The Powerplay discussion thread.

Questions about powerplay, end time

1. Does anybody know the precise time of a cycle end? I mean logic would suggest sunday, midnight, british time, but we can´t have that, can we?

2. Do unclaimed meritscarry over into the next cycle? I have heard of cases when people lost hundreds of unclaimed merits et the end of a cycle.

Thanks
 
PowerPlay Prevent expansion into systems already controlled by that power!

Hello everyone,

I'm here to discuss the ridiculously abused merit trade route runs that are usually the closest system with a large landing pad from the capital of each power. I'm not whining people are doing the easy road (god knows theres enough grind as is).

What is annoying is we fight, resist and beg others to stop doing these runs. Wasting the preciouss CC we are trying to build up.

So what I want to discuss is what I consider a really easy fix. Simply make it so you can't expand into a system already controlled by that power. No more in controlled system runs for expansion. You want a easy run? Go do fortification runs on the nearest controlled system beyond what is needed... but stop messing with the powers you are suppose to be helping...

This is a second thread. I have made another in the Dangerous Discussions thread and here is the link.
https://forums.frontier.co.uk/showthread.php?t=157000&p=2398665#post2398665

Please post responses there. This post is mainly to catch more peoples attention. If you care one way or another please go and discuss it.
 
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You know what would solve this problem? Fix the stupid hatch breakers so they actually worked the way they're supposed to and allow any cargo forcibly extracted to persist. It would get rid of all this stand and deliver nonsense too.

You could disable them in the no fire zone around stations so griefers couldn't team up to get around the cargo limit.

What design a game which enforces direct competition ? Whatever are you thinking?
 
While I'm no expert on the issue, it seems like an emergency response to a problem that was caused by all the cargo appearing at once.

As much as you may need to do piracy as fast as possible, that's a serious problem that's higher on the priority totem pole.

Perhaps this gives you more of an incentive to group up to hit targets? Piracy doesn't need to be a lonely profession.



That being said, it does kinda make sense that you can't have 200 tons of cargo fit through a tiny hole in an infinitely tiny fraction of a second. It would probably be better to have the cargo spill out in a stream, such that as you collect it, there's more to collect. (and then when the authority shows up, you put space between you and them)


In answer to the part I bolded. This makes the 20T limit worse because it is hard enough to profit as a solo pirate with the limit, it would be worse when the profit is divided by a wing.

This seemed like a heavy handed way to fix a problem when all that had to be done and needs to be done is make the limit of 20T only in station instance and not where the piracy and interdictions happen in open areas as many here have suggested
 
This 20 cargo limit is bloody stupid. Are pirates that pull over a T-7/T-9/Python/Anaconda really expected to ask the pilot to kindly wait until the first 20 is scooped before dropping another 20??? I swear to god, it seems that one arm of FD doesn't talk to the other! I TRADE!! I DON'T PIRATE!! I THINK THIS IS G RIDICULOUS!
I was reading the other thread, where people started suggesting going postal. This wouldn't work, it wouldn't stand out. Any Eve players would remember the mass riots. I suggest the same. Blockade Leesti. Make our voices heard!

Thank you for the support and your input. The only problem I see in your suggestion is that it had been proven by community goals that blockades have no effect whatsoever in this game
 
Powerplays bad side make me go solo can someone explain a group server setup

I'm fed up of the bad side of the powerplay update and am fed up of being cannon fodder for interdiction of some pvp addicts,
Escaped 5 interdictions in a row and the 6th got me that inside 3 minutes no real break.
Getting hunted around stations by other "lovely" characters ain't do this game any better too.
So I'm now interested into how to setup a group server with my friends so we can skip the nonsense.
When I tried tonight I just got a screen with only cancel on so what am I supposed to do?
I created before a group with 2 additonal friends of mine in it.

Cheers,
a pretty fed-up player who doesn't fancy the living texas style
 
Thanks for remaking the thread :)

The only places the limit should be in place are station instances, cz, res and nav beacons.

Piracy never happens in any of the above and stations, cz and res are prone to griefing if someone wants to drop 500t to lag people out.

A simple check to see if it's a player made instance and wave the limit and it's fixed.
 
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I think someone has said it before in this thread and its been overlooked. So without looking through all these posts to quote it and say "Yay here here!" I say it in my own words...

We've all been hit with the wet rag in this update, pirates have to cope and adapt as we all do; the taps have been turned down to a trickle for everyone.
 
I think someone has said it before in this thread and its been overlooked. So without looking through all these posts to quote it and say "Yay here here!" I say it in my own words...

We've all been hit with the wet rag in this update, pirates have to cope and adapt as we all do; the taps have been turned down to a trickle for everyone.

No profession is crippled by powerplay other than piracy. Yes, bounty hunting mechanic in RES got screwed over by the new spawning mechanic, but it is recognized by FD and it is being worked on as of now. Trading didn't change, mining got a buff, exploring is exploring, smuggling is improved.

Piracy got screwed over by the 20 tons cargo limit and FD tells us it is working as intended, you expect anything less than at least a thread about it on the forum?

Tell me again that all profession were hit equally, again?
 
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1. What an intuitive time. Surprised i didnt think of it.

2. Of course not... That would actually enable people to reach the 10k milestone
1 I guess FD need an outage to update the PP variables. Might as well do it when the servers are anyway offline.
2 Some players made rank 5 in the 1st cycle. It's not supposed to be something that all players can attain.
 
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Why is powerplay simply a mindless grind, or the simple math of pointlessness.

