Open-Only in PP2.0?

A player should have to be in opened to get merits and affect powers.

You seem to have a misunderstanding regarding the purpose of the modes
Let me clarify with an in-game screenshot


1731360427124.png


It's just a player filter and that's all

It allows everyone to play in the mode of their preferred choice without being penalized for it
Open-only makes no sense whatsoever
 
You seem to have a misunderstanding regarding the purpose of the modes
Let me clarify with an in-game screenshot


View attachment 408093

It's just a player filter and that's all

It allows everyone to play in the mode of their preferred choice without being penalized for it
Open-only makes no sense whatsoever
I guess you don't understand what I'm saying, I'll make it simple.

Powerplay should be an open only activity.
 
I guess you don't understand what I'm saying, I'll make it simple.

Powerplay should be an open only activity.

And then i will have to repeat - you dont seem to understand why the modes are the core feature of ED and what is their role (no, it's not to punish players)

So again, there is no such thing as an open-only activity in a game that do not filter activities by modes.
Especially when they seem to want to have PP20 as a feature that attracts as much players as possible.
Why would they work out a major game feature, then limit who will be able to partake? it makes no sense and they obviously know this.
 
Yeah so? I didn't say all players agreed, but FDev said they would monitor player feedback so I'm voicing my my opinion that PP2.0 should be open only. Because this is the correct opinion.

Some players are simply not fun to play with. They cheat, bully, gank, and routinely violate the unwritten rules of fair play. In every MMO I’ve ever played that has had open PvP, the usual suspects are such a huge problem that they’ll depopulate a game’s servers, until the development team either implements a PvP switch, or goes bankrupt due to lack of paying players. At best, one in twenty players will opt into PvP… if those development teams are to be believed.

Bizarrely, despite this pattern seen in other games, a significant majority of players voluntarily choose Open as their preferred mode. The usual suspects are conspicuously absent, except around CGs abdicate handful of systems known to have significant player traffic, and even then they’re not much of threat to a prepared player, or those who play outside their local prime time.

Something is keeping down the population of usual suspects, and I believe it is Frontier’s tri-mode system. When you allow players to choose, on a session by session basis, who gets play with them, you get environment that is fun to play in for everyone… except the usual suspects. Those least interested in PvP, or interacting with other players in general, get to enjoy their game in peace, while the usual suspects discover that they aren’t the mighty PvPers they picture themselves to be, but annoyances that can be ignored… or swatted if they target the wrong player. Sooner or later, unable to get kills while getting killed in return, they leave for greener pastures.

The same was true of PowerPlay 1.0, and is doubly true in PowerPlay 2.0. In 1.0, the usual suspects, not pledged to any Power, briefly swarmed around Power capitals, regardless of whether fortification merits were outgoing or incoming, They soon vanished, long before most of those interested in the idea of PowerPlay quit due to the extremely poor PvE activities forming the base of the feature. That pretty much confined spontaneous PvP to combat expansions, or the extremely rare encounter between fortifiers and underminers.

Frontier’s networking solution for this game is extremely poor for direct confrontational PvP. Players host instances, not Frontier, which is ill suited to instancing players from different geographical regions, and the number of players in an instance is capped by the hosting player’s equipment. Open is not one giant instance, but thousands of individual instances where, when the stars align, you might be matched with someone you don’t know. Furthermore, player’s frequently have to jump through hoops just to be instances with their friends, let alone strangers. And of course, the reverse is true: with instances hosted by players, it’s fairly easy to “poison the well,” guaranteeing a private instance at the expense of other player’s transition times.

Finally, there is the question of the behavior of Old School PowerPlayers themselves. Not whether they are fun to play with when encountered in the game, I have had nothing but positive encounters to date, but in general. They should be the type of player significantly more likely to choose Open than the general playerbase. And yet, with one notable exception, the message we get from them is “We bravely do our work in Open. It’s everyone else who is hiding in Solo/PG.” So the question here becomes: Is the Power Playerbase significantly less likely to freely choose Open, despite near universal claims to the contrary, or is instancing simply that bad?

