PLEASE MAKE POWERPLAY IN "OPEN ONLY"

Your reasons are quite right, but ultimately the lack of interaction drove people away- hauling in solo is dull with nothing to fill up the journey. Hauling and getting pulled over is quite the thrill, especially if its driven by the necessity of a free form conflict like Powerplay. Sadly that did not happen enough, because people realised they could do all that in solo, get the bits they wanted without risk. Players won't return because all of those things are now catered for by the BGS. Some of your suggestions are good, but unless PP becomes the BGS (in which case why the duplication?) or it offers something different entirely there is no point to rebuilding what already exists again.

The scary thing is that I actually agree with you, which is why I choose to play in Open. Where we different is that I would much rather have any potential opposition voluntarily in Open, than be forced to. It'll create a much more fun Open environment, it'll get more players into Open to because of that, and because the Powerplayer Base will increase, that will mean even more players playing in Open, making it that much more exciting.

Like now?

We both agree here as well. What we disagree with is the solution.
 
Of course there isn't - as achieving Elite rank is not a requirement of engaging in Powerplay.

Then you passed the test and are ready!

Indeed - which could be just after the first Void Opal mining session.

So only skills left to acquire then! A hear Git Gud experimentals are going cheap at Jamesons.

Just as no player challenging another player fortifying in Open may happen regularly for players with poor internet connections, who play at a globally quiet time of day, who inadvertently can't see other players because of default router settings, who share a connection with people on NetFlix or other streaming services....

Then there is no change for them, since NPCs are just as likely to be absent too. So in one mode you have lethargic NPCs, another potentially players and the same.

.... and no less optional.

It is an option, a harder option.
 
But if you have inept NPCs that offer no resistance and only players can do that, you need to make it open only. If FD made NPCs like players, then I'd have no argument, but as they are they are simply fodder to feed the grind machine.
Stop saying that NPCs are not a threat. NOT A THREAT TO YOU maybe; Mr. experienced player. They are a threat to a chunk of the player base; especially the players that don't have time to play that often. Not all of the NPCs, but they do have ranks and the higher ranks; cannot be just dismissed.
 
The scary thing is that I actually agree with you, which is why I choose to play in Open. Where we different is that I would much rather have any potential opposition voluntarily in Open, than be forced to. It'll create a much more fun Open environment, it'll get more players into Open to because of that, and because the Powerplayer Base will increase, that will mean even more players playing in Open, making it that much more exciting.

We both agree here as well. What we disagree with is the solution.

The proposal as is only works as a whole- that is, everyone channeled into the same spaces. If one element is left out it renders the rest impotent, creating a feedback loop that makes Solo worse- more grind, with nothing actually new.
 
It depends what difficulty level Frontier want to attach to the feature - players don't set that in anything but Open.

.... and, in a game where PvP is optional and two of the three paths to Elite don't require the player to fire a shot, I don't expect that Frontier will make NPCs as capable as players.
I would say that F.D. should up their game. If a player has a record of being able to deal with high ranking NPCs, then the game should be programmed; to deal with that player. I.E. Send in wings, of high ranking NPCs, in bigger and badder ships.
 
The thing is though, unless FD make NPCs capable of chasing you in SC, HW, around stations in a joined up way, even harder PP NPCs won't make that much of a difference. But other than that harder NPCs would be welcome.
Bring back MOM the Goddess of minions. Give her the freedom, to create a high ranking fighter force, to take on the top players. Yes some will whine and demand they be nurtured, but just ignore them.
 
And how does that square when all fortifying would go to one system, potential fort races in mega UM systems, prep races between powers in the same system etc?
Make it so that once the limit has been reached, you can't deliver there any more.
 
Stop saying that NPCs are not a threat. NOT A THREAT TO YOU maybe; Mr. experienced player. They are a threat to a chunk of the player base; especially the players that don't have time to play that often. Not all of the NPCs, but they do have ranks and the higher ranks; cannot be just dismissed.

Unless you have no eyes and your co-pilot is a guide dog, the general rank and file NPCs are low level. With hauling, I've been pulled over about 10 times, in three years. One example was by two Torval Eagles with laser pens for weapons. In my Keelback (yes, I have one) it took off exactly half a ring on unengineered A grade shields.

UM is slightly more dangerous because you meet more than one NPC. But, with a medium ship with low levels of work you again are in little danger.

Prep is reverse fortifying. As long as you don't collide with the station its all good.

Where I would say the most challenge for weak ships is combat expansions, as they obey old school rules with some deadly twists. You drop into the centre, and are automatically on your side (green red). But again, if you have a decent A grade ship with good speed, its not lethal. Hauling expansions I have no experience of.

With hauling, you leave the station and jump. Unless you loiter outside the NFZ nothing will touch you. Jumping- nothing can touch you. In your drop system, its rare PP NPCs come after you in SC. When you drop out you go right into the NFZ, so safe again. All the NPCs being compartmentalised, disjointed and ineffectual. A player can chase you all over, it has no limitations and its that what is missing from solo. Replicate that, and then you have something great. No NPC can plot an ambush, or help with the grind. No NPC can keep tabs on you and help out. By putting people in the same mode you create situations where teamwork rewards you with sucess and a lot of great experiences.


One can pledge even if one does not enjoy PvP - as there's no requirement to play among other players.

But if only players make Powerplay actually come alive (as in be able to intelligently oppose you, rather than via abstracted NPC actions).
 
