Open letter to Devs, Why I am now combat logging and what to do with this pirate.

Open letter to Devs, Why I am now combat logging and what to do with this pirate.

  • Let him go on his way, he is clean.

    Votes: 42 12.2%
  • He's a pirating scumbag and should be taught a lesson

    Votes: 102 29.6%
  • Wait for devs to fix stupid wanted status mechanic and then go after him

    Votes: 201 58.3%

  • Total voters
    345
  • Poll closed .
Status
Thread Closed: Not open for further replies.
There is no doubt that bounty and criminal activity system need to changes. So decided to write little about how I would like it to work.

I would like to have system where we would have something like criminal reputation. That reputation would increase from unpaid fines and criminal activity. Also important thing is that criminal reputation would increase exponentially. That would mean from small accidental friendly fires you would only get little of criminal rep. But bigger crimes and more you have committed them would equal much bigger criminal rep. Bounties would be depend from your criminal rep. Bigger rep = bigger bounty.

This criminal rep would decrease while time goes if you are not spotted in jurisdiction where you have that criminal rep. If you are spotted you would get some of that criminal reputation back. We would also need ways to make that decrease faster by doing missions or hunting other criminals. But it won't be decreased by death. You could't just get yourself killed and be clean again. In my eyes that is most important. That would make sure that there isn't magic button to get rid of bad rep. Only hard work and time would do that.

In practice this is how I imagine it should work:
- You are in federation space and commit murder which gives you x amount of criminal rep.
- If you commit another murder you get 2x amount criminal rep more so 2 murder would equal something like 3x total criminal rep. So every new offence add something like double amount of previous rep to your total criminal rep.
- That criminal rep takes time y to decrease to zero. Now you have choice, stay in federation space and take risk of being spotted which increase that time. Or run to space under different faction and maybe hunt some federation criminals which decrease that time.
- After some time you criminal rep has decreased to zero and you can safely return to federation space.
 
Considering repair costs got cut by 100 (is it 100? I know its a huge number) it probably won't cost you more than 300 as soon as 1.2 arrives so, lament not sir! And yeah I understand expecting it to be a pirate and fighting, I'm so used to getting interdicted by master/dangerous/deadly/elite naval vessels I just submit automatically pretty much, which would be very foolish vs a player. The 1.2 changes will help me with that as i'll be more willing to fight.

yeah. they have cut repairs quiet a bit for 1.2, thats going to be really cool, will definately make a ship like the python more playable. as is, the python is great for safeish trading and awesome in conflict zones and uss's, but with the changes it will be a better prospect for pirating and smuggling now too.
 
what on earth does that have to with the price of nuts? i may be using my ship as an example for of fine vs repair, but how often that happens to me, or the ships that do it, isnt really the point here. the question should be, how many players have you interdicted that have scanned clean? what types of ships were those playerss flying, and what is the likely overall cost to them been against the cost to you?

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funny you should mention that lol, as soon as wings started beta last week, i dropped my cargo space down to 240t and rigged up my ship with more or less all A class modules and good weaponage. my question to you was one of reason and principle, not a personal gripe.

Why would i care about any of that? You're the one moaning about your interdiction costs. If the fact you're in a python isn't putting people off interdicting you I'm not sure I can help you. If you keep trying to run and getting damaged stop running.

If the fine for interdiction rises too high, no one will do it and then we'll have a very, very very boring game indeed. To make it any more boring you'd have to take away the lasers too.

The ability to scan in SC would be nice, interdicting again and again can be a drag.

Good move swapping cargo for weapons....I certainly won't be interdicting you, I prefer softer targets.
 
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Semantics
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Piracy is broke, as it is a consequence free game play method, that can destroy other players gaming experience...and so they flee to Solo or Groups or even Combat Log.......to avoid a totally unfair game mechanic........nothing worse in these things than unfair game play.........attacking/killing traders/explorers/miners, then paying off Murder fines as if nothing happened? and they call themselves "Pirates"?........ridiculous....it is a Greifer Mechanic, pure and simple........
 
There is no doubt that bounty and criminal activity system need to changes. So decided to write little about how I would like it to work.

I would like to have system where we would have something like criminal reputation. That reputation would increase from unpaid fines and criminal activity. Also important thing is that criminal reputation would increase exponentially. That would mean from small accidental friendly fires you would only get little of criminal rep. But bigger crimes and more you have committed them would equal much bigger criminal rep. Bounties would be depend from your criminal rep. Bigger rep = bigger bounty.

This criminal rep would decrease while time goes if you are not spotted in jurisdiction where you have that criminal rep. If you are spotted you would get some of that criminal reputation back. We would also need ways to make that decrease faster by doing missions or hunting other criminals. But it won't be decreased by death. You could't just get yourself killed and be clean again. In my eyes that is most important. That would make sure that there isn't magic button to get rid of bad rep. Only hard work and time would do that.

In practice this is how I imagine it should work:
- You are in federation space and commit murder which gives you x amount of criminal rep.
- If you commit another murder you get 2x amount criminal rep more so 2 murder would equal something like 3x total criminal rep. So every new offence add something like double amount of previous rep to your total criminal rep.
- That criminal rep takes time y to decrease to zero. Now you have choice, stay in federation space and take risk of being spotted which increase that time. Or run to space under different faction and maybe hunt some federation criminals which decrease that time.
- After some time you criminal rep has decreased to zero and you can safely return to federation space.

Sounds good to me...
 
OP doesn't like particular game mechanics so resorts cheating and openly admits it? Banned hopefully.

