Deliberate Ramming

Some thoughts I have had on crime and punishment:

Infamy system

Once a player has unlawfully killed 5 players they become Notorious


  • Player has Notorious label visible by other players
    Player is locked out of Group and solo mode for 10 hours in game time (If they unlawfully kill again, timer is reset)
    Being killed by an NPC will not remove Infamy level only by a player
    Player ship rebuy is doubled
    Bounty Hunters can see if any Notorious or Infamous players are in a system on the galaxy map (filter similar to state, star class)
    Players killed by a Notorious player have their rebuy reduced by 50%. Part of this reduced rebuy is applied to the Notorious player as a bounty (This bounty remains until killed by a player, not NPC, or the 10 hours is passed)


Once a player has unlawfully killed 10 players they become Infamous


  • Player has Infamous label visible by other players
    Player is locked out of Group and solo mode for 20 hours in game time (If they unlawfully kill again, timer is reset)
    Being killed by an NPC will not remove Infamy level only by a player
    Player ship rebuy is 100%
    Bounty Hunters can see if any Notorious or Infamous players are in a system on the galaxy map (filter similar to state, star class)
    Players killed by a Infamous player have their rebuy reduced by 75%. Part of this reduced rebuy is applied to the Notorious player as a bounty (This bounty remains until killed by a player, not NPC, or the 20 hours is passed)
 
We cant discus anything with Sandro, hes set in his mind what he want and its clear, look at Power Play, Sandro himself on stream has said "Its my baby", well that's one neglected baby for sure! I would love a karma system but not one with a risk of having no option to pay my rebuy. Thats not karma that's punishment and control from Fdev on how I should play, not only that but we have these comments of "Shadow banning" users for killing other players.
And yet you did for several posts. Only when things didn't go your way do you post this drivel. Go figure.

If you want to zip around the galaxy killing other players, go for it. I think that option should be open to all. However, that will decrease your Karma level over time. When docking permissions are denied (especially with a blown out canopy), when HighSec security ships swarm you, when station services refuse to deal with you (if you do sneak in somehow), when you are forced to exist in anarchy systems, that's the price you pay. Walk around the streets where you live and start punching people in the face. See how long it takes before the cops arrive, local stores refuse you entry, watch people cross the street to avoid you. Thats all this is; consequences for your actions.

I've seen you muck up several livestreams for no good reason and heard of several other examples of frankly abhorrent behavior and I want nothing to do with you.

However, that said, I personally think a shadowban should be reserved for the truly repugnant players; the hackers and cheaters. You shouldn't be shadowbanned for being a player killer, BUT you should be marginalized to pay the price for your continually anti-social actions. I think you'll make the perfect example of what happens to the metaphorical problem children when they misbehave. Seeing you sitting on the naughty step will educate many others and hopefully turn them away from that sort of play. If you do quit over this, then that'll be one less annoyance we have to deal with.

I personally suspect that billion credits you got will be used for many rebuys in coming months.
 
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I'm all for banning/wiping accounts for those that hack/cheat.
There's no way I can get behind any system that would do so for being a murderhobo.
Not saying griefer, because IMHO griefer cannot even be quantified.
 
Well I think the salt is well and truly mined here.

That'll keep FD going for centuries!
Not sure what they use it for though...

Anyhow, clearly, any new C&P and Karma mechanic needs a lot of discussion and work.
Now children, stop crying over nothing!

How many times did Sandro say "no promises, no ETA, etc etc"!?

Some of you are acting like that's it. It's in the game. Life is over.

It's so weird...

To answer someone elses question, raising Karma.... No clue!

That's why I suggested a manual up/down voting system, with limits.
If you can set it up to not [easily] be abused, it'll sit with the CMDR to decide on the other person's intentions.
"Oh, this guy shot me by accident, but apologized, have some good Karma!"
Or
"Damn, this guy stationed rammed me on purpose, naughty! Bad karma!"
Or
"Good form pirate scum, you win! Have some good karma and my cargo..." :p

*Shrugs* seems legit.
 
Well I think the salt is well and truly mined here.

That'll keep FD going for centuries!
Not sure what they use it for though...

