Notoriery 1 is already heavily disturbing to me

Well, I rejoyced too early. While according to my stats I now do have 0 notoriety, Interstellar Factors remains locked, and the bounty is still active. [knocked out]

It may be one of those areas of the game where you need to log out and back in for it to take effect? Either way it should be reported to support I think.
 
I carry a concealed carry permit for my AK-47, but find it impractical when walking around Walmart with a very stiff leg

Repped, not particularly for the post but because I've only just noticed your avatar properly for the first time (I know you've had it for ages) and that's brilliant. I presume it's from the cover of that popular 1950s book How It Works: Thargoids :D
 
I agree. But dont you think that one what or another ED will always be a mess, simply because of the huge diversity in opinions within the community as to what ED should even be? [...] The community itself is polarised about pretty much everything.
Oh, absolutely. By "mess" I really meant the current C&P, but it applies to the larger game. There's no masterplan for ED that will please everyone. But I do think that in this specific case, where various game mechanics have come together in such a way as to effectively deny certain players the ability to do anything at all within the game, a line has been crossed. Hopefully FD will sort the immediate issues out in short order, but we've no idea whether their long-term strategy to minimise similar occurrences will be to streamline and harmonise current game rules or to load even more complex rules on top. Speculation and "what if?"s are all we have.

There's a certain irony here for me personally. Back in mists of time, before we even had alpha code, I speculated about the possibility of an impounding / community service mechanic for repeated criminality. If someone is being a pain in a big ship, take the ship off them and give them something smaller in which to pay of their debt to society. Over the years I brought up variants on the theme on a couple of occasions, and attempted to expand upon it, but the reaction was generally the same: a few people liked it, a few more people liked some aspects of it, but it mostly drew ire from people who considered that under no circumstances should a game "punish" players for legitimate in-game activity by making them do something they wouldn't ordinarily choose to do.

(This was long before Engineers, of course, some of whose unlock requirements caused a similar backlash).

I didn't agree, but I understood their point. And, aside from a post from Sandro to the effect that "jailbreaks" might be something cool if we ever got space legs, FD didn't comment on it either way.

And yet what we've ended up with here, either by design or accident, is not a million miles from my impounding suggestion. People played the game, fell foul of the new Notoriety system (which is draconian compared with what was there before) and found themselves either "jailed" behind a Station Services lockout or -- at best -- temporarily flying one of their alternate ships and "doing other things" while their Notoriety cooled off.

It's not quite the ASBO Sidewinder, but until the anarchy patch comes in and/or other mechanics are tweaked, the game is punishing certain players by denying them (some) gameplay. If the transgressions were for PVP "griefing" only it could perhaps be interpreted as a TOS/EULA violation, but then we're back to the contentious separation of PVP and PVE "crimes". Like I said, a mess.

I guess there's also an argument that the real problem here is the chronic lack of instructional information and/or warnings within the game itself. If players knew that heavy restrictions were a consequence of certain actions they could avoid them, even if they disagreed with the policy, until such time that they were balanced. Only finding out after the fact is a bit harsh, even by my standards.
 

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Well, I rejoiced too early. While according to my stats I now do have 0 notoriety, Interstellar Factors remains locked, and the bounty is still active. [knocked out]

It may be one of those areas of the game where you need to log out and back in for it to take effect? Either way it should be reported to support I think.

Also, the notoriety number I thing decrements at the hour mark, so even thought it shows "0" you may have time still left on there. It's definitely something they need to change to an actual timer so that it's less obfuscated.

Relog like jukelo said, and if it doesn't clear give it a bit more time.

I'm certainly a proponent of reducing the time from 2 hours of in-game time to 30-60 minutes of real time. Let's remember though that during beta it was the PvE anti-gank crowd who literally cried for a longer and harsher timer than was originally designed.

I'll also say that, in my estimation, what has frustrated and esxhausted many players since C&P went live isn't the complexity of it (because it really is very simple), but rather the bugs that have prevented them from getting on with it.
 
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Also, the notoriety number I thing decrements at the hour mark, so even thought it shows "0" you may have time still left on there. It's definitely something they need to change to an actual timer so that it's less obfuscated.

Relog like jukelo said, and if it doesn't clear give it a bit more time.

I'm certainly a proponent of reducing the time from 2 hours of in-game time to 30-60 minutes of real time. Let's remember though that during beta it was the PvE anti-gank crowd who literally cried for a longer and harsher timer than was originally designed.

I'll also say that, in my estimation, what has frustrated and esxhausted many players since C&P went live isn't the complexity of it (because it really is very simple), but rather the bugs that have prevented them from getting on with it.

I'd prefer notoriety to decay at a logarithmic pace, so notoriety 1 decays at say 10 minutes, 2 20 minutes and so on. So, if you do 'accidentally' kill someone the wait time is not horrendous, while those who persistently cleanse get the full meaty experience at notoriety 10 which can be set to hours.
 
