You know its BAD when they have to release a guide

This is a joke right? How many people here need to use the guide? Guides are designed for people who struggle, makes sense to write a guide for those people. Same deal with the manual, how many people here sat down and read the entire manual?

How many bug reports would be saved if people actually glanced through the manual before bug reporting their issue that's already covered in it?
 
Them somebody PURLEESE write me an Idiot's guide to C & P, (and no not the person who designed it), as i genuinely can't get my silly old head around it!
1) Commit crime, get punishment and restriction on activities
a) Trivial crime - smuggling, minor trespass, etc. - get fine. Pay off at contacts at any station where that faction is present before using facilities.
b) Normal crime - assault, major trespass, etc. - get bounty. Pay off at IF in any low sec/Anarchy, or get killed in the jurisdiction, to clear it. Access to station services with a live bounty is severely limited.
c) Murder crime - get bounty as above. Unable to pay off at IF for two hours per murder. Do too many murders and special NPCs will come and shoot at you until you go away.
d) Powerplay crime - get special Powerplay bounty. Other than bugs, shouldn't restrict you at all. Only matters if another pledged player comes to claim it.

2) Bounties and fines are on the ship
a) Swap ships, whatever was on the old ship is stored with it, whatever was on the ship you're getting out comes back
b) To stop you replacing your entire ship piece by piece to avoid bounties, there is a significant financial cost to putting modules that were on a wanted ship onto a clean ship. Try not to do that.
c) Ships with bounties on sell for much less, and are more expensive to transfer.

3) PvP extra
a) Murder of players gives a much bigger bounty if you were in a more expensive ship than them, especially if you make a habit of it.
b) They get a rebuy discount if killed by a serial killer.

4) Superpower extra
a) If you get a bunch of separate bounties for the same superpower, they become a whole-superpower bounty, and then a quarter of the galaxy starts locking you out of services, shooting you, etc.

That's basically it.

It's not like the old system - legacy fines, dormant bounties, expiration timers, Pilots Federation bounties, etc. - was particularly simple or easy to understand. There were regular threads from people who had got repeatedly killed by the dormant bounty rule from the same crime, or who had got "locked out" of a system for a week from "accidentally, honest" murdering an NPC.

But the old system had the big "advantage" that even if you were a criminal you could basically ignore it - never pay fines, never worry about bounties - and go about your life. That "feature" got so many complaints from players Frontier decided to do something about it and add consequences to crime ... and as a result the complexity of the C&P system (which, other than hot ships, is I think much simpler than before) is right in a lot of people's faces and not trivially avoidable. So the complexity *that you need to know about* is much higher, even though the total complexity is lower.
 
1) Commit crime, get punishment and restriction on activities
a) Trivial crime - smuggling, minor trespass, etc. - get fine. Pay off at contacts at any station where that faction is present before using facilities.
b) Normal crime - assault, major trespass, etc. - get bounty. Pay off at IF in any low sec/Anarchy, or get killed in the jurisdiction, to clear it. Access to station services with a live bounty is severely limited.
c) Murder crime - get bounty as above. Unable to pay off at IF for two hours per murder. Do too many murders and special NPCs will come and shoot at you until you go away.
d) Powerplay crime - get special Powerplay bounty. Other than bugs, shouldn't restrict you at all. Only matters if another pledged player comes to claim it.

2) Bounties and fines are on the ship
a) Swap ships, whatever was on the old ship is stored with it, whatever was on the ship you're getting out comes back
b) To stop you replacing your entire ship piece by piece to avoid bounties, there is a significant financial cost to putting modules that were on a wanted ship onto a clean ship. Try not to do that.
c) Ships with bounties on sell for much less, and are more expensive to transfer.

3) PvP extra
a) Murder of players gives a much bigger bounty if you were in a more expensive ship than them, especially if you make a habit of it.
b) They get a rebuy discount if killed by a serial killer.

4) Superpower extra
a) If you get a bunch of separate bounties for the same superpower, they become a whole-superpower bounty, and then a quarter of the galaxy starts locking you out of services, shooting you, etc.

That's basically it.

It's not like the old system - legacy fines, dormant bounties, expiration timers, Pilots Federation bounties, etc. - was particularly simple or easy to understand. There were regular threads from people who had got repeatedly killed by the dormant bounty rule from the same crime, or who had got "locked out" of a system for a week from "accidentally, honest" murdering an NPC.