Personally, I think it’s the latter, not the former. Personally, anecdotally, and experimentally, everything I’ve seen indicates that unless both players actively cooperate with each other, you’re only likely to instance with strangers physically near you, and only if a potential host can support multiple players. Which means that even if a player is online during the daily global peak, unless they live in Europe, they might as well be playing in Solo. Thus, Open Only will not produce the results you think it will.

On the other hand, if instancing is actually good, and the Power Playerbase as a whole can’t be trusted to obey their own house rules to gain what is ultimately an ephemeral advantage, then why on Earth would anyone trust them to play by the unwritten rules of fair play? That type of player is not fun to play with. And if there are enough of them, PowerPlay 2.0 will wither on the vine, just like PowerPlay 1.0 did, as will any hope of Frontier ever adding any meaningful PvP content in the future.

YMMV
 
Some players are simply not fun to play with. They cheat, bully, gank, and routinely violate the unwritten rules of fair play. In every MMO I’ve ever played that has had open PvP, the usual suspects are such a huge problem that they’ll depopulate a game’s servers, until the development team either implements a PvP switch, or goes bankrupt due to lack of paying players. At best, one in twenty players will opt into PvP… if those development teams are to be believed.

Bizarrely, despite this pattern seen in other games, a significant majority of players voluntarily choose Open as their preferred mode. The usual suspects are conspicuously absent, except around CGs abdicate handful of systems known to have significant player traffic, and even then they’re not much of threat to a prepared player, or those who play outside their local prime time.

Something is keeping down the population of usual suspects, and I believe it is Frontier’s tri-mode system. When you allow players to choose, on a session by session basis, who gets play with them, you get environment that is fun to play in for everyone… except the usual suspects. Those least interested in PvP, or interacting with other players in general, get to enjoy their game in peace, while the usual suspects discover that they aren’t the mighty PvPers they picture themselves to be, but annoyances that can be ignored… or swatted if they target the wrong player. Sooner or later, unable to get kills while getting killed in return, they leave for greener pastures.

The same was true of PowerPlay 1.0, and is doubly true in PowerPlay 2.0. In 1.0, the usual suspects, not pledged to any Power, briefly swarmed around Power capitals, regardless of whether fortification merits were outgoing or incoming, They soon vanished, long before most of those interested in the idea of PowerPlay quit due to the extremely poor PvE activities forming the base of the feature. That pretty much confined spontaneous PvP to combat expansions, or the extremely rare encounter between fortifiers and underminers.

Frontier’s networking solution for this game is extremely poor for direct confrontational PvP. Players host instances, not Frontier, which is ill suited to instancing players from different geographical regions, and the number of players in an instance is capped by the hosting player’s equipment. Open is not one giant instance, but thousands of individual instances where, when the stars align, you might be matched with someone you don’t know. Furthermore, player’s frequently have to jump through hoops just to be instances with their friends, let alone strangers. And of course, the reverse is true: with instances hosted by players, it’s fairly easy to “poison the well,” guaranteeing a private instance at the expense of other player’s transition times.

Finally, there is the question of the behavior of Old School PowerPlayers themselves. Not whether they are fun to play with when encountered in the game, I have had nothing but positive encounters to date, but in general. They should be the type of player significantly more likely to choose Open than the general playerbase. And yet, with one notable exception, the message we get from them is “We bravely do our work in Open. It’s everyone else who is hiding in Solo/PG.” So the question here becomes: Is the Power Playerbase significantly less likely to freely choose Open, despite near universal claims to the contrary, or is instancing simply that bad?

Personally, I think it’s the latter, not the former. Personally, anecdotally, and experimentally, everything I’ve seen indicates that unless both players actively cooperate with each other, you’re only likely to instance with strangers physically near you, and only if a potential host can support multiple players. Which means that even if a player is online during the daily global peak, unless they live in Europe, they might as well be playing in Solo. Thus, Open Only will not produce the results you think it will.

On the other hand, if instancing is actually good, and the Power Playerbase as a whole can’t be trusted to obey their own house rules to gain what is ultimately an ephemeral advantage, then why on Earth would anyone trust them to play by the unwritten rules of fair play? That type of player is not fun to play with. And if there are enough of them, PowerPlay 2.0 will wither on the vine, just like PowerPlay 1.0 did, as will any hope of Frontier ever adding any meaningful PvP content in the future.

YMMV

This ☝️ should be stickied.
 