Anyhow, clearly, any new C&P and Karma mechanic needs a lot of discussion and work.
Now children, stop crying over nothing!

How many times did Sandro say "no promises, no ETA, etc etc"!?

Some of you are acting like that's it. It's in the game. Life is over.

It's so weird...

To answer someone elses question, raising Karma.... No clue!

That's why I suggested a manual up/down voting system, with limits.
If you can set it up to not [easily] be abused, it'll sit with the CMDR to decide on the other person's intentions.
"Oh, this guy shot me by accident, but apologized, have some good Karma!"
Or
"Damn, this guy stationed rammed me on purpose, naughty! Bad karma!"
Or
"Good form pirate scum, you win! Have some good karma and my cargo..." :p

*Shrugs* seems legit.

Raise karma by killing those with bad karma..... simples
 
In my opinion, the *really* interesting question, is one I have already asked: should it be OK to destroy much weaker ships? How important is this to folk?
IMO, no. While maybe it would be "realistic" behaviour to prey on the weak, it fosters a very negative atmosphere from a "game" perspective and thus should be discouraged, and by "discouraged", I mean "severely punished" when it's done in a criminal context. There should be no or little gains to be had from it, and punishment should be severe to the point of police with bug-mode Beam Pulse Accelerators pursuing repeat offenders wherever they go.

So basically: illegally attacking a much weaker target should get one screwed, and legally attacking one should yield a sarcastic golf clap by the authorities.

That of course begs the question what constitutes preying on the weak. So many variables in that metric :) (edit) And it must be visible to players too. While there are some unambiguous situations like a fully minmaxed FDL swatting a loaned sidewinder with a Harmless pilot, often times it will not be as clear cut, and the players involved should always have a quick and easy way to know the kind of trouble they'd get into for their actions.
 
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Please, I implore you, reach out to us, either publicly or privately for feedback on this stuff.

Ryan, I don't mind you guys for the most part at all and think you are a bunch of smart guys, but part of the problem is your in game "hahah, the believed us again".

But with stuff like this, uh....

Sandro needs to wait 6 months?

sdc.PNG
 
IMO, no. While maybe it would be "realistic" behaviour to prey on the weak, it fosters a very negative atmosphere from a "game" perspective and thus should be discouraged, and by "discouraged", I mean "severely punished" when it's done in a criminal context. There should be no or little gains to be had from it, and punishment should be severe to the point of police with bug-mode Beam Pulse Accelerators pursuing repeat offenders wherever they go.

So basically: illegally attacking a much weaker target should get one screwed, and legally attacking one should yield a sarcastic golf clap by the authorities.

That of course begs the question what constitutes preying on the weak. So many variables in that metric :) (edit) And it must be visible to players too. While there are some unambiguous situations like a fully minmaxed FDL swatting a loaned sidewinder with a Harmless pilot, often times it will not be as clear cut, and the players involved should always have a quick and easy way to know the kind of tryouble they'd get into for their actions.

Thats awful, if you want a fair fight go to CQC, criminals prey on the weak, that's how to guarantee a profit.

Its crime not sport (in the context of the game)
 

Goose4291

Banned
Whats really vexxing is there have been so many balanced or simple suggestions by the community that marry the preferences well. For example, a while back I churned out a station decision making chart that would result in you not being able to land there if youd caused too too much trouble.

Landing_Flow_Chart.jpg
 
Exactly, which is why it's good he's not calling "crime & punishment" his baby, and is actually asking for input on it. And I think you have a ton of support on the rebuy thing, I don't think there are many people who would agree that permanently losing your ship is appropriate punishment for any in-game activity.

Apologizes to all if my comments look a little worked up but I would be lieing if I said they where not, given how long it can take the engineer a ship to perfection is just so much time lost I would leave this game. or at least go find some other game to play and set about gaming the system as best I could, but the other comments Sandro has put out rub me the wrong way for sure... making comments confirming that player killers could be banned is just a pathetic excuse for poor game mechanics.

To at least contribute to this thread I will lay out my idea for how to fix C&P while using what we currently have.

I will start by saying a karma system will never work, it will be gamed far to easy and will result in players we normal kill suffering even more than now.

To "Fix" this C&P system this is how the galaxy should look. In general a MMO style difficulty system.