But the old system had the big "advantage" that even if you were a criminal you could basically ignore it - never pay fines, never worry about bounties - and go about your life. That "feature" got so many complaints from players Frontier decided to do something about it and add consequences to crime ... and as a result the complexity of the C&P system (which, other than hot ships, is I think much simpler than before) is right in a lot of people's faces and not trivially avoidable. So the complexity *that you need to know about* is much higher, even though the total complexity is lower.

And for Powerplay it is the same or different..........???

Thanks for the guide, nice ;)
 
Poor FD, damned if they do, damned if they don't - whatever they do someone here is going to produce salt about it.

Yup !!!
No wonder poor FD don't reply to certain threads as they know they'll get it real bad in the later replies...
 
Anyone know what happened to the legacy bounties and fines? e.g. what would happen if I logged in now? I have no idea where I had all this dormant stuff accrued and ho wmuch it is.
 
So C&P are so screwed theyve had this VERY unhelpful guide out, and NOBODY gets it, STILL. Hell, I still dont understand 25% of it.
As of right now, its doing more harm than good, and just plain and simply needs to be done away with.
They tried, they failed. Back to the proverbial drawing board.
I sure as havent spent 4yrs playing this game and spent at least $200 in cosmetics to help support them, just so they could screw it up to the point where nobody plays anymore .

Which bit are you confused about ?
(we,on this forum, can help)
 
Thanks for the linky thing to 'The Guide', but they missed out the section on PowerPlay. Can i attack and kill a cmdr who is currently pledged to another Power? If so where? if not the PP is DEADer than it was! Can i undermine without getting Noteriarty? if so where? if not then PP is deader than it was.

"Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned."

https://forums.frontier.co.uk/showthread.php/407608-Crime-and-Punishment-in-Beyond-Chapter-One

Also :
• Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
• Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
• Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning
 
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This is a joke right? How many people here need to use the guide? Guides are designed for people who struggle, makes sense to write a guide for those people. Same deal with the manual, how many people here sat down and read the entire manual?

I like manuals. I read them. For almost everything. Even read the manual for my car - most people I know don't even know that their car comes with a manual :D

I'm weird, I know [weird]

Now where is that manual for C&P?
 
So C&P are so screwed theyve had this VERY unhelpful guide out, and NOBODY gets it, STILL. Hell, I still dont understand 25% of it.

yeah, well, those explanations always remind me of that saying: "language is the straitjacket of thought".

anyway, the best i've seen so far is this:

Yep, crime is broken up into two types-Minor (Fines) & Major (Bounties), all of which attach themselves to the ship you committed the crime in. All crime in a jurisdiction cuts off almost all services offered by that jurisdiction-except mission completion, Law Enforcement Contacts & Black Markets.

Fines can be paid off anywhere, but Bounties can only be lost by getting cleaned by Interstellar Factors or being "Brought to Book".

In addiiton, Murder Bounties earn the player-not the ship-Notoriety, which degrades as 1 point per 2 hours. Bounties cannot be cleaned whilst you have notoriety, & also impact how much money you need to pay if you are "Brought to Book".

Or, to put it more succinctly. You do the crime, you do the time.

hth ...
 
Them somebody PURLEESE write me an Idiot's guide to C & P, (and no not the person who designed it), as i genuinely can't get my silly old head around it!

"Look, Idiot, don't break the law, or you will be punished."

I couldn't resist.

But seriously, I'm not quite getting what all the confusion is here.

Any Fine can be paid anywhere, including the system where the fine was incurred. You will have Anonymous Access, meaning you're locked out of most station services until you pay the fine, at the station Contacts, just like we've always done. You just need to do this before you do anything else, and all is well.

Bounties, on the other hand, can only be paid at Interstellar Factions.

Fairly minor bounties do not incur Notoriety and can be paid at any Interstellar Factions.

Bounties that DO incur Notoriety - most notably those incurred for the Murder of other Commanders - when they don't give you their purses or point and laugh when you open your trench coats - require that Notoriety to decay to 0 before you can pay them off. There is a rate of decay, one I do not know off the top of my head, and because I make a habit of not breaking the laws, or doing so in anarchy space, free of faction influence... it is similar to the timer we use to have for bounties, but it's no longer 7 days for the worst single offences (or 9-minutes of standing in the corner for shooting first and asking questions later (like Are You Wanted?). I believe the decay for a single point of notoriety is 2 hours of actually being logged in to the game.

