Notoriety - The negative outcome on NPC combat related gameplay?

Surely its a case of frontier giving player killing a higher notoriety score than npc murder.

So killing a player gives 5 points, killing an npc gives 1 point.

Maybe... Or treating Pilot Federation notoriety as a separate thing. Or, as proposed, as much as possible where it makes sense, allow missions/event to disable notoriety for NPC kills (as mentioned in OP).
 
I raised earlier today some issue(s) I think there are with Notoriety. Now I believe this new figure goes up not just for illegal CMDR destruction (surely it's primarly purpose), but also for NPCs I believe.

Now this is fine in many scenarions, but to my mind it does introduces some interesting issues, and possible counter producting outcomes. eg:-

Assassination Missions
If someone enjoys doing (NPC) assissination missions is the goal to start levelling a huge rebuy/negative outcome on them?

New Megaship Raids
If folks want to take part in the new Megaship raids in a more pew pew manner, fair enough they'll get bounties etc, but do we really want to see the game levelling a huge rebuy/negative outcome on them if they enjoy doing them?


And I suspect there's other times it would be beneficial to allow a CMDR to fight NPCs in the knowledge it's for fun, and should he blow them up, there's not snowballing rebuys on the horizon etc.

Ultimately, is the game risking applying a mechanics in cases where it would be best not to?


Suggestion
In the past I've suggested missions for PvP related gameplay allow illegal destruction with the mission itself offering to cover up the destruction so the CMDR is not held accountable.

Might it not be more appealling if a missions such as an assassination, or to go and steal something from a Megaship, offers to cover up any illegal destructions (of NPCs)? So you could play the mission and you might come out with a bounty, but not an increase in Notoriety with the outcomes that means?


Note: Or are FD already on the case with some of this. eg: Assassinations of NPCs do not increase Notoriety?

Wondered about this myself, but didn't give it much thought.

...and on the topic of bounties, I just waiting for the forum party when a player "hots" his billion credit Conda on some 400cr bounty that doesn't expire (and worse, gets 'canned going into a station). :)
 
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Good points in OP. I'm also concerned that there could be some pretty severe unintended consequences from this C&P revamp.

TBH if I'm going to get uber-fined every time I clip a NPC in a haz res I'd rather run the risk of getting ganked instead, it'll be cheaper.
 
Agreed, but we must admit at times some players may want to go into a PvE scenario simply guns blazing? And if this means they rack up a damaging notoriety value (from NPC destructions) this seems counter productive to me? Hence the suggestion of FD at least offering a means to offer it with missions offering to cover up "murders"?

Why not do legal 'guns blazing missions' then? :S C&P either discourages crime or it doesnt, we cant have a 'it should discourage crime unless I just want to be a criminal a bit for fun, then it should turn a blind eye.'. I love assassination missions, and if it means some systems or factions will strongly dislike me for it, so be it.
 
Why not do legal 'guns blazing missions' then? :S C&P either discourages crime or it doesnt, we cant have a 'it should discourage crime unless I just want to be a criminal a bit for fun, then it should turn a blind eye.'. I love assassination missions, and if it means some systems or factions will strongly dislike me for it, so be it.

Precisely.

Being an assassin, it's fairly obvious you will pile up enemies, it comes with the job. Same as being a thief, cops will hound you, people won't like you or welcome you, you simply can't have one without the other.

Being shunned and disliked for being a "bad guy" it's integrral poart of the experience of being a bad guy. The game didn't used to have any kind of meaningful consequence for being "a bad guy", that's why being "a bad guy" was bland and boring. Having meaningful consequences fixes this. There should actually be more, in my opinion.

On the other hand, having a big "notoriety" should always yield some benefits, criminal factions should like you more, lawful NPCs should fear you more, some people already gave good suggestions on this thread.

What's really terrible is the "old" (well, current) criminal gameplay, where being "the bad guy" was exactly the same as being "the good guy", without any inconveniences or consequences whatsoever..

I am, personally, massively pro there being no gaming difference between the penalties of killing an NPC or a player. I would rather the mechanics were designed this way.

Same here. +1
 
Understood, but if you're giving out benefits for something (eg: Better prices at black markets), would you really want that to be given for seal clubbing?

Notoriety IMHO at the moment is trying to cater for two or more things, thus is at risk of being beneficial and an issue at the same time.

It's trying to penalise ganking of CMDRs but at the same time risk needlessly penalising assassination missions.

We want to offer some considered criminal bonuses to it for criminal activity, but it doesn't measure criminal activity, instead just illegal destruction.

