How could players be encouraged to put themselves into dangerous pvp scenarios, even when they don't have to?

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Could you possibly elaborate more on this?
What you appeared to suggest was particularly heavy handed and would take a PvP player out of being able to play at all, let alone return to the same system and cause trouble. The point of beefing up the crime & punishment model isn't to punish players, but to allow non-PvP players safety in high security systems, while increasing the possibility for PvP the lower the security level gets.
Step by step:
  1. Good guy was killed by bad guy
  2. Good guy files a complaint to the officials issuing the bounty for the head of bad guy
  3. At some point police or others catch bad guy and receive bounties
  4. Bad guy appears at the detention center
  5. Good guy receives a massage that the punishment happened
  6. Bad guy has to do some good stuff to prove he is not that bad (possibly engaging as well, meeting other bad guys etc)
I was referring more to how the criminal would "end up in detention center with restricted access to his fleet (e.g. having only access to base sidewinder + Apex) and limited by 20 ly radius to the detention center". That would be overkill. After all, they haven't committed a crime outside of the jurisdiction of that system.

I also don't think the victim placing a bounty makes any difference. Bounties are already automatically assigned - those mechanics are already in place.
I am not particularly aware of the nuances of gameplay for PvP player, so my suggestions may be one-sided. It is probably not solving all the issues, but I believe could potentially solve some of them, like inability to fly in open to Deciat/Shinrarta Dezhra/Cubeo etc without 100% guarantee to be ganked.
The way I view it PvE players want to go about their business without any hassle, while PvP players want to compete with other players - as such you have to find a middle ground between the two. So, for example if a player attacks another 'clean' player the consequences could be, according to security level:

System Security LevelLocal Law ReactionBounty cool-down *Local Loss of permit **
HighFast, aggressive1 day1 day
MediumMedium, less aggressive3 hours1 hour
LowSlow, least aggressive30 minutesNone
AnarchyNoneNoneNone

This would make more secure systems safer for PvE players, yet leave the window open to non-consensual PvP so long as they're willing to deal with the consequences, that naturally would decrease, the lower the security level becomes. Neither party would be totally happy with this, but if people really want a common world to play in you can either find a compromise or stop whinging and live with open-solo.

Personally, I've reached a point where I'll be happy if I stop seeing threads with pew-pew kiddies making impassioned posts