they should just give up.
It wasn't that PvP was being particularly rewarded - just that exploitable loopholes were found in particular aspects of the game when players interacted while engaging in them.
 
Except if the mode is not designed to be inherently PvP, changes to make it inherently PvP are contrary to the design intent of the mode.

I want Powerplay in open at this moment to actually have some consequence to it, otherwise its a PvE Open proxy in all but name.

You want Powerplay to be a PvP focused mode, but it isn't and changing it just to satisfy you would make the game worse for a lot of other people (you can tell who they are, they're the ones that log off when you try and gank them).

Like I said above, right now I want Open players to act like Open in Powerplay, otherwise whats the point of being in Open? Chat is pan modal, you have wings and large groups in PG, why is Open for? If it can be anything more than its a waste, when having Open wars is actually fun when they happen.

Powerplay needs a reason to exist outside of the BGS' shadow. Powerplay is played by less than 1000 players (going by counting merit drops and observing discord activity) and is really on the edge of oblivion; its why 5C is so disproportionately strong as the general population is small.

But it was an interaction that only one party wanted. If the person being attacked wanted PvP they wouldn't have logged and blocked the attacker. So it's just a griefer getting blocked from griefing, so sad.

But Powerplay allows killing, you gain a measly merit these days but its tacit acknowledgement its condoned. By blocking in Powerplay in Open, you are breaking that mode for the person who is attacking while you suffer nothing.

Except as you've already admitted, Powerplay is not an interaction with rivals, that's just what you want it to be. It's a competition but that doesn't require direct interaction.

Also, even if it was all-Open-all-the-time Powerplay would still need to work without direct player interaction, because a freak psychic storm might make literally every player on Xbox pledge to Zachary Hudson and every player on any other platform pledge to Aisling Duval tomorrow, and Powerplay would still be required to work even though there is literally no possibility that any rival players can ever meet each other again.

You seem to miss what I'm saying: currently if I catch you in Open in Powerplay and you are a rival pledge that should result in PvP because that is what the mode allows, but Powerplay (being confrontational) should go further and make being in a double gated feature actually mean something. Otherwise, its a case of being in a grind race, which has proved to be so popular over the years.

Which rather implies that those strong PvP elements were not actually what was intended...

They were excellent but lacked a property that took into account intention- on its own it was exploitable and was toned down since collusion piracy was the go to tool for controlled turmoils early on.

Except it doesn't, those aren't inherently PvP features, they're competitive features that don't require direct interaction.

Well, they are- they are suited to rapid identification, totally different from the obfuscated BGS system which is ground up multi mode. Its impossible to link cause and effect in the BGS (i.e. you never really know who did what) whereas its very easy to link cause and effect in real time in Powerplay. Its easy to link progress to players in expansions or preparations. Simply seeing someone with one of two cargo is enough to know what they are doing, unlike the BGS which is much more complex.

But it isn't that because it exists in all other modes and cross platform, where none of those things exist.

But they are there in the first place, along with the initial strong piracy, cargo stealing. All it required was FD to update PP in a timely way, rather than revert to type and leave it half finished (collapse for example, Powerplay bobbleheads and decals, improved gameplay mechanics of any kind).

Right, but Powerplay is a mode which is designed to work in all modes, and is designed to work for solo players, whether in the solo mode or not. So "a need for real time team tactics" is not actually a desired part of the design. And "opportunistic PvP" is just a euphemism for griefing.

It barely works in all modes: deliveries are 100% effective in solo due to no NPC pushback (i.e. mission scale NPCs can't replicate player moves), PGs allow AFK turretboats for huge merit totals almost risk free. Only Open promises any dimension of play beyond being able to do something faster. By stretching Powerplay over everything you gain all the flaws but none of their strengths.

And "opportunistic PvP" is just a euphemism for griefing.

People want a reason for attacks. they want context- well, you have it here. It also generates roles for support, defence, patrol via interference, breaks the shieldless T-9 / paper shield Cutter delivery meta. None of that is possible in solo currently, and never will unless EDO rewrites the lot.
 
Powerplay offers a higher tier conflict opportunity, i.e. bigger than Factions and some control over where the Power will expand (in a much less opaque way than the BGS does).

At a core level Powerplay offers a pre 3.x BGS open ended massacre mission / CZ hybrid and an open ended cargo run. In the face of the 3.X BGS with varied missions, new enemies, true open ended possibilities there is no comparison.

NPCs don't break the fourth wall and the challenge posed by them is set by the game, not players.

Well, they do tell you "keep your nose clean" and go away if you are totally clean, and lay into you if you have any PP bounty or cargo / merits.

At least then you can be pledged but a 'non- combatant' of sorts- so if you are active then the game 'gets real' while if you are waiting for 4 weeks you are background noise.
 
For all my arguments against getting people into open, it would appear that having a device for people who are already in OPEN, who want to PvP with a reason, is not an unreasonable request.