It's like we have on measure where we need a number of them.

eg:-
Murder Notoriety: Increases with illegal destructions
Criminal Notoriety: Increases with outstanding bounties



Agreed, but we must admit at times some players may want to go into a PvE scenario simply guns blazing? And if this means they rack up a damaging notoriety value (from NPC destructions) this seems counter productive to me? Hence the suggestion of FD at least offering a means to offer it with missions offering to cover up "murders"?


There are several "guns blazing" activities that do not incur a bounty for those players.
 
Why not do legal 'guns blazing missions' then? :S C&P either discourages crime or it doesnt, we cant have a 'it should discourage crime unless I just want to be a criminal a bit for fun, then it should turn a blind eye.'. I love assassination missions, and if it means some systems or factions will strongly dislike me for it, so be it.

But it won't mean just that will it? If you enjoy assassination missions it will mean a snowballing of your rebuy, simply due to your notoriety going up...

Again, if you could undertake assassination missions where the mission giver at least will cover up just the murder aspect to your notoriety doesn't go up?

There are several "guns blazing" activities that do not incur a bounty for those players.

Yes... And the problem with there being PvE criminal ones that don't penalise your rebuy up and up and up for no real game reason?

Under the new mechanic why would someone do lots of assissination missions if they know it grows them a nice rebuy for no purpose other than a mechanic doing a needless catch all?
 
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I am, personally, massively pro there being no gaming difference between the penalties of killing an NPC or a player. I would rather the mechanics were designed this way.

Me too... For (some) OPEN only CGs (one day FD will finally orchestrate some PvP gameplay) there should potentially be assassination missions potentially to cover up the destruction of Pilots Federation members taking part.

And for some PvE assassination missions I see no issue with that being covered up so you don't get needlessly penalised via your notoriety taking your rebuy up, just for daring to try and have some PvE fun...
 
FD had a great chance to make being the "bad commander" both hazardous and and fun to play and add some game play elements around it. They could have accomplished this at the same time as discouraging player ganking. There's plenty of posts and ideas on how new game play for criminals could work by various commanders in these forums.

But they missed this boat, it could have been really good, instead what we have is a simple tweak on existing game play, a single new stat notoriety and the bare minimum development effort. Sure, it's an improvement but it could have been so much more. It's also too simplistic to work well for all circumstances and play styles that can occur in the game as it stands.

Still the planets look nice now...
 
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Yes... And the problem with there being PvE criminal ones that don't penalise your rebuy up and up and up for no real game reason?

The "problem" is making criminal activities actually feel like criminal activities. That's pretty much an in-game real reason. Making your choices and actions matter, due to repercussions.

Under the new mechanic why would someone do lots of assissination missions if they know it grows them a nice rebuy for no purpose other than a mechanic doing a needless catch all?

Anyone who is actually trying to be an actual ingame assassin, not just some casual NPC farmer.

If someone doesn't want the danger or hassle that comes from being a criminal, then don't be a criminal. If someone wants to be a criminal in order to spice up their game instead of the same-old bland and boring nothing-can-ever-happen, then he can be a criminal. There, choices for both types of players. But I can't spice up my game being a criminal, if I don't have the threat of being caught. Anjd being caught is only a real threat, if something bad actually happens.

What you have been proposing since the start of beta in this and other threads is to be able to play the bad guy while still being treated by the galaxy as the town's boy scout. And that is crap gameplay. You want to be a pirate and have stations where there is a bounty on your head to still welcome you with open arms. "Ah Mr. Pirate, you've been naughty eh! So, how many limpets and bullets you need this time?" And now you want to play the assassin but be shielded from the law if you're caught lol.

And there should not be distinctions between players and NPCs because it simply doesn't make any sense to have them. The purpose of having NPCs is to simulate human pilots in a galaxy, not to pose as vegetables for casual farming.
 

Goose4291

Banned
Although these are in effect the exact opposite point of my post... They're good ideas!

HOWEVER, not entirely sure such mechanics (rewards) should be based on the Notoriety of destroying other CMDRs? Seems odd to reward the exact thing FD are trying to rein in?

Maybe base it on a form of Notoriety of non-CMDR murder bounties maybe?

Only if the target of Notoriety was PvPers, which apparently it isnt.

All criminal.gameplay is the intended target.
 
While I agree with your sentiment. I believe however the whole thing is moot.

Why?

Anarchy systems.

One of the goals I see with this new system is that they're trying to drive this detrimental behavior into Anarchy systems where nobody cares if you any of these things. Want to engage in murder sprees? Head to anarchy. Want to pirate traders with no risk to your clean status? Anarchy. Hot ship? Hide in an anarchy.