I'd prefer notoriety to decay at a logarithmic pace, so notoriety 1 decays at say 10 minutes, 2 20 minutes and so on. So, if you do 'accidentally' kill someone the wait time is not horrendous, while those who persistently cleanse get the full meaty experience at notoriety 10 which can be set to hours.

So you can just wait 10 minutes and kill the next for another 10 minutes? well.. I'm in doubt, I might even like your proposal.
 
So you can just wait 10 minutes and kill the next for another 10 minutes? well.. I'm in doubt, I might even like your proposal.

Lets be honest, those who are going to kill are going to keep on doing it regardless, and those who are adverse to paying attention sit and whine about it. I'd rather face 10 minutes of whining than 2 hours of it.

The other way would be to make notoriety 1 special, in that you can pay it off straight away but for perhaps double the price. After that, its 2 hours as normal, so singular 'accidents' are not punished as severely as 10 'accidents' in a row.
 
Lets be honest, those who are going to kill are going to keep on doing it regardless, and those who are adverse to paying attention sit and whine about it. I'd rather face 10 minutes of whining than 2 hours of it.

The other way would be to make notoriety 1 special, in that you can pay it off straight away but for perhaps double the price. After that, its 2 hours as normal, so singular 'accidents' are not punished as severely as 10 'accidents' in a row.
How about keeping the notoriety level cool-down as-is but:-
  • Notoriety has current cool-down
  • Allow pay off of bounties with notoriety but where notoriety acts as an exponential multiplier on the bounty:-
    • Notoriety of 1 = 2*bounty
    • Notoriety of 2 = 4*bounty
    • Notoriety of 3 = 8* bounty
    • Notoriety of 4 = 16*bounty
    • Notoriety of 5 = 32*bounty
    • ...
    • Notoriety of 8 = 256*bounty
    • ...
    • Notoriety of 16 = 65536*bounty
    • ...
    • Notoriety of N = (2^N)*bounty
  • Clearing bounty does not clear notoriety
  • If bounty is gained again while notoriety cool-down is in progress the original bounty is restored
  • There is a minimum timeout of 15 minutes per level of notoriety between a bounty being gained and the total being clearable (timer resets if you commit ANY crime... including fines).
 
I agree. But dont you think that one what or another ED will always be a mess, simply because of the huge diversity in opinions within the community as to what ED should even be? Some feel it should be Open-only, others wish it were strictly SP. Some feel 'greifings' should be forbidden, others feel it should be as freeform as possible. Some feel you should have billions within a few days, others feel we should strive to scrape by a meager existence. Some want the game to be brutally difficult with killer AI, others want to casually grind NPCs down from the bridge of their Corvette while stonedrunk and feel good about that. Some feel spacelegs is essential for this game to move forward. Others feel it is a complete waste of dev time and totally unrelated to the concept of ED. Some cant wait for atmo planets, others see it as just more space to do the same stuff.

The community itself is polarised about pretty much everything.



Honestly dude, stop announcing when you're putting people on your ignore list. Its petty and totally non-constructive.

Just letting them know not to waste their time directing any more comments my way.
 
How about keeping the notoriety level cool-down as-is but:-
  • Notoriety has current cool-down
  • Allow pay off of bounties with notoriety but where notoriety acts as an exponential multiplier on the bounty:-
    • Notoriety of 1 = 2*bounty
    • Notoriety of 2 = 4*bounty
    • Notoriety of 3 = 8* bounty
    • Notoriety of 4 = 16*bounty
    • Notoriety of 5 = 32*bounty
    • ...
    • Notoriety of 8 = 256*bounty
    • ...
    • Notoriety of 16 = 65536*bounty
    • ...
    • Notoriety of N = (2^N)*bounty
  • Clearing bounty does not clear notoriety
  • If bounty is gained again while notoriety cool-down is in progress the original bounty is restored
  • There is a minimum timeout of 15 minutes per level of notoriety between a bounty being gained and the total being clearable (timer resets if you commit ANY crime... including fines).

Throw in a percentage of ship rebuy cost into the mix & you might almost be on to something. Still doesn't alter the fact that Notoriety is not remotely as restrictive as the "spray & pray" crowd keep claiming it to be.

Lets call a spade a spade. They would still hate even your idea, as they simply believe they shouldn't have to face any consequences at all.
 
Repped, not particularly for the post but because I've only just noticed your avatar properly for the first time (I know you've had it for ages) and that's brilliant. I presume it's from the cover of that popular 1950s book How It Works: Thargoids :D

Laughing here .....

I found a poster about rail travel (probably from the 60's) and the boy is pointing out the scenery going by. The theme is something like the pleasures of travelling by train.

So I added a space scene and a ship, originally a Keelback because that's what I was flying at the time.

Then when the Thargoids came along, it seemed amusing to add a Thargoid . So the boy is saying "look a Thargoid ! And it's turned red!" ... and the mother is probably saying, "Yes, dear, very good" as she gets back to the book she is reading.

Thanks for the kind observation, better late than never :D
 
Good points have been read, tears were shed, npc were killed. The game is evolving, like it or not.
 