I've read all the Leader codexes- it was wonderful to see them. But none of that relates to anything in Powerplay from a gameplay perspective.
They provide back story to who they are - the direct PP related information is under the Galactic Powers screen which is not exactly hidden.

And although people have the wonderfully colourful PP map, no-where does it tell you what the options, numbers, colours etc mean. No-where does it tell you about favourable systems, why has your fort trigger changed, why close systems are bad for prep. Its like giving my children a map and telling them to travel to the nearest town.
Try actually looking under the Galactic Powers screen... while there is a fair amount of information on each page it is quite clear what each page is getting at.

Where the map is concerned, there is a key to the colours - it is essentially a 3D version of a geopolitical map which should be obvious to anyone with even the most basic teaching in geography.
 
Unless you have no eyes and your co-pilot is a guide dog, the general rank and file NPCs are low level. With hauling, I've been pulled over about 10 times, in three years. One example was by two Torval Eagles with laser pens for weapons. In my Keelback (yes, I have one) it took off exactly half a ring on unengineered A grade shields.

UM is slightly more dangerous because you meet more than one NPC. But, with a medium ship with low levels of work you again are in little danger.

Prep is reverse fortifying. As long as you don't collide with the station its all good.

Where I would say the most challenge for weak ships is combat expansions, as they obey old school rules with some deadly twists. You drop into the centre, and are automatically on your side (green red). But again, if you have a decent A grade ship with good speed, its not lethal. Hauling expansions I have no experience of.

With hauling, you leave the station and jump. Unless you loiter outside the NFZ nothing will touch you. Jumping- nothing can touch you. In your drop system, its rare PP NPCs come after you in SC. When you drop out you go right into the NFZ, so safe again. All the NPCs being compartmentalised, disjointed and ineffectual. A player can chase you all over, it has no limitations and its that what is missing from solo. Replicate that, and then you have something great. No NPC can plot an ambush, or help with the grind. No NPC can keep tabs on you and help out. By putting people in the same mode you create situations where teamwork rewards you with sucess and a lot of great experiences.




But if only players make Powerplay actually come alive (as in be able to intelligently oppose you, rather than via abstracted NPC actions).
I can see what you are saying. I agree, that once you understand how the ships work, (their strengths and weaknesses etc.) a decisive decision can be made and so an NPC can be dealt with. Be it to tactically fight, or high wake away. However: Experience, is required. Everything is easy: When you know how.
 
Not all players consider that other players make any feature "come alive" - and they bought a game that suits their play-style.
Most people here; are only posting, from their own experience and desires. I like to meet other player, but I don't like to meet other players, who's only intention, is to nuke me, with their better ships.

Yes this is the game, but for some; this is what the game is all about. Grind to gain the upper hand, then find some guys, to back them up and go clubbing. This one thing, is what will drive players out of any game, or part of a game, like open or PvP mode; than any other aspect of a game.
 
Bring back MOM the Goddess of minions. Give her the freedom, to create a high ranking fighter force, to take on the top players. Yes some will whine and demand they be nurtured, but just ignore them.

Beef them for PP ships only and therefore only those who profess to seek challenge for PP would be affected. Make them more dangerous than any player and boom, the need for open only goes away. Bots will whither before the onslaught. 5Cers will have to fly stronger ships therefore less cargo, and so will the PP haulers, and the PvPers will be glad for the times they see a human opponent.

Release the MoM!!!!
 
I can see what you are saying. I agree, that once you understand how the ships work, (their strengths and weaknesses etc.) a decisive decision can be made and so an NPC can be dealt with. Be it to tactically fight, or high wake away. However: Experience, is required. Everything is easy: When you know how.
The only real exception to this is the ganker builds which essentially allow them to kill anyone in a matter of seconds unless they are in a similar ganker build - if you are in a fast enough ship, you may still be able to escape the Gankers though. Either way that is not good PvP.
Not all players consider that other players make any feature "come alive" - and they bought a game that suits their play-style.
Exactly - hard core PvPers probably won't understand that and try to claim that anyone that engages in PvP in ED will like it. That assertion by hard core PvPers is a galaxy away from actual reality though.
 
Beef them for PP ships only and therefore only those who profess to seek challenge for PP would be affected. Make them more dangerous than any player and boom, the need for open only goes away. Bots will whither before the onslaught. 5Cers will have to fly stronger ships therefore less cargo, and so will the PP haulers, and the PvPers will be glad for the times they see a human opponent.

Release the MoM!!!!
So instead of another thread, demanding open only power play: We should have a thread, demanding, sorry; requesting; the Goddess be returned and allowed to do what she does best. Make the higher ranking NPCs, great again.
 
The only real exception to this is the ganker builds which essentially allow them to kill anyone in a matter of seconds unless they are in a similar ganker build - if you are in a fast enough ship, you may still be able to escape the Gankers though. Either way that is not good PvP.

Exactly - hard core PvPers probably won't understand that and try to claim that anyone that engages in PvP in ED will like it. That assertion by hard core PvPers is a galaxy away from actual reality though.
Before the engineers, I used to be able to out run, most of the clubers, in my Cobra and Clipper; but now there are Fed ships built, that can stay on my tail and even with turreted weapons firing backwards, I still loose out. Once again, F.D. is kind of forcing me to grind an aspect of the game (engineers) that I have no time for, or desire, to take up.
 
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