Crime Update Discussion

Heh. So easy to spot the ram-griefers by their reactions to the speed-limit imposition...

With this new system is gonna be even easier to grief, you just gently bump into people who are traveling at more than 100m/s and watch the station kill them.
 
With this new system is gonna be even easier to grief, you just gently bump into people who are traveling at more than 100m/s and watch the station kill them.

how will u catch them? unless ur already in thier path. in which case they will see u and either slow down or try to evade (probably still slowing down)

another thought - maybe those using a docking computer should be exempt from station retaliation in the instance of a bump. there are many ships that can spare a slot for a dc and for the small ships that cant the loss is minimal.
 
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I have already posted this elsewhere, so apologies in advance, but why can you not simply remove the "Wanted" status that automatically appears in the HUD when you target a ship that's potentially wanted until a K-Scan has been carried out, it's very misleading and leads to incidents where CMDR's mistake this for a clear to engage order, only to find themselves in deep trouble, fined or bountied.

The basic scan where a target ship has been selected should not put the CMDR's into this position in the first place, either remove the "Wanted" status from the hud until a K-scan has been completed, or make it that the basic scans assessment of the target ships status has been correctly identified. I personally believe that the "Wanted" status should only appear in the HUD once a K-Scan has been completed.

Kind regards
Kezzer a.k.a CMDR SOS4Biz
 
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@Ben

Thanks for your PM.

Yes, I agree entirely. Smuggling should be more profitable than trading in legal goods. Hope my support helps.
 
I have already posted this elsewhere, so apologies in advance, but why can you not simply remove the "Wanted" status that automatically appears in the HUD when you target a ship that's potentially wanted until a K-Scan has been carried out, it's very misleading and leads to incidents where CMDR's mistake this for a clear to engage order, only to find themselves in deep trouble, fined or bountied.

The basic scan where a target ship has been selected should not put the CMDR's into this position in the first place, either remove the "Wanted" status from the hud until a K-scan has been completed, or make it that the basic scans assessment of the target ships status has been correctly identified. I personally believe that the "Wanted" status should only appear in the HUD once a K-Scan has been completed.

Kind regards
Kezzer a.k.a CMDR SOS4Biz

Not sure I quite understand what you're asking for. The wanted status reading from your ships scanner means that you can legally engage the target, the KWS simply registers any additional bounties from different factions / systems. How does this lead to incidents where you get fined or bountied?
 
I think that it has been discussed so many times, that just because you have targeted a ship and it displays as being wanted in your HUD, does not mean you can automatically engage it into a fight by firing first, before you can engage it, one of two things MUST happen: 1 you perform a K-Scan to validate the Wanted Status or 2 they fire on you first and you are forced to defend yourself.

Too many times myself and others have seen the "Wanted" status in the hub before carrying out a K-Scan and suddenly find we are now "Wanted", so my point was to remove the "Wanted" Status appearing when you first target a ship and should only show again when you have performed the K-Scan.
 
I think that it has been discussed so many times, that just because you have targeted a ship and it displays as being wanted in your HUD, does not mean you can automatically engage it into a fight by firing first, before you can engage it, one of two things MUST happen: 1 you perform a K-Scan to validate the Wanted Status or 2 they fire on you first and you are forced to defend yourself.

Too many times myself and others have seen the "Wanted" status in the hub before carrying out a K-Scan and suddenly find we are now "Wanted", so my point was to remove the "Wanted" Status appearing when you first target a ship and should only show again when you have performed the K-Scan.

I'm afraid I think you are wrong about how the scan mechanic works. When your ship's computer scans a targeted ship and it displays as wanted, then you can legally fire on it. You will not become wanted yourself. If a clean ship attacks you and you return fire before it hits you, you will become wanted, but once it has actually hit you, it should have become wanted itself (unless you are already wanted). If you are getting wanted status for firing on a wanted ship, either you have not finished scanning it yet to determine that it is wanted before you have hit it, or there is a bug, and you should report it. The KWS is not needed to determine if a ship is wanted other than in an anarchy system, as no ships show up on the ship's scanner as wanted in these, and you will not become wanted in an anarchy system for attacking any ship (I believe). The main reason for having a KWS is so that you can maximize your bounty hunting profits by collecting bounties on a ship from different systems, so for example, if you kill a ship in the Sol system without using a KWS, you will only get the bounties owing by the Federation, whereas if you had used a KWS, you would have discovered it also had a bounty in the Empire, and you would collect that bounty also. The KWS does not 'validate' what your ship's scanner displays, it simply shows bounties due on the wanted ship in different jurisdictions.