Football hooligans (And I’m really not saying PvPers are thugs) just wanted a fight but they needed a device to do so, they chose the idea of rival football clubs. No doubt some Mods and Rockers were in a similar position.

I simply do not know enough about PP to say if it should be OPEN only, having said that, my only experience with PP was to join a couple of the sides to get the modules exclusively available to those certain ‘gangs’. I could see no other benefit, as an exclusively SOLO player, in remaining with those sides once I’d got what I wanted.

So from a purely personal perspective, unless I’m missing something, as long as the modules were available to me by some other means, I can’t see what is wrong with the PP framework being OPEN only.

Do any exclusively SOLO players spend much time with it other than to get modules?
 
It doesn't matter how much effort the developers put into PVP the griefers are still going to grief. Not a single one would even consider giving up on their preferred play style.
Fortunately FDev recognized this early on and didn't waste any time on PVP game play.
 
I want Powerplay in open at this moment to actually have some consequence to it, otherwise its a PvE Open proxy in all but name.

Right, but what you've also done is confused what you want with the way the game is supposed to work. You've decided that your specifically desired interaction is what everyone should be interested in and that's what the game should force them to have.

Open is a primarily PvE game. Yes, even in powerplay. You wanting it to be otherwise doesn't make it otherwise.

Like I said above, right now I want Open players to act like Open in Powerplay, otherwise whats the point of being in Open? Chat is pan modal, you have wings and large groups in PG, why is Open for? If it can be anything more than its a waste, when having Open wars is actually fun when they happen.

Powerplay needs a reason to exist outside of the BGS' shadow. Powerplay is played by less than 1000 players (going by counting merit drops and observing discord activity) and is really on the edge of oblivion; its why 5C is so disproportionately strong as the general population is small.

Protip inescapable griefing is not going to make it more popular. I suspect people do BGS more than Powerplay because it's small scale and local and easy to make a personal connection to, even outside of player factions (eg. turning the wheel). Powerplay is big and amorphous.

But Powerplay allows killing, you gain a measly merit these days but its tacit acknowledgement its condoned. By blocking in Powerplay in Open, you are breaking that mode for the person who is attacking while you suffer nothing.

Open allows killing at all times outside of explicit no fire zones (no, bounties/notoriety don't dissuade it at all). That doesn't mean it's an inherently PvP game mode because most people don't ever do any PvP and don't want to. Again, Powerplay is a PvE competitive race game mode which is also affected by PvP. Trying to pretend that because PvP has an effect it means it is a completely inherently PvP mode and that all players in it are all interested in PvP is leaping so far to conclusions you landed in Colonia.

You seem to miss what I'm saying: currently if I catch you in Open in Powerplay and you are a rival pledge that should result in PvP because that is what the mode allows, but Powerplay (being confrontational) should go further and make being in a double gated feature actually mean something. Otherwise, its a case of being in a grind race, which has proved to be so popular over the years.

Allows != Requires. All open allows PvP at any time, that doesn't mean that everyone playing it in is interested in doing PvP. Powerplay is not an opt-in to PvP, it is not supposed to be an opt-in to PvP and you wanting it doesn't make it so.

It barely works in all modes: deliveries are 100% effective in solo due to no NPC pushback (i.e. mission scale NPCs can't replicate player moves), PGs allow AFK turretboats for huge merit totals almost risk free. Only Open promises any dimension of play beyond being able to do something faster. By stretching Powerplay over everything you gain all the flaws but none of their strengths.

Your problem with the other modes appears to be that it works too well in them not that it barely works. That rather indicates that it's not supposed to be PvP.

People want a reason for attacks. they want context- well, you have it here. It also generates roles for support, defence, patrol via interference, breaks the shieldless T-9 / paper shield Cutter delivery meta. None of that is possible in solo currently, and never will unless EDO rewrites the lot.

I rather suspect that most people don't actually want to be attacked. That's why they log off and block people when it happens.

Powerplay needs to work for solo players, some of those solo players are in the open game mode, so generating group play roles is out of scope for the mode.
 
Right, but what you've also done is confused what you want with the way the game is supposed to work. You've decided that your specifically desired interaction is what everyone should be interested in and that's what the game should force them to have.

And how is Powerplay supposed to work? Even FD don't know- it took them 5 cycles to admit collapse was not in, and that the 3 cycles in the bottom 3 (and mandatory expansion) was a giant pork pie- FD have cut features and added nothing in return. Its languished with no direction while it rots from the inside out. Ever since its been released its struggled to find an audience because it pleases exactly no-one- these days its either dwindling die hards that actually play it or module shoppers. Quite often its the module shoppers moaning and the people who engage with the game shouted down.

Open is a primarily PvE game. Yes, even in powerplay. You wanting it to be otherwise doesn't make it otherwise.

And as you forget, Powerplay is two halves- the first, PvE is generic across modes. The second part, delivery and modification by PvP, is absent in two modes but present in the third. However that itself is kneecapped because you can block and log, so that threat is rendered toothless.