Your entire post history has been nothing but bashing ANYONE who has an issue with the game. That is why I declare you a rabid fan boy. You can’t handle anyone having a different opinion of the game. That is a fan boy and a troll.

but he is right tho..
 
Your entire post history has been nothing but bashing ANYONE who has an issue with the game. That is why I declare you a rabid fan boy. You can’t handle anyone having a different opinion of the game. That is a fan boy and a troll.

That is nothing but a lie. As you would know if you actually bothered to check my post history (trolls are bad at actual research). Just in the last few days I agreed with biohazard15 about the need to overhaul military progression, I agreed with those who complained that Anarchy systems shouldn't be locking out wanted ships, & I agreed that ships that get killed by someone other than the commander should *not* count as murder, but as a higher level of assault....& there are numerous other occasions where I have made suggestions about where I think the game needs improving, & agreed with people who have a LEGITIMATE gripe. The OP's gripe is not legitimate, however, as he even admits to murdering a clean NPC....but now thinks he shouldn't face any consequences for that. Now go play some CoD, troll.
 
And yet what we've ended up with here, either by design or accident, is not a million miles from my impounding suggestion. People played the game, fell foul of the new Notoriety system (which is draconian compared with what was there before) and found themselves either "jailed" behind a Station Services lockout or -- at best -- temporarily flying one of their alternate ships and "doing other things" while their Notoriety cooled off.

It's not quite the ASBO Sidewinder, but until the anarchy patch comes in and/or other mechanics are tweaked, the game is punishing certain players by denying them (some) gameplay. If the transgressions were for PVP "griefing" only it could perhaps be interpreted as a TOS/EULA violation, but then we're back to the contentious separation of PVP and PVE "crimes". Like I said, a mess.

Perhaps they could use reputation more creatively. If you do bad things, your reputation with the affected faction(s) suffers, and while your wanted status can be paid off, that reputation doesn't change unless you do something positive. Gives the player an option to repair their reputation by doing missions, handing in bounties, whatever, but doesn't stop them playing how and where they want, and in the ship they want.

With that though, reputation that is unfriendly or hostile should mean that NPCs from that faction would be actively hunting you. Perhaps they'd be wanted ships at unfriendly, then clean ships at hostile, and of course system security in their own jurisdictions for unfriendly, and ATR at hostile. They would be harassing players regardless of their legal status, simply because they don't like you.

Since players aren't aligned to a faction, the destruction of clean players would lower the killer's reputation with every faction in the system where the destruction took place.
 
where various game mechanics have come together in such a way as to effectively deny certain players the ability to do anything at all within the game, a line has been crossed.
Errrm.... that line has NOT been crossed despite the QQing from certain quarters.

And yet what we've ended up with here, either by design or accident, is not a million miles from my impounding suggestion. People played the game, fell foul of the new Notoriety system (which is draconian compared with what was there before) and found themselves either "jailed" behind a Station Services lockout or -- at best -- temporarily flying one of their alternate ships and "doing other things" while their Notoriety cooled off.
Not entirely, the ship with a bounty in one system can still be flown elsewhere, and there are clear indicators of which systems you may have issues in (i.e. where the offended party has influence). Of course, in the case of PvP offences that means ALL non-anarchy systems. Your impounding idea would have been ALOT worse.

It's not quite the ASBO Sidewinder, but until the anarchy patch comes in and/or other mechanics are tweaked, the game is punishing certain players by denying them (some) gameplay. If the transgressions were for PVP "griefing" only it could perhaps be interpreted as a TOS/EULA violation, but then we're back to the contentious separation of PVP and PVE "crimes". Like I said, a mess.
True griefing is a TOS/EULA violation and subject to direct intervention by the developers. As for denying certain players some gameplay - actually it is not, it is just ensuring the in-game law enforcement is more appropriate (i.e. like it should have been from the beginning).

I guess there's also an argument that the real problem here is the chronic lack of instructional information and/or warnings within the game itself. If players knew that heavy restrictions were a consequence of certain actions they could avoid them, even if they disagreed with the policy, until such time that they were balanced. Only finding out after the fact is a bit harsh, even by my standards.
If anyone does not read the release notes or fail to research the current state of the game before hand then they only have themselves to blame.

It is not exactly a secret that ED has a C&P system and killing or attacking clean targets (regardless of their NPC/PC nature) is a clean breech of in-game law in pretty much all games that include a model of a form of civilisation. Only a complete idiot would think there would be no consequences for breaking the law.

Where the OP was concerned, it was a clear and deliberate act as the result of incompetence/lack-of-due-care and there were no extenuating circumstances justify it not being considered murder IMO. It may have not been pre-meditated but it certainly was deliberate.
 
Perhaps they could use reputation more creatively.
Not against reputation being used in addition to the current notoriety mechanic but IMO the notoriety mechanic should stay largely as-is.

I do think the crime of assault (not murder) should be dealt with in a more balanced way though due to friendly fire concerns and the friendly AI sometimes crossing a line of fire.
 
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