Open-Only in PP2.0?

Because this is the correct opinion.
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Ah so rewards should only be for the leet folks then?

O7
Powerplay modules should be outside powerplay, tech brokers or whatever, and people who are engaging in powerpaly should be people who want to engage in powerplay in both direct and indirect way, not just rewards grinders, but by indirect I rather think about less pvp involving tasks that still gives incentive to play in open, and this should be systemic, at least massive bonuses to open play
 
From risk/reward standpoint, there is nothing more rewarding than attacking fellow players, especally that in pp2.0 merits are instant, also it's rewarding to just lose other players, especially pvpers time, You involved in harrasing enemy player, may benefit your hauler that make to station, that otherise would get interdicted and likely killed, PP in solo/pg is removing those gameplay loops and also removes builds for those gameplay loops. In PP1.0, we had to take UM merits to control system for gratification, I remember in FLC, when big merits "sniper" got killed by enemy pvper, it cost us entire cycle, those big turnarounds, that are known only for people heavy involved in old PP are also missing in new PP.

That’s more a matter of taste, than anything else.

Right now, the status quo in Open means that more likely than not, most players I meet in Open won’t pull the kinds of shenanigans I’ve seen in other games to avoid being attacked or killed, on the few occasions I’ve gone marauding as an experiment. It happens, but it’s it seems those in combat ships are far more likely than transport ships to pull that kind of pasture pastries, which is an experience I don’t consider to be all that fun.

Especially since my normal play window is not what I’d consider to be a target rich environment. I play outside my local prime time, so any player interaction is rare, despite playing during the global maximum.

That being said, I’m perfectly OK with inefficient house rules, or playstyles, which maximize the fun for everyone involved. Playing in Open isn’t one of them, unless players go looking for a fight. Which is perfectly fine, if you enjoy that kind of thing.

But in my experience, unless you do go looking for a fight, the risk in Open is negligible. On the other hand, the benefits of Open far outweigh that negligible risk. Especially for those of us who need to rely on PUGs if we want to wing up.
 
We went through this all yesterday, and again, I think you're wrong as per all the reasons cited in those talking points.
It's beautifull myth that solo=pvp, it's nice to convince yourself, that you are badass if you can kill elite anaconda wing, then in open those players live 5minutes, becouse they forget to plot hi wake system before combat, becouse they forget there are power play weapons that stop FSD, becouse they dont know that player ships can remove more heathpool in 1 salvo faster than npc can deal in 10 minutes, but it's easy for yourself to treat both gamplays same, in your imagination at least, becouse nobody with practical knowladge of open powerplay in hotspot cant reapeat this balderdash again and again, unless its on purpose "I have no skills to compete, but i want to be important" then we get this "all modes are equal"
 
That’s more a matter of taste, than anything else.

Right now, the status quo in Open means that more likely than not, most players I meet in Open won’t pull the kinds of shenanigans I’ve seen in other games to avoid being attacked or killed, on the few occasions I’ve gone marauding as an experiment. It happens, but it’s it seems those in combat ships are far more likely than transport ships to pull that kind of pasture pastries, which is an experience I don’t consider to be all that fun.

Especially since my normal play window is not what I’d consider to be a target rich environment. I play outside my local prime time, so any player interaction is rare, despite playing during the global maximum.

That being said, I’m perfectly OK with inefficient house rules, or playstyles, which maximize the fun for everyone involved. Playing in Open isn’t one of them, unless players go looking for a fight. Which is perfectly fine, if you enjoy that kind of thing.

But in my experience, unless you do go looking for a fight, the risk in Open is negligible. On the other hand, the benefits of Open far outweigh that negligible risk. Especially for those of us who need to rely on PUGs if we want to wing up.
I think most, if not all people who are against OOPP are missing one point, that is especially important with more rewarding new system, there are plenty, or more like 99+% of powerplay systems, where even in open, you are completely safe, and for open only PP, all that matter is that remaining 1%, where solo/pg players should not be allowed to be rewarded in same way, as those who play in open, just becouse solo/pg minimaxing increase value of playing in solo/pg and simply not reward acting in significantly more difficult enviroment. Deep in it's root, it's not very diffrent from rewarding with more merits/credits for killing elite Vulture than killing harmless sidewinder
 
I think most, if not all people who are against OOPP are missing one point, that is especially important with more rewarding new system, there are plenty, or more like 99+% of powerplay systems, where even in open, you are completely safe, and for open only PP, all that matter is that remaining 1%, where solo/pg players should not be allowed to be rewarded in same way, as those who play in open, just becouse solo/pg minimaxing increase value of playing in solo/pg and simply not reward acting in significantly more difficult enviroment. Deep in it's root, it's not very diffrent from rewarding with more merits/credits for killing elite Vulture than killing harmless sidewinder
Its still your choice to play in Open

O7
 
I think most, if not all people who are against OOPP are missing one point, that is especially important with more rewarding new system, there are plenty, or more like 99+% of powerplay systems, where even in open, you are completely safe, and for open only PP, all that matter is that remaining 1%, where solo/pg players should not be allowed to be rewarded in same way, as those who play in open, just becouse solo/pg minimaxing increase value of playing in solo/pg and simply not reward acting in significantly more difficult enviroment

For me, it comes down to this:

Either the old-school PowerPlay are significantly less likely to play by in Open than the general playerbase… the same playerbase where a significant majority already play in Open… or this game’s networking architecture is inadequate to reliably provide the kind of direct confrontational PvP you seek.