Yeah so? I didn't say all players agreed, but FDev said they would monitor player feedback so I'm voicing my my opinion that PP2.0 should be open only. Because this is the correct opinion.

and my opinion is there should never be any open-only features or bonuses and the game should keep the modes working as they wonderfully worked in the last 10 years
IMO, the longevity of ED is mostly due the modes since they allow a great variety of players to play in the mode they see fit for their leisure time spent in game.
 
Finally, there is the question of the behavior of Old School PowerPlayers themselves. Not whether they are fun to play with when encountered in the game, I have had nothing but positive encounters to date, but in general. They should be the type of player significantly more likely to choose Open than the general playerbase. And yet, with one notable exception, the message we get from them is “We bravely do our work in Open. It’s everyone else who is hiding in Solo/PG.” So the question here becomes: Is the Power Playerbase significantly less likely to freely choose Open, despite near universal claims to the contrary, or is instancing simply that bad?
You keep saying this recently, and I hope this isn't in relation to our discussion, which was very different from how you position it here.

What I said was the migration by player groups that I was interacting with towards Private/Solo for Powerplay due to the 'meta' it offers is what killed it for me (and a lot of others) as I watched what was an engaging community experience, with players adhoc winging up to deal with the actions of their rivals, slowly devolve into lonewolf mindless AFK farming and 3 hour netflix-and-haul excursions, whilst bemoaning others doing the exact same thing, and the toxicity that built up around that (much like with my time in BGS gameplay).
 
Some players are simply not fun to play with. They cheat, bully, gank, and routinely violate the unwritten rules of fair play. In every MMO I’ve ever played that has had open PvP, the usual suspects are such a huge problem that they’ll depopulate a game’s servers, until the development team either implements a PvP switch, or goes bankrupt due to lack of paying players. At best, one in twenty players will opt into PvP… if those development teams are to be believed.

That's simply not true.
Many MMOs thrive with active PvP ...take EVE Online, for instance. It has PvP as a core aspect of its gameplay, with a stable player base that accepts the PvP risk as part of the experience. This shows that PvP doesn’t just "kill" a game.
Sometimes, it’s the backbone of long-term engagement.

Bizarrely, despite this pattern seen in other games, a significant majority of players voluntarily choose Open as their preferred mode. The usual suspects are conspicuously absent, except around CGs abdicate handful of systems known to have significant player traffic, and even then they’re not much of threat to a prepared player, or those who play outside their local prime time.

Something is keeping down the population of usual suspects, and I believe it is Frontier’s tri-mode system. When you allow players to choose, on a session by session basis, who gets play with them, you get environment that is fun to play in for everyone… except the usual suspects. Those least interested in PvP, or interacting with other players in general, get to enjoy their game in peace, while the usual suspects discover that they aren’t the mighty PvPers they picture themselves to be, but annoyances that can be ignored… or swatted if they target the wrong player. Sooner or later, unable to get kills while getting killed in return, they leave for greener pastures.

Your view seems overly simplified and lacks concrete data to support such conclusions. The tri-mode system isn’t a tool specifically designed to "weed out" certain types of players, but rather to give players more control over their experience, whether they prefer PvE or PvP interactions. Open mode remains a highly popular choice precisely because it offers dynamic interactions and a sense of realism. The presence or absence of “usual suspects” isn’t necessarily the result of this system; it's more likely due to broader factors like player preference, available activities, and engagement with game mechanics.

Frontier’s networking solution for this game is extremely poor for direct confrontational PvP. Players host instances, not Frontier, which is ill suited to instancing players from different geographical regions, and the number of players in an instance is capped by the hosting player’s equipment. Open is not one giant instance, but thousands of individual instances where, when the stars align, you might be matched with someone you don’t know. Furthermore, player’s frequently have to jump through hoops just to be instances with their friends, let alone strangers. And of course, the reverse is true: with instances hosted by players, it’s fairly easy to “poison the well,” guaranteeing a private instance at the expense of other player’s transition times.

Yes, instancing has limits, but the P2P system is a compromise that makes Elite’s vast open world feasible. While not ideal for large scale PvP, many still manage frequent Open encounters without issue. Instancing isn’t preventing engagement in PowerPlay,.

