PP 2.0... Gameplay That Places Spotlight On Bugs Not Fixed For Years

Normally I don't pick up illegal goods, but this new gameplay has me doing it repetitively.
So I get fines... That's okay. Part of the gameplay mechanic.

But the penalty should not be having to exit the game!!!

This crazy new repetitive gameplay loop that places focus on a really obvious bug was a conscious choice by Frontier!

Fix your bugs, Before Adding Gameplay That Places Focus On Them!!!

Relog To Pay Fines.png
 
Powerplay bounties are still busted too. If you meet the threshold once and subsequently pay it off, then even the smallest crime thereafter (even a 1000cr trespass bounty) will reapply the full superpower bounty.

And clearing it at an interstellar factor doesn't actually remove it until a relog.
 
My Honest Take on Power Play 2.0

Made it to Week 2 of Power Play 2.0, and I gotta say; it’s just not for me. Tried the hardest task first: destabilizing a power by racking up bounties. Took 2 days. Once my notoriety hit 10, it was a nightmare. One system, one station, constant police attacks, and my own carrier turned hostile if I defended myself.

Even after reducing notoriety, it shot back up too quickly. The grind is just too much. I've played since 2014, and I was hopeful for this update, but it feels like another grind mechanic. I’m bowing out; need my gaming to be fun, not frustrating.

I know some might say "good riddance," but I’m just calling it like I see it. If you’re enjoying it, great! But for those feeling the same, I get it. Maybe Frontier will take this feedback to heart; until then, I'm focusing on other parts of the game or moving on.

Good luck, Commanders!
 
Why did the admin contact change? Did relogging also update your faction rep?

Yes. For some reason if there is a fine and you relog the station staff all change.
Yes. Relogging did update my faction rep. I got a msg say I was considered unfriendly.

I just confirmed this at Vega system, Taylor City.
Admin Contact Jurnee Holder -> Eduardo Ratclif.

When I relogged again Eduardo Ratclif remained as the admin contact.

Admin Contact - Vega - Taylor City.png
 
It's telling that every time a new mechanic comes along that finally encourages people to commit crimes, there's a sudden wave of realisation that the C&P system as a whole just really isn't very good.
Yes. It's very noticeable that the more recent Odyssey and Powerplay 2 are both designed around the principle that the player is a space mercenary, and sometimes therefore their employer will pay them (sometimes quite a lot!) to do something someone else doesn't like, and that someone else might put a price on their head for it.

Whereas the 3.0 crime reform especially (but really, this goes back to the original Elite 1984 to some extent and the original 1.0 C&P was the same underlying principle if less annoyingly implemented) was very much designed around crimes being committed by the NPCs against the lawful players, so the point of the system is to stop players committing the crimes that the devs on the next corridor have implemented for them to commit.


I do like Powerplay's model for fights between Power ships: whether it's a crime depends on whether you have a powerful patron in the system who can pull the right strings; whether people will try to kill you over it is only imperfectly correlated with that. Care needs to be taken with that sort of thing not to encourage everyone to stay home and reinforce, but undermining can be incentivised in other ways. How straightforward it would be to roll that sort of thing out to the rest of the game I don't know, though.
 
I do like Powerplay's model for fights between Power ships: whether it's a crime depends on whether you have a powerful patron in the system who can pull the right strings; whether people will try to kill you over it is only imperfectly correlated with that. Care needs to be taken with that sort of thing not to encourage everyone to stay home and reinforce, but undermining can be incentivised in other ways. How straightforward it would be to roll that sort of thing out to the rest of the game I don't know, though.
It's not bad in the idea, but it's unpractical as it just translates into further in-game loops... I mean, one goes to undermine a system... and earns local faction bounties, so that one has to go somewhere else to clean (no notoriety = easy to clean, but still sends player in jail if cleared in system). If same faction is present in that one's power systems, one can't dock at his/her ports and/or risks of being shot by his/her stations and system security ships upon scans.

This is not adding anything to the gameplay except annoyance.

The old system was much better as it was also possible to track players' powerplay bounties (for merits held but not yet redeemed, which is not the case now).

And keeping powerplay bounties separated with its C&P was not interferring with other gameplay activities, even not related to powerplay (which is the case now).

Within the current system might eventually be interesting (creating a "hunter" role) with UNPAYABLE powerplay only bounties and a proper powerplay bounty board (bounty goes to zero when such player gets killed by enemy), where the top 10 enemy bounties with their respective power + last location are being shown (other than open-play game modes would make this useless but anyway better than current C&P).
 
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If same faction is present in that one's power systems, one can't dock at his/her ports and/or risks of being shot by his/her stations and system security ships upon scans.
Yes - that's the biggest problem with it.

Having bounties (and maybe reputation too?) be system-specific even if the minor faction is present in multiple systems is probably the easiest fix.
 
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