Open-Only in PP2.0?

Robert Maynard

Volunteer Moderator
From a game design perspective, adding an activity where only 5% of players succeed is closely tied to player retention and engagement. It’s highly likely that for the 5% who succeed, along with a certain percentage still trying, you’ve effectively extended the endgame mechanics. This keeps players invested, as those who succeed gain a sense of accomplishment and mastery, while those still striving are motivated to continue playing, improving their skills, and engaging with the game over time. This creates a deeper commitment and prolongs their overall involvement. I think about thargoids as one of the smarter elements added over the years.
Thargoids are a good addition in that no-one needs to engage in the content if they don't want to.
 
Only to an extent - as different players will reach their skill plateau at quite different levels - and that's independent of their inclination to improve skill in the first place.
Well no- all players will plot to the one curve. What is essential is that there is always room a the top (within reason) to give the players that want more 'more'. And once they find that level it also points towards co-op play (like with Thargoids) and spreads sideways.
 

Robert Maynard

Volunteer Moderator
Only because where they are and that other players stopped them.
They only were where they were due to Frontier's deliberate placement and control of numbers. We didn't see the whole bubble burn as some rather obviously wanted it to. Those players managed to stop them, certainly - noting that there were a few tweaks to Thargoid challenge / reward / weapon availability along the way.

Put differently, it's highly unlikely that Thargoids would have been allowed to make the game unplayable for those with no interest in the content they offer.
 

Robert Maynard

Volunteer Moderator
Well no- all players will plot to the one curve. What is essential is that there is always room a the top (within reason) to give the players that want more 'more'. And once they find that level it also points towards co-op play (like with Thargoids) and spreads sideways.
Arguably for those at the top there is PvP with other like-minded individuals - Frontier don't need to spend a lot on challenging content for those few players to engage in.
 
Thargoids are a good addition in that no-one needs to engage in the content if they don't want to.
I'm fairly certain this aspect carries little to no weight in the design. Recently, we had an invasion at Shinrarta Dezhra, and there may be many more to come, forcing players to either avoid them or confront them. (what it resembles ?)
 
Arguably for those at the top there is PvP with other like-minded individuals - Frontier don't need to spend a lot on challenging content for those few players to engage in.
To address the claim that "Frontier doesn't need to spend a lot on challenging content for those few players" it's important to highlight that the Thargoid content in ED actually engages a significant number of players, far from being just a niche interest.
For instance, the Anti-Xeno Initiative (AXI), one of the largest player groups dedicated to fighting Thargoids, has over 1,200 members actively participating in anti-Thargoid combat, constantly coordinating defense efforts across the galaxy
This group alone demonstrates that a substantial number of players are deeply invested in Thargoid activities.
Moreover, stats in INARA and other tools track player involvement in the ongoing Thargoid war, showing active contributions from thousands of commanders across multiple systems.
These numbers suggest that the player base engaging with Thargoid content is far from a "few," and Frontier’s investment in such content not only satisfies the current community but also attracts new players.
So beware of underestimating the 5% who are not only succeeding but driving the narrative and keeping these large-scale events alive.
 
Arguably for those at the top there is PvP with other like-minded individuals - Frontier don't need to spend a lot on challenging content for those few players to engage in.
But what about those who like PvE on the edge too?

This would fit me, because I love PvE like that. I had cheap disposable Clippers for BGS work, dodging ATR and high sec. vessels, all the time ratcheting up the consequences if I failed.
 
has over 1,200 members actively participating
1200 / 12 (number of Powers) * 2 (sides) = 200 potential(!) members for inter-Power phe-p Pv* action. While literally thousands of CMDRs will be hauling, mining, exo, etc. for the same Powers not knowing what you are doing and existing.
 

Robert Maynard

Volunteer Moderator
For sure, uninstalling the game is always an option! But I’d bet that the number of CMDRs who actually uninstall or stop playing because of the Thargoids is smaller than the amount of playtime racked up by those actively engaging with them.
No need to uninstall - just play something else until the game becomes interesting again....
 

Robert Maynard

Volunteer Moderator
To address the claim that "Frontier doesn't need to spend a lot on challenging content for those few players" it's important to highlight that the Thargoid content in ED actually engages a significant number of players, far from being just a niche interest.
For instance, the Anti-Xeno Initiative (AXI), one of the largest player groups dedicated to fighting Thargoids, has over 1,200 members actively participating in anti-Thargoid combat, constantly coordinating defense efforts across the galaxy
This group alone demonstrates that a substantial number of players are deeply invested in Thargoid activities.
Moreover, stats in INARA and other tools track player involvement in the ongoing Thargoid war, showing active contributions from thousands of commanders across multiple systems.
These numbers suggest that the player base engaging with Thargoid content is far from a "few," and Frontier’s investment in such content not only satisfies the current community but also attracts new players.
So beware of underestimating the 5% who are not only succeeding but driving the narrative and keeping these large-scale events alive.
While 1,200 may sound impressive it's not really that many when considering that there are over 12 million copies of the game in circulation.
 
Arguably for those at the top there is PvP with other like-minded individuals - Frontier don't need to spend a lot on challenging content for those few players to engage in.
But what about those who like PvE on the edge too?

This would fit me, because I love PvE like that. I had cheap disposable Clippers for BGS work, dodging ATR and high sec. vessels, all the time ratcheting up the consequences if I failed.

I have absolutely no doubt at all that we won't see a significant increase in NPC opposition in PowerPlay 2.0, only a slight increase. Which means that there will be some who already find PvE threat level way too high, and the resulting bump in NPC opposition outside their home systems to be a turn off. There will also be some (like me) who won't even notice that bump.
 
Why not to consider that Thargoids attacked the nest of Elite Pv* veterans exactly to prevent you and some other from thinking of doing this:
For sure, uninstalling the game is always an option!
And they were stopped right at borders of sandbox that defeated that quick. Honestly, when last time in many years that many people in ED were that much exited and acting together? As the bottom line: that is excellent game play scenario! But come on, let's stop calling that as final fight for the existence of Humanity. After all "Will it be possible to completely knock out a Power?" (C) Powerplay 2.0 Q&A
 
While 1,200 may sound impressive it's not really that many when considering that there are over 12 million copies of the game in circulation.
What's the math behind that? Because I’m pretty sure the number of copies sold for GTA V / GTA Online doesn’t exactly match the number of active users either. It’s difficult to estimate engagement without something like a 'Solo Hauling Initiative' to track those players, but I’d argue that while those 1,200 players in AXI have a noticeable impact on galaxy evolution, 1,000,000 solo haulers could suddenly disappear without anyone, Frontier included, really noticing.
 
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