Finally, there is the question of the behavior of Old School PowerPlayers themselves. Not whether they are fun to play with when encountered in the game, I have had nothing but positive encounters to date, but in general. They should be the type of player significantly more likely to choose Open than the general playerbase. And yet, with one notable exception, the message we get from them is “We bravely do our work in Open. It’s everyone else who is hiding in Solo/PG.” So the question here becomes: Is the Power Playerbase significantly less likely to freely choose Open, despite near universal claims to the contrary, or is instancing simply that bad?

Personally, I think it’s the latter, not the former. Personally, anecdotally, and experimentally, everything I’ve seen indicates that unless both players actively cooperate with each other, you’re only likely to instance with strangers physically near you, and only if a potential host can support multiple players. Which means that even if a player is online during the daily global peak, unless they live in Europe, they might as well be playing in Solo. Thus, Open Only will not produce the results you think it will.

On the other hand, if instancing is actually good, and the Power Playerbase as a whole can’t be trusted to obey their own house rules to gain what is ultimately an ephemeral advantage, then why on Earth would anyone trust them to play by the unwritten rules of fair play? That type of player is not fun to play with. And if there are enough of them, PowerPlay 2.0 will wither on the vine, just like PowerPlay 1.0 did, as will any hope of Frontier ever adding any meaningful PvP content in the future.

PowerPlay participation in Open often reflects a player’s commitment to risk and roleplay, not any universal “house rules.”
Roleplay in this context means setting personal boundaries within the space Frontier created. Perhaps you have expectations others aren’t aware of, which feel challenged in Open. Beyond that, any imbalance will persist until we achieve a truly balanced risk/reward structure between Open and Solo/PG.

It sounds like your experience with Open may be limited. Those who engage regularly understand that Open’s real appeal is its unpredictability, where “fair play” simply means being prepared for anything.
 

Robert Maynard

Volunteer Moderator
That's simply not true.
Many MMOs thrive with active PvP ...take EVE Online, for instance. It has PvP as a core aspect of its gameplay, with a stable player base that accepts the PvP risk as part of the experience. This shows that PvP doesn’t just "kill" a game.
Sometimes, it’s the backbone of long-term engagement.
Noting that this game is not and never has been an EVE clone, how many players actually play that game?

If it's not "everyone" then it is clear that something about the game does not appeal to those players who choose not to play it.

Put differently, EVE and its gameplay appeals to some players of games, not all players of games - and, given the player behaviours that EVE facilitates, it's not surprising in the slightest that not everyone chooses to play it (which can be done for free for those inclined).
 
and my opinion is there should never be any open-only features or bonuses and the game should keep the modes working as they wonderfully worked in the last 10 years
IMO, the longevity of ED is mostly due the modes since they allow a great variety of players to play in the mode they see fit for their leisure time spent in game.
Weighting doesn’t remove modes; it simply introduces a balanced risk/reward structure. Every player would still have the option to switch into Open to access the same bonus, preserving the freedom of choice for everyone
 
Noting that this game is not and never has been an EVE clone, how many players actually play that game?

If it's not "everyone" then it is clear that something about the game does not appeal to those players who choose not to play it.

Put differently, EVE and its gameplay appeals to some players of games, not all players of games - and, given the player behaviours that EVE facilitates, it's not surprising in the slightest that not everyone chooses to play it (which can be done for free for those inclined).

You said PvP kills games—that was the point. And it's a false point.
 
You keep saying this recently, and I hope this isn't in relation to our discussion, which was very different from how you position it here.

What I said was the migration by player groups that I was interacting with towards Private/Solo for Powerplay due to the 'meta' it offers is what killed it for me (and a lot of others) as I watched what was an engaging community experience, with players adhoc winging up to deal with the actions of their rivals, slowly devolve into lonewolf mindless AFK farming and 3 hour netflix-and-haul excursions, whilst bemoaning others doing the exact same thing, and the toxicity that built up around that (much like with my time in BGS gameplay).

Thanks for the correction... though I don't think there was a "migration" of players to Private/Solo due to the "meta," but a general movement to quit playing PowerPlay in general because the PvE was simply that bad. The only reason why I remained pledged after I quit earning merits was a) for roleplaying purposes, and b) so that the mostly hypothetical PowerPlayer opposition would be able to attack me without penalty.