- 5 Levels of security in total, each system is given a level based on surrounding systems, anything below 2 is classed as lawless.
An example of some systems out flat.

[1][1][2][1][2][1][1][1]
[1][3][3][3][2][1][1][1]
[2][3][4][5][3][4][1][1]
[1][3][4][5][4][5][3][2]
[1][1][4][3][4][3][2][1]
[1][3][2][2][2][3][2][1]
[2][2][1][1][1][2][1][1]


Levels 1 to 2 - Lawless space


These systems allow players to kill each other without consequence, like our current system with lawless systems, further these systems feature increased NPC pirate and murder activity but also offer higher rewards on missions.

Level 3 Lawful space, border systems

System Security Stats:
Security response: Less than 3 sec
Security: Current response load outs with engineered drives.
Amount of ships in response: Current response amount.

These systems have some law and order, killing or attacking players yields a small bounty to the player. if a player is killed then the attacker is no longer allowed to dock in this system for 7 days or until the bounty is wiped(death etc).

This will allow players to attack systems all they like but prevents docking and forces an attack to plan their attack and stage elsewhere promoting some planning and thinking before an attack could take place, if such planning was not taken then the attack would be short lived.

Level 4 and 5 - High security systems

System Security Stats:
Security response time: Instant
Security: Ships with engineered weapons and defenses
Amount of ships in response: Depends on security 4 or 5

These are the systems players like me should be afraid of, killing a player here should result in the attacker being killed or at least made extremely difficult to get away. Failing that the rebuy of the attacker is doubled until they die. should the player get away from the security the system will be locked off for them for 7 days or until the bounty is wiped. We know permit locks work... why not use it here.

This is the safe systems player can use when they would normally use Solo mode, there would still be chance of getting killed as always but your attacker would never in anyway getaway with it. Credits made in these systems would be lower than the other security levels.

Killing players here should be a one way trip to the rebuy screen. Simple as that.

A small UI tweak to add the security level of the system to remind players and warn those in systems they would prefer not to be, such as when traveling.

On a final note: This system is simple enough and black and white enough that it will catch all players no matter if they are murder hobo or small time player killer or trader. this system will ensure safety in core world while offering the true blaze your own trail in system level 3 and down.
 
Whats really vexxing is there have been so many balanced or simple suggestions by the community that marry the preferences well. For example, a while back I churned out a station decision making chart that would result in you not being able to land there if youd caused too too much trouble.

http://s26.postimg.org/8u29sr6ko/Landing_Flow_Chart.jpg

I like my suggestion better, but I like this too

- - - Updated - - -
 
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Other than the "still no guarantee nor ETA part" the basics look good. Idea of there being real consequences to patterns of behavior such as increased buy back costs to the point of losing your ship, including all engineered modules I'd hope as well, would certainly be adequate.
 
Apologizes to all if my comments look a little worked up but I would be lieing if I said they where not, given how long it can take the engineer a ship to perfection is just so much time lost I would leave this game. or at least go find some other game to play and set about gaming the system as best I could, but the other comments Sandro has put out rub me the wrong way for sure... making comments confirming that player killers could be banned is just a pathetic excuse for poor game mechanics.

To at least contribute to this thread I will lay out my idea for how to fix C&P while using what we currently have.

I will start by saying a karma system will never work, it will be gamed far to easy and will result in players we normal kill suffering even more than now.

To "Fix" this C&P system this is how the galaxy should look. In general a MMO style difficulty system.

- 5 Levels of security in total, each system is given a level based on surrounding systems, anything below 2 is classed as lawless.
An example of some systems out flat.

[1][1][2][1][2][1][1][1]
[1][3][3][3][2][1][1][1]
[2][3][4][5][3][4][1][1]
[1][3][4][5][4][5][3][2]
[1][1][4][3][4][3][2][1]
[1][3][2][2][2][3][2][1]
[2][2][1][1][1][2][1][1]


Levels 1 to 2 - Lawless space


These systems allow players to kill each other without consequence, like our current system with lawless systems, further these systems feature increased NPC pirate and murder activity but also offer higher rewards on missions.