I have never had a problem attacking a ship that my ship's scanner has identified as being wanted, whether I have completed a KWS or not. Never. Once you see the wanted status in the ships hud on the left that a targeted ship is wanted, it is fair game, and does not need to fire on and hit you first.
 
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Well then thats not what happens when I play and i'm not the only one, I used to only ever fire on a ship that's shown up as being wanted on my HUD, so I know that the basic scanner has completed it's job only to find that I am suddenly wanted, this happens time and time again, which is why I raised the point, so I then got a KWS and made sure that I scanned them with before engaging in combat, since this time, I have never become wanted, I happened to change ships the other night, did not get a KWS, got Indicted by a none security vessel, saw they were wanted, fired first and suddenly became wanted as well, this happened a little later when at the NAV beacon, approached by a vessel which had scanned me for cargo, I targeted the vessel, it displayed as being wanted so I opened up and again, became wanted.

I have reported this to the developers but still had no response, but trawling the forums clearly shows that I am not the only one experiencing this, I also have friends who constantly have the same issue, anyway, thanks for your post, I will update you as and when the developers respond to my ticket.

KInd regards
Kezzer a.k.a CMDR SOS4Biz
 
Well then thats not what happens when I play and i'm not the only one, I used to only ever fire on a ship that's shown up as being wanted on my HUD, so I know that the basic scanner has completed it's job only to find that I am suddenly wanted, this happens time and time again, which is why I raised the point, so I then got a KWS and made sure that I scanned them with before engaging in combat, since this time, I have never become wanted, I happened to change ships the other night, did not get a KWS, got Indicted by a none security vessel, saw they were wanted, fired first and suddenly became wanted as well, this happened a little later when at the NAV beacon, approached by a vessel which had scanned me for cargo, I targeted the vessel, it displayed as being wanted so I opened up and again, became wanted.

I have reported this to the developers but still had no response, but trawling the forums clearly shows that I am not the only one experiencing this, I also have friends who constantly have the same issue, anyway, thanks for your post, I will update you as and when the developers respond to my ticket.

KInd regards
Kezzer a.k.a CMDR SOS4Biz

What you are describing is definitely not how it should be working, and I hope you get a response soon. As I said, I have never had a problem attacking a ship that my ship's scanner has identified as wanted. I do normally use a KWS, but I also sometimes start to fire on a ship before that scan is complete, and I have just under 2000 bounty kills, so I'm sure that has occurred many times without incident.
 
Thanks for your reply, I did get your point ref the KWS and bounties in other systems thanks for that, I have just under 1500 bounty kills, just find it very annoying, but hey, will keep on cruising the space lanes.
 
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It's been said before and I'll say it again.

Smuggling prohibited goods should be more profitable than legal trade (not salvage or stolen goods or bulletin board missions).

:)
 
I'm going to be bluntly honest.

This update, if implemented as described, will drive me out of the game.

1). The ramming penalty is essentially punishing all players (by forcing them to fly excessively slowly, or risk receiving a bounty because some idiot NPC or malicious player places himself in their path) for the actions of a few. It will turn the docking and undocking process, which was actually kinda fun when trying to do it in a relative hurry, into pure mindless tedium and a massive time sink.

2). You just basically ruined the most fun player-organized event that I've ever participated in. So long, Buckyball. It was fun, but it won't be fun anymore in 1.3.

3). The new bounty mechanic is excessively punishing to bounty hunters in numerous ways
- a. Instead of killing an NPC with a Federation bounty, we will now kill an NPC with multiple lesser faction bounties we now have to travel to multiple different systems to collect our money.
- b. In the heat of combat, shooting back at a ship that is shooting at me but has somehow managed to not hit me yet (this can be somewhat difficult to keep up with when trying to evade incoming fire from multiple ships!) now earns me a 7-day bounty? So, if there's a Powerplay goal or a CG going on in that system, I am essentially screwed. All for defending myself against an aggressor.
- c. Bounty hunters tend to fly fast ships, so we're even more punished by the new station speed limit mechanic than other players.
- d. KWS won't pick up dormant bounties, so as soon as that pirate gets a bounty, he can go self-destruct in a Sidey and bounty hunters cannot detect or collect his bounty thereafter.
- e. Why would any player bother being a pirate under these rules anyway? It's not like piracy is profitable. So who will we hunt, besides NPC's?