So lets break it down. The way merits are conserved from previous weeks, is a very simple function. Its basically a limit function that converges from below towards double the amount of merits you can earn per week. (assuming you earn the same value every week)

Here are some of the values:


*** 100 earned merits per week ***
Week 1: 100 Merits.
Week 2: 150 Merits.
Week 3: 175 Merits.
Week 4: 187 Merits.
Week 5: 193 Merits.
Week 6: 196 Merits.
Week 7: 198 Merits.
Week 8: 199 Merits.
Week 9: 199 Merits.
Week 10: 199 Merits.
Week 11: 199 Merits.
Week 12: 199 Merits.
Week 13: 199 Merits.
Week 14: 199 Merits.
Week 15: 199 Merits.
*** 500 earned merits per week ***
Week 1: 500 Merits.
Week 2: 750 Merits.
Week 3: 875 Merits.
Week 4: 937 Merits.
Week 5: 968 Merits.
Week 6: 984 Merits.
Week 7: 992 Merits.
Week 8: 996 Merits.
Week 9: 998 Merits.
Week 10: 999 Merits.
Week 11: 999 Merits.
Week 12: 999 Merits.
Week 13: 999 Merits.
Week 14: 999 Merits.
Week 15: 999 Merits.
*** 1000 earned merits per week ***
Week 1: 1000 Merits.
Week 2: 1500 Merits.
Week 3: 1750 Merits.
Week 4: 1875 Merits.
Week 5: 1937 Merits.
Week 6: 1968 Merits.
Week 7: 1984 Merits.
Week 8: 1992 Merits.
Week 9: 1996 Merits.
Week 10: 1998 Merits.
Week 11: 1999 Merits.
Week 12: 1999 Merits.
Week 13: 1999 Merits.
Week 14: 1999 Merits.
Week 15: 1999 Merits.
*** 5000 earned merits per week ***
Week 1: 5000 Merits.
Week 2: 7500 Merits.
Week 3: 8750 Merits.
Week 4: 9375 Merits.
Week 5: 9687 Merits.
Week 6: 9843 Merits.
Week 7: 9921 Merits.
Week 8: 9960 Merits.
Week 9: 9980 Merits.
Week 10: 9990 Merits.
Week 11: 9995 Merits.
Week 12: 9997 Merits.
Week 13: 9998 Merits.
Week 14: 9999 Merits.
Week 15: 9999 Merits.

So that would mean you would need 5000 merits per week for 13 weeks to get to that magical 10000 milestone.

Now let us be generous and say that you can do 150 merits per hour (10 undermining interdictions). this will leave you with having to spend 33 hours per week for 13 weeks JUST grinding (not doing anything else in elite, only nonstop grinding). Doesn´t seem very entertaining to me...

In conclusion i say that anyone who will attempt to go for this will get really sick of the game really fast, which is something i really dont want to happen. This "grind for the sake of grind" has to be eliminated! Show some creativity, Frontier, and come up with some original mechanic for progression. You have done great so far, would be a shame if you stopped now.

P.S.: I will attach a small app i whipped up really quick to generate the results you see in the spoiler. You are welcome to use it to see what your own values will bring, but be advised, you need Python 3.4.x to run this :)

App can be found here

EDIT: App and numbers are not entirely accurate..
 
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I don't think there is anything wrong with asking players to sustain some involvement in order to continue to gain the rewards. Persistent rewards should require persistent effort. I would agree to drop the decay if the rewards were one time deals, but they are not. You will be rewarded for your effort each week. Otherwise people would grind to the top tier and just stop looking. Be realistic, and accept that some content is designed to endure beyond a one time race to the top.
 
People will care more about this particular issue when you try to address the problems piracy causes others at the same time, rather than simply asking for more reward. A better system on the whole would be quite nice. For instance, few would object to greater profits for piracy if X% of a ship's cost was added as a bounty penalty to those who destroy cargo vessels and bounty hunters and NPCs started avidly hunting them for the crime as that amount climbed.

Improved methods of being able to evade pirates would also make those times when you were caught more obvious that it was your fault and not because it was a guaranteed outcome. As for combat logging, without evidence it's just an attempt to insult traders to suggest they're the only ones doing it in numbers. I surely believe pirates that were cornered would be pulling the plug frequently as well. It's not easily tested however as pirates aren't generally flying ships that are going to be locked down. Combat logging hurts everybody, not just pirates.
 
Your figures are wrong.
After 4 cycles the merits are lost completely, not just halved again.
With 5k per cycle (as example), you never get to 10k.
 
People will care more about this particular issue when you try to address the problems piracy causes others at the same time, rather than simply asking for more reward. A better system on the whole would be quite nice. For instance, few would object to greater profits for piracy if X% of a ship's cost was added as a bounty penalty to those who destroy cargo vessels and bounty hunters and NPCs started avidly hunting them for the crime as that amount climbed.

Improved methods of being able to evade pirates would also make those times when you were caught more obvious that it was your fault and not because it was a guaranteed outcome. As for combat logging, without evidence it's just an attempt to insult traders to suggest they're the only ones doing it in numbers. I surely believe pirates that were cornered would be pulling the plug frequently as well. It's not easily tested however as pirates aren't generally flying ships that are going to be locked down. Combat logging hurts everybody, not just pirates.

I already addressed the said issue for that time is essential to all profession, therefore releasing the 20 cargo limit will greatly shorten the span of time necessary to complete needed transaction. What you are advocating is another restriction on piracy that is irrelevant to the issue at hand. We are not here to discuss the balance of professions, we are here to discuss the issue that cripples Piracy, please stay on topic.

Combat logging hurts everyone, I agree, I wouldn't be surprised that some pirates combat log out of desperation. But we are not discussing the issue of combat logging currently, we are discussing the crippled Piracy profession and potentially solution to lift or alter the said issue caused by the update of 1.3.

Again, please stay on topic for that we do not want to start another toxic thread. If you want to address profession balance, use another thread, do not hijack this one.
 
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