Level 3 Lawful space, border systems

System Security Stats:
Security response: Less than 3 sec
Security: Current response load outs with engineered drives.
Amount of ships in response: Current response amount.

These systems have some law and order, killing or attacking players yields a small bounty to the player. if a player is killed then the attacker is no longer allowed to dock in this system for 7 days or until the bounty is wiped(death etc).

This will allow players to attack systems all they like but prevents docking and forces an attack to plan their attack and stage elsewhere promoting some planning and thinking before an attack could take place, if such planning was not taken then the attack would be short lived.

Level 4 and 5 - High security systems

System Security Stats:
Security response time: Instant
Security: Ships with engineered weapons and defenses
Amount of ships in response: Depends on security 4 or 5

These are the systems players like me should be afraid of, killing a player here should result in the attacker being killed or at least made extremely difficult to get away. Failing that the rebuy of the attacker is doubled until they die. should the player get away from the security the system will be locked off for them for 7 days or until the bounty is wiped. We know permit locks work... why not use it here.

This is the safe systems player can use when they would normally use Solo mode, there would still be chance of getting killed as always but your attacker would never in anyway getaway with it. Credits made in these systems would be lower than the other security levels.

Killing players here should be a one way trip to the rebuy screen. Simple as that.

A small UI tweak to add the security level of the system to remind players and warn those in systems they would prefer not to be, such as when traveling.

On a final note: This system is simple enough and black and white enough that it will catch all players no matter if they are murder hobo or small time player killer or trader. this system will ensure safety in core world while offering the true blaze your own trail in system level 3 and down.

Until pvpers undermine the ruling faction in the core and make the starting system lawless.

Personally I like that kind of fluidity as it would ad strategy, but I don't think newbies should be started to close to lawless systems so starting systems would have to change to reflect this.
 
Thats awful, if you want a fair fight go to CQC, criminals prey on the weak, that's how to guarantee a profit.
Yes, see the very first complete sentence.

Its crime not sport (in the context of the game)
I do not believe that for a second.

Also note that it would still be possible to prey on the weak, but as a consequence, the perpetrators would have to live with getting lots of heat the second they enter a civilised system. That's crime. In the context of the game and the context of life. If you can't deal with it, become an investment banker.
 
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Oh and Sandro. When you do implement this Karma system, please make sure all starter systems are HighSec so the noobs have some semblance of protection.

Cheers.
 
Until pvpers undermine the ruling faction in the core and make the starting system lawless.

Personally I like that kind of fluidity as it would ad strategy, but I don't think newbies should be started to close to lawless systems so starting systems would have to change to reflect this.

Do PvP'ers really spend that much time on the BGS. Think they would be overwhelmed by the number of non-PvP'ers. Hell, at least it would make the game more interesting and dynamic.
 
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Oh and Sandro. When you do implement this Karma system, please make sure all starter systems are HighSec so the noobs have some semblance of protection.

Cheers.

Starter systems should be "locked" into high security status. or better yet have a small high security bubble that players can use.
 
I think a much calmer way of approaching this topic is to define what actions are considered unacceptable in ED. Frontier can't get away from their pitch of the game, its worth remembering too that theres solo, pg, blocks, and a load of other things they've done to er discourage certain actions that arent on there approved action list.

In my view the only things I find to be dodgy is going to Eravate in my fully engineered FDL and pwning brand new players just starting off.

Eagling people around stations is pretty cheesy too but there is a simple solution to all of that and I dunno about everyone else but I tend to watch my speed around populated stations. Surely though, thats a good thing?

I'd also say continued player harrassment (im talking extreme stuff here) is not on but then we have solo and pg, which can sort of eliminate someones game time really being ruined, i.e. hours of station camping.

As for the rest of this karma thing, all we seem to be hearing is punishment. Wheres the gameplay for playing as a pirate or scoundrel? I can't help but think that a more fun system would to be to have some sort of eco system, you know where bounty hunters can seek out the pirates etc..
 
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Do PvP'ers really spend that much time on the BGS. Think they would be overwhelmed by the number of non-PvP'ers. Hell, at least it would make the game more interesting and dynamic.

Would give them another mechanic to about with meaning marginally less time out killing, and it provides focus points making the violence less random while drawing some of it away from the CG's
 
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