You're free to spend those 2 hours doing pretty much whatever you like, just not in the system where you incurred the bounty. Or you can sit on your duff in a station somewhere and complain - whatever it takes to spend a little time not increasing your notoriety, before you can pay it off.

It's really not that complicated, and even less complicated for the Law Abiding Citizen.

law-abiding-citizen-trailer-header.jpg
 
ED has been too shallow. Adding complexity to the game play will only enhance it. It's been missing, and I wouldn't mind if mining and other things could be a bit more advanced as well.

There are games out there with player guides of 300-400 pages, so what we have in ED is nothing.
 
Because a game should be so simple and shallow you don't even need a manual for it.

Yeah, because requiring a manual is a great way to get new players. /s
New player retention is suffering from the C&P system (among others) they put in, you get reviews like:
"The learning curb is steep compared to other space sims."
"Had some friends to ask about controls which they had a lot of trouble explaining. Maybe I have dumb friends or the controls are complete♥♥♥♥♥♥ "
"Oh boy this game is waay too complex"
"Game controls are overly complex, obtuse and non-intuitive. Tutorials are woeful. I'd already spent over an hour trying to complete the first three tutorial missions, and expected to take 1-2 hours to complete the rest, by which time I'd be ineligible for a refund."
 
Yeah, because requiring a manual is a great way to get new players. /s
New player retention is suffering from the C&P system (among others) they put in, you get reviews like:
"The learning curb is steep compared to other space sims."
"Had some friends to ask about controls which they had a lot of trouble explaining. Maybe I have dumb friends or the controls are complete♥♥♥♥♥♥ "
"Oh boy this game is waay too complex"
"Game controls are overly complex, obtuse and non-intuitive. Tutorials are woeful. I'd already spent over an hour trying to complete the first three tutorial missions, and expected to take 1-2 hours to complete the rest, by which time I'd be ineligible for a refund."

I can't speak for anyone else, but one of the things I miss from the good old days, was buying a new game, opening the box and spending a good bit of time reading the quarter-inch thick book that came with it that explained not just the controls, but the systems and mechanics of the game, and even sometimes offered insight and interesting tips and tricks to try out.

Too many of today's games manuals read like this:

"Mash Button 'A' repeatedly to win."

Oh boy.. fun.
 
Yeah, because requiring a manual is a great way to get new players. /s
New player retention is suffering from the C&P system (among others) they put in, you get reviews like:
"The learning curb is steep compared to other space sims."
"Had some friends to ask about controls which they had a lot of trouble explaining. Maybe I have dumb friends or the controls are complete♥♥♥♥♥♥ "
"Oh boy this game is waay too complex"
"Game controls are overly complex, obtuse and non-intuitive. Tutorials are woeful. I'd already spent over an hour trying to complete the first three tutorial missions, and expected to take 1-2 hours to complete the rest, by which time I'd be ineligible for a refund."
Some people simply don't qualify as target audience. And I am quite happy about that.
 
Yeah, because requiring a manual is a great way to get new players. /s
New player retention is suffering from the C&P system (among others) they put in, you get reviews like:
"The learning curb is steep compared to other space sims."
"Had some friends to ask about controls which they had a lot of trouble explaining. Maybe I have dumb friends or the controls are complete♥♥♥♥♥♥ "
"Oh boy this game is waay too complex"
"Game controls are overly complex, obtuse and non-intuitive. Tutorials are woeful. I'd already spent over an hour trying to complete the first three tutorial missions, and expected to take 1-2 hours to complete the rest, by which time I'd be ineligible for a refund."

But, i think that the game are shallow, 1 inch deep, etc, so now is overly complex, obtuse, non-intuitive???????? All games in the world have a manual, some with 200-300 pages. You can read it if you want, or you don´t, but no complain about a manual.....

P.S: crime and punishment it´s not that hard to understand, basically the players break the law at all times before without knowing.
 
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Other than cargo/data delivery, almost every other mission type runs the risk making you a criminal somewhere.
I don't think that's what most players were looking for with the new C&P system.
 
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