If you really want to be a career criminal, your base of operations will be in an Anarchy system where nobody cares what you do. It's like the pirates of old and the isle of Tortuga. Tortuga was a port where anybody could do anything and find anything. Places where pirates would offload their ill gotten gains and be legitimate business men. Places where criminals of all kinds could hide from the law and perchance be picked up by a crew willing to let them engage in murder.

As for your concern with these other missions? I've noticed the vast majority of these missions send you to other systems so you don't ding any violations in your home port.

So I don't see how detrimental it is when you are sent to another system, murder someone, and then return home where you're not wanted and therefore the faction you're working for is shielding you from the authorities in other systems with a 'clean' status. Anything attacks you there, they become wanted.

Unless someone gets you with a KWS.

Did they say anything about Notoriety being gained when attacking NPC's or is it a just a PvP thing when you engage in criminal activities against other players?
 
I don't see any issues with the basic way they have designed. I do think they could add more interesting gameplay with a higher notoriety.

One thing I would change or add, and maybe they have this in place already, but a cap to criminal players rebuy. Otherwise they could start seeing rebuys reaching billions of credits.
 
Only if the target of Notoriety was PvPers, which apparently it isnt.

All criminal.gameplay is the intended target.

However that may be, in the actual beta notority seems not to raise with NPC kills. I am just testing it. Killed 2 clean NPCs and 2 powerplay ships. My notority is still zero.

EDIT: ok, it took a third ship to raise the notority to 1. :D

If it should have been intended that NPC kills also raise notority then ther should also come a way to lower notrity other then by death - by donating for example...

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ok, now I know, in Beta notority decays with time... about 10-20 minutes per point.

My kills were just to view and to much time in between made the notority go down to zero after each kill.
 
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One thing I would change or add, and maybe they have this in place already, but a cap to criminal players rebuy. Otherwise they could start seeing rebuys reaching billions of credits.

I'd let that go actually because it puts you into ironman (ship permadeath) territory - a mode that we're otherwise yet to see implemented. Assuming you still have option to get into one of your other ships if you have to ditch your hot one - never fly without rebuy might become a thing for noobs. No bad thing imo.
 
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Goose4291

Banned
However that may be, in the actual beta notority seems not to raise with NPC kills. I am just testing it. Killed 2 clean NPCs and 2 powerplay ships. My notority is still zero.

If it should have been intended that NPC kills also raise notority then ther should also come a way to lower notrity other then by death - by donating for example...

That's interesting to note. Most of the vids I've seen where the ATR rolls up though, are against people with massive bounties. Is it perhaps possible you've not reached the correct 'trigger' point?
 
If someone doesn't want the danger or hassle that comes from being a criminal, then don't be a criminal.
Sorry, this is poppy cook.

You do realise some people play ED for fun and entertainment?

ie: Being slammed with snowballying rebuys and uber police force attacks, simply for trying to enjoy assassination NPC missions?

Can you explain how this would break the game for you if some of these assassination missions covered up the event such that it did not effect your notoriety?



And there should not be distinctions between players and NPCs because it simply doesn't make any sense to have them. The purpose of having NPCs is to simulate human pilots in a galaxy, not to pose as vegetables for casual farming.
Yes and no...

If FD decide to make more of the initial limp megaship mechanics, such that players can perform a heist, your ethos means they cannot do so with guns blazing... For what gain/purpose/benefit? Again, if they could undertake a tricky heist mission with the mission giver offering to cover up the matter (so no notoriety), the issue is?

I do think they could add more interesting gameplay...
I've been thinking that for 2-3 years now...
 
However that may be, in the actual beta notority seems not to raise with NPC kills. I am just testing it. Killed 2 clean NPCs and 2 powerplay ships. My notority is still zero.
Interesting...

Can you PM me if you find out me pretty please!
 

Goose4291

Banned
So, after demanding more heavy responses for Crime and Punishment, we're now asking for lesser responses for a PvE playtype?

Nice to see the agenda's going strong here.
 
Why not do legal 'guns blazing missions' then? :S C&P either discourages crime or it doesnt, we cant have a 'it should discourage crime unless I just want to be a criminal a bit for fun, then it should turn a blind eye.'. I love assassination missions, and if it means some systems or factions will strongly dislike me for it, so be it.

Right. Plenty of assassination missions have you take out a wanted target. Pirate lords, deserters, terrorists and for reasons unfathomable venerable generals. If you want to assassinate a politician then of course that should get you wanted and bump up your notoriety.

The only thing that needs to adapt are the wishy washy mission descriptions. If performing a mission will get you a bounty, then it should be clearly stated in the description, and this goes for things like planetary scan missions too.
 
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