Basically, you're draining all the fun out of your game because of the actions of a vanishingly small percentage of players that you are too afraid to issue the bans they deserve.

It's unfortunate. I was really coming to love this game. But you're trying very hard to make it unlovable.
 
I haven't read the whole thread so I'm not sure if this has been mentioned. These crime changes appear to completely kill pirating since any assault on a player will cause a week long bounty. My suggestion to fix this is to separate murder bounties from assault bounties. When pirating there are multiple ways to go about it:

1. You ask the person to release cargo (as we all know this causes a lot of frustration for pirates since players often just run away).
2. You can attack their cargo hatch which will cause the goods to spill out.
3. You can use a Hatch Breaker Limpet Controller which will cause the cargo to spill out without having to damage the ship.

Now these changes are going to make things even more difficult for pirates (which is a viable way to play the game that many people enjoy and has been a major factor in attracting people to this game). As referred to in point 1, people often just run from a pirate after being interdicted which is why pirates open fire. If there are no consequence for not dropping the goods why would any player follow a pirates orders? (they wouldn't). So I am suggesting keep the bounty system the way it is currently for assaulting a player. Now I know most people say, "but pirates kill me and they are just griefers" now this new system would work great when it comes to murders. Murderers should be considered griefers since there is no benefit from killing someone (or I guess I should say it's barely profitable to murder someone since the explosion greatly reduces the amount of cargo dropped). I feel like every legitimate pirate out there would agree with me when I say that they don't want to murder anyone. They just want to make some money doing what they enjoy doing (which is fair since people who enjoy trading, bounty-hunting, exploring, mining, etc get to make money the way they like). So by creating a greater punishment for murderers i.e. this new crime punishment system it would deter people from murdering and ruining other's game experience while still giving legitimate pirates a way to play the game. I feel that if what I am suggesting is introduced not only would it bring more players back from solo into open but it would also promote more player interaction among those already in open.

I hope some people read this and can share their opinions on it since I am truly afraid of what this new crime punishment system may do if it is released.

I have other ideas too such as players with murder bounties would receive harsher retaliation by police forces but this is nowhere near as important.

Also as a final point please look at this objectively as a game growing opportunity. I know many traders out there may say "No! All pirates are griefers and criminals so they should be punished." Try not to be so closed minded. This game is about blazing your own trail and playing it the way you want. Why should traders have absolutely no risk to making huge amounts of credits. Also wouldn't you like to know that even if you do get interdicted there would be a low chance of being murdered since they would have an unpayable bounty for a week in that system? This would allow for you to assess the situation and decide for yourself if this pirate is being too greedy in the amount of cargo (s)he wants from you. If you decide the run would become to unprofitable if (s)he gets the cargo desired then you can run and hope your cargo hold doesn't get damaged enough to release goods.

I apologize for the long post but I really believe my system would be a much better modification to the crime punishment system that is being suggested in the OP. Of course my ideas can be altered since I highly doubt I explained it perfectly or is a perfect punishment system. Also if you support my idea feel free to try and promote it and give it more attention so hopefully it'll be seen in this thread.

Thanks,
CMDR DeRobertC

It's not just any assault on a player. It's any assault on an NPC, too. Or anytime an NPC happens to cut you off while you're flying a bit over 100 m/s in the no fire zone. Or any other thing that FD has no decided to brand as "crime".

They're not just killing piracy, they're kiling the whole blasted game.
 
As I see it, the griefers have won.

They've convinced FD to grief the entire player base.

Even the Solo players!

They will also have a lot of fun waiting outside to bump into ships so the other guy gets blown up by the station as they leave if they are breaking the speed limit.

I also figure most people won't even know about the speed limit until it is too late, and this forum will be filled with "I got blown up by the station" threads
 
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