Quite frankly, I think it’s the latter, not the former, and that the whole idea o that there are tons of PowerPlayers “hiding” in Solo/PG for some ephemeral advantage is as much a myth as that advantage itself.

On the other hand, if it truly is the former, then why would anyone trust said cohort to play by the rules, since they can’t be trusted to even follow the rules they want to impose on others?

It’s just like the usual suspects in Open who’ll log out when faced by another player in a combat ship, and then complain about the ubiquity of “combat logging.”
 
Quite frankly, I think it’s the latter, not the former, and that the whole idea o that there are tons of PowerPlayers “hiding” in Solo/PG for some ephemeral advantage is as much a myth as that advantage itself.

On the other hand, if it truly is the former, then why would anyone trust said cohort to play by the rules, since they can’t be trusted to even follow the rules they want to impose on others?

It’s just like the usual suspects in Open who’ll log out when faced by another player in a combat ship, and then complain about the ubiquity of “combat logging.”

Again, the 'solo/PG grinders' definitetly was not a 'myth' having been present throughout the early rigmarole and massively invested in Powerplay, however I suspect that many migrated from Powerplay at some point to chase whatever next shiny-key zero-brain engagement grind FDEV dangled in front of them was, but their presence was what killed the mechanic for a lot of folk in my circles (and in more than a good 7 dozen cases, love for the game itself), really stifling the 'teamplay' element of what is supposed to be a PvP/TvT game mechanic.
 
Did I? A quote from the post(s) referred to would be helpful.

Here it is:
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

This statement is simply false.

Instead, several games have struggled or even failed after introducing a PvP switch or separate PvP modes, particularly when this fragmented the player community, leading to a lack of active players.

Some examples :
  • New World: Originally designed as a PvP-heavy game, Amazon shifted to optional PvP modes to attract a broader audience. This change led to PvP server fragmentation, and many PvP focused players were left unsatisfied. The game experienced a dwindling player base as a result.
  • WildStar: was known for challenging PvP and raid content. However, separating PvP and PvE modes, along with high difficulty for endgame activities, divided the community, causing the active player base to shrink. It eventually shut down in 2018
  • Lineage 2: as time went on, it introduced options to limit PvP, such as flagging and less PvP-oriented servers, aiming to attract a broader user base. This alienated many veteran players and reduced the appeal of open PvP, which had been a key feature for fans, contributing to a gradual erosion of the player base.
  • Darkfall Online: Known for its hardcore PvP and full-loot mechanics, Darkfall attempted to make PvP optional and introduced servers with less intense rules. Many original players abandoned the game, feeling it was losing its core identity. Combined with other management and support issues, this contributed to the game’s eventual closure.
  • Rend: This survival game initially focused on faction-based PvP, but after introducing PvE-only servers and optional modes, the community split. PvP players lost interest, feeling the game was losing its competitive roots. Server populations dropped quickly, and the game eventually suffered a steep decline, leading to its closure.
Many games, on the other hand, owe their popularity to the inclusion of seamless PvP or mixed PvPvE with weighted rewards:
  • EVE Online: player-driven economy, political intrigue, and epic battles made EVE legendary for its community and immersive PvP driven gameplay. Removing any PvP restrictions attracted hardcore players and gave the game its reputation for high-stakes, player-led wars.
  • Rust: Originally a survival game with both PvP and PvE elements, Rust has since evolved into a full PvP experience with no safe zones.
    The shift to unrestricted PvP intensified its survival aspect and led to its popularity among players who enjoy competitive and challenging environments.
    This no-holds-barred PvP approach made Rust stand out in the survival genre and became central to its identity, drawing in a loyal player base that enjoys the game’s unforgiving nature
  • Albion Online: was initially a hybrid game with PvE and PvP elements, but it solidified its PvP appeal by making certain areas high-risk PvP zones with full-loot mechanics. While there are safer zones for beginners, the high-reward, full-PvP areas attract players looking for a more competitive experience. This decision attracted more PvP-focused players and boosted the game’s popularity, creating an economy and community heavily driven by the PvP risk/reward system.
  • Black Desert Online: While BDO has a flagging system, in certain regions, especially in high-level zones, PvP is heavily integrated and players can be attacked at any time. The unrestricted PvP in specific high-level areas (with high level loot) encouraged more hardcore competition, resulting in BDO gaining a reputation for intense, large-scale PvP battles and attracting players who enjoy open-world PvP without restrictions.
  • Dark Age of Camelot (DAoC): DAoC was one of the earliest MMOs to focus on full PvP in its RvR system, which encouraged large-scale PvP battles between factions. The game didn’t offer a PvE-only option, which made the PvP focus an integral part of its appeal. This RvR design was unique at the time and helped DAoC stand out, attracting players interested in large-scale faction warfare, and is still remembered as a classic for PvP-focused players.
  • Escape from Tarkov: Known for its hardcore PvP gameplay, Tarkov acks PvE-only options, which makes every match high-stakes as players risk losing all their gear. This full-PvP approach creates a tense, high-stakes environment that attracted a loyal player base looking for a more immersive and risky experience. The game has thrived, particularly among competitive players, due to the lack of PvE-only modes.
 
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