Protip inescapable griefing is not going to make it more popular. I suspect people do BGS more than Powerplay because it's small scale and local and easy to make a personal connection to, even outside of player factions (eg. turning the wheel). Powerplay is big and amorphous.

Powerplay is a team game at heart, and with post 1.3 multiplayer structures allows for actual supportive wing based teamplay when it happens, having Open now with a Powerplay clause would not force people to change anything, it would just make that mode actually something different. In Powerplay, you don't abandon people if danger is about, and would create a place for proper PvP, however slight that would be with real consequences. However that team game is crushed into one dimension with little chance of creativity or spontaneity with solo, and made into a factory in PG. FD pulled CGs because they thought they were dull and oversued, well, PP has a CG for every control system you run, each week every week- thats a pile of work with no redeeming features.

People play the BGS more because its actually a feature that rewards by playing the whole game as you like, rather than having the same two things to do ad infinitum. Each PP delivery the same 50 keypresses, to the point botting was used. Without anything actually happening people wonder what actually happens since the playable area of the bubble is full and moves have become trench warfare for weeks, sometimes months on end, all the time small abandoned powers are sock puppeted so the real enemy fights for free. It does not help FD not actually having a PP manual in the game like everything else, or updating the mega old HTML version.

Open allows killing at all times outside of explicit no fire zones (no, bounties/notoriety don't dissuade it at all). That doesn't mean it's an inherently PvP game mode because most people don't ever do any PvP and don't want to. Again, Powerplay is a PvE competitive race game mode which is also affected by PvP. Trying to pretend that because PvP has an effect it means it is a completely inherently PvP mode and that all players in it are all interested in PvP is leaping so far to conclusions you landed in Colonia.

As I keep on saying PP is two halves, gathering and delivering. Gathering is PvE, the delivery in Open is PvP (unlike PG or solo) as you actually face opponents who can intelligently attack and are not restricted by no-fire zones or NPC limitations brought about via persistence. Its why I'm puzzled that, with solo and PG available, Open still has blocking for pledges. If you don't want to be shot at, use a mode that suits your taste rather than distort one that allows it.

Allows != Requires. All open allows PvP at any time, that doesn't mean that everyone playing it in is interested in doing PvP. Powerplay is not an opt-in to PvP, it is not supposed to be an opt-in to PvP and you wanting it doesn't make it so.

Then what distinction is there between modes if they all behave the same? Powerplay is adversarial, and yet in a mode that allows it, its still subject to blocking and logging. If you want extra challenge that should be the place for it.

Your problem with the other modes appears to be that it works too well in them not that it barely works. That rather indicates that it's not supposed to be PvP.

After years of leading a power, being part of several discords, running reddits I know full well how grind races work. I also know how disheartening it is having to outgrind a faceless enemy, as well as outgrind and outvote 5C. I know how hard it is to try and compete with bots who work tirelessly, or when a PG group shamelessly AFKs 300,000 combat merits when you are like, actually pressing buttons and playing. But because Powerplay is tied to everything its easy to exploit each modes weaknesses leaving a choice of doing the same, burning yourself out competing the old fashioned way or stopping playing.

Open does not solve all of that, but it at least offers unpredictable encounters and makes the most of basic mechanics (rather than making it painfully obvious there is little PvE variety to be had). Even if FD tweak the Open rules for Powerplay now it would be a good move.

I rather suspect that most people don't actually want to be attacked. That's why they log off and block people when it happens.

You'd be surprised. The Open Powerplay conflicts I've been party showed me how much deeper the feature can be. At a conceptual and actual level it gives more than it takes away. The biggest driver in PP is not the threat of violence but the need for efficiency. Currently its easy to support massive empires because every delivery is near 100% guaranteed because solo and PG is threat free. So while an Open PP won't be totally PvP, PvP acts as a meaningful brake and alternative to simply grinding more- and Powers do not always grind at all the same time, so allowing PvP also provides an avenue to properly disrupt and attack, making for more opportunities for turmoil and powers losing systems.

Powerplay needs to work for solo players, some of those solo players are in the open game mode, so generating group play roles is out of scope for the mode.

Powerplay needs to change one way or the other, its numbers are so low with abandoned powers it needs to work, and it needs to be done as efficiently as possible. I know its not cool to talk about polls from people like OA, but it says something when the interest in Open only or even weighted was about five times as large as the current population who engage fully with Powerplay (from 7.7K respondents v <1K estimated Powerplay pledges) Although some would leave if the change happened, from the numbers I can see most people would shrug and carry on, and those who come in would easily outnumber those who left.

FD indicated the last proposal was the scope they were looking at (i.e. its not much at all), and within it the only new gameplay is Open, in effect making players NPCs. Now, if FD rework Powerplay from the ground up to work across modes then fantastic, job done. But so far all we know is whats been said 'is it', either in whole or in part- which without Open is condemning ever heavier grind races via mega UM and the added gameplay of voting for votes. That will kill Powerplay.
 
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