But that "bemoaning others for doing the exact same thing" is what I'm talking about. Given how universal that complaint is, either the PowerPlayerbase at the time was significantly less likely to play in Open than the general playerbase, of which a significant majority played in Open, or how this game is set up is ill suited for the kind of confrontational PvP that they want. I think it's the latter, not the former, but if it is the former, I'd much rather that they stay in Solo/PG rather than ruin my experience in Open.
 
Weighting doesn’t remove modes; it simply introduces a balanced risk/reward structure. Every player would still have the option to switch into Open to access the same bonus, preserving the freedom of choice for everyone
But does that mean if you have no player interaction then your reward is weighted ? Even in open as there was no risk ? Or do we go any hostile commander attacks only gets the full reward ?
Again open isn't open it's like a series of Private groups ? I can't join yours if I'm on a different server/timezone/ IP/or you can't host .
 
That's simply not true.
Many MMOs thrive with active PvP ...take EVE Online, for instance. It has PvP as a core aspect of its gameplay, with a stable player base that accepts the PvP risk as part of the experience. This shows that PvP doesn’t just "kill" a game.
Sometimes, it’s the backbone of long-term engagement.

It's true that a handful of MMOs, with EVE Online being the most famous example, have managed to survive by making the toxicitiy I've seen in other games a feature, rather than a flaw. I wouldn't touch those games with a 10' pole.

Your view seems overly simplified and lacks concrete data to support such conclusions. The tri-mode system isn’t a tool specifically designed to "weed out" certain types of players, but rather to give players more control over their experience, whether they prefer PvE or PvP interactions. Open mode remains a highly popular choice precisely because it offers dynamic interactions and a sense of realism. The presence or absence of “usual suspects” isn’t necessarily the result of this system; it's more likely due to broader factors like player preference, available activities, and engagement with game mechanics.

I agree, it isn't a "tool specificially designed to 'weed out' certain types of players." That's a consequence of players being allowed more control over their experience, rather than its purpose. The fact that it's so successful at weeding out the usual suspects simply reinforces what I've always suspected about them in the first place: when faced with anything remotely resembling a fair fight, they quit.

Yes, instancing has limits, but the P2P system is a compromise that makes Elite’s vast open world feasible. While not ideal for large scale PvP, many still manage frequent Open encounters without issue. Instancing isn’t preventing engagement in PowerPlay,.

It isn't a compromiose to make the game "feasible." It's a compromise to minimize Frontier's operating costs. This may, in turn, make the game actually feasable, since Frontier doesn't have to charge a monthly subscription fee, but personally I'd much rather pay a monthly fee to have Frontier host stable instances than what I frequently experience in this game.

PowerPlay participation in Open often reflects a player’s commitment to risk and roleplay, not any universal “house rules.”
Roleplay in this context means setting personal boundaries within the space Frontier created. Perhaps you have expectations others aren’t aware of, which feel challenged in Open. Beyond that, any imbalance will persist until we achieve a truly balanced risk/reward structure between Open and Solo/PG.

It sounds like your experience with Open may be limited. Those who engage regularly understand that Open’s real appeal is its unpredictability, where “fair play” simply means being prepared for anything.

Source: https://www.youtube.com/watch?v=H6M1OF_E0IA&ab_channel=HarosofStyx


I've played in Open since the original Alpha. I started as an experiement: to see how long it would take before Open became so toxic that I'd move to Solo/PG simply to enjoy my game. I stayed in Open because the usual suspects that create that toxicity are rare enough, and not much of a threat to a prepared player, that Open is a fun, not an irritating, experience.

I've learned two things about the Open experience: without the usual suspects, spontanious oppositional PvP can be fun, and the difference between prime-time and non-prime time is night and day due to Frontier not hosting instances.

So far, I've encountered 23 players since the premier of PowerPlay 2.0. All but three were during the two times I played over the weekend, and roughly 20% of the players I've been in a position to scan have been pledged to a Power. Of the three systems I've been keeping track of, I'm either the lone PowerPlayer in the system, or any opposition is happening when I'm not logged in... which isn't too surprising, given that at best, my available time to play this game is fairly average, based on the stats publically available from SteamSpy (takes a sip).
 
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