It's not cheating!

Cm'on folks, read up before throwing the C word around. By FD's own admission, it's an undesirable exploit. Yes, there is a difference. That said, as far as I am concerned said exploit is no worse than the 'Pirate' who ganks a few innocents, giggling as he goes, and then runs to the nearest outpost to clear his record before repeating said process, giggling as he goes.

Let's all get constructive and deal with both exploits equally in an attempt to reach a satisfactory solution rather than crying 'cheater be banned'. Leave the sanctioning to the Devs - instigating forum witch - hunts is conduct unbecoming.
 
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While I don't agree with combat logging, the OP does raise a valid point about it being too easy to clear your "wanted" status. As someone else states in this thread, there should be a period of time (just a few hours maybe) where you can't clear your criminal status. That would at least make it harder for the soft pirates who take advantage of the current setup.
 
The Supreme Irony in all this........is the Puppy Pirates.
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Ever since I have been on the forums, they have been moaning that Traders are running away......Pirates want, and have now got with 1.2, a slower cool down of the FSD....................but, the point was, Pirates called traders Care Bears for running away.
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And yet Pirates have been running to the police station, paying off their Murder fines......and so there is no "Pirates" for the Bounty Hunters to hunt.......because the Pirates run and hide, just like the traders do........
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Pot, Kettle, Black...............
 
Why would i care about any of that? You're the one moaning about your interdiction costs. If the fact you're in a python isn't putting people off interdicting you I'm not sure I can help you. If you keep trying to run and getting damaged stop running.

If the fine for interdiction rises too high, no one will do it and then we'll have a very, very very boring game indeed. To make it any more boring you'd have to take away the lasers too.

The ability to scan in SC would be nice, interdicting again and again can be a drag.

Good move swapping cargo for weapons....I certainly won't be interdicting you, I prefer softer targets.

you have me wrong, i wasnt moaning about the interdiction cost to me, i trade, its an irritation not a drama, i was simply using my ship as an example in asking you a question, you answered that question.

also i agree, it would be better if you could scan in sc, the way i see it, if you are close enough to interdict, and can keep a scan running, why the hell not?
 
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There is nothing Frontier can do to fix this mess. If they made bounties unclearable and persist after death the griefers would just exploit it as a source of income. "Hey bro, come kill me again and get another 3 million credits, split it 50-50. Just like you did yesterday, the day before yesterday, and every day last week. Lulz this is good money".

If they leave it trivial to clear bounties you have the current farcical situation. Some griefer interdicts and kills you 27 times and you know he's a murderer but he's always clean. You become a criminal if you hunt him down. Broken.

FD has painted themselves into a corner with this one. They should probably just close down open play and concentrate on adding real content to solo and group.
 
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If they leave it trivial to clear bounties you have the current farcical situation. Some griefer interdicts and kills you 27 times and you know he's a murderer but he's always clean. You become a criminal if you fight back. Broken.

FD has painted themselves into a corner with this one. They should probably just close down open play and concentrate on adding real content to solo and group.

+1 on both, spot on!
 
FD has painted themselves into a corner with this one. They should probably just close down open play and concentrate on adding real content to solo and group.

I can only think of one solution to this problem until the dev's decide to do something.
NO OPEN PLAY.

Or they could leave open play as is, which works fine in the 90% of other non-BH player scenarios, while they work to slowly improve these mechanics.

Let's not let perfect be the enemy of good.
 
There is nothing Frontier can do to fix this mess. If they made bounties unclearable and persist after death the griefers would just exploit it as a source of income. "Hey bro, come kill me again and get another 3 million credits, split it 50-50. Just like you did yesterday, the day before yesterday, and every day last week. Lulz this is good money".

If they leave it trivial to clear bounties you have the current farcical situation. Some griefer interdicts and kills you 27 times and you know he's a murderer but he's always clean. You become a criminal if you fight back. Broken.

FD has painted themselves into a corner with this one. They should probably just close down open play and concentrate on adding real content to solo and group.

only if the bounty and the status are tied together.. if ship destruction clears the bounty value, but the wanted status is tied into a rep and can only be cleared through missions, it may work.
 
Given that the warrant scanner exists...and that for example an alliance bounty won't show in fed space, how is the scanner to be used? If I'm bounty hunting how am i to find my targets if I can't interdict?

Find them in jurisdictions where they're wanted, or in anarchy systems; or accept the consequences of interdicting (and possibly attacking) in a jurisdiction where the target has the protection of law.

I'm not sure those consequences should be a fine, but at the very least I think the target should be able to shoot at the BH first, without becoming Wanted themselves.
 
There is nothing Frontier can do to fix this mess. If they made bounties unclearable and persist after death the griefers would just exploit it as a source of income. "Hey bro, come kill me again and get another 3 million credits, split it 50-50. Just like you did yesterday, the day before yesterday, and every day last week. Lulz this is good money".

If they leave it trivial to clear bounties you have the current farcical situation. Some griefer interdicts and kills you 27 times and you know he's a murderer but he's always clean. You become a criminal if you hunt him down. Broken.

FD has painted themselves into a corner with this one. They should probably just close down open play and concentrate on adding real content to solo and group.


unless your bounty came out of your insurance pay off for your ship. I may be wrong but I think I read way back when that this is how it was meant to work.
 
Could it be an idea worth suggesting that being allied with a pirate faction made you wanted by the sys authority in the relevant systems regardless of bounty? Then increase rep with pirate faction for more piracy and decrease it if you hunt them or do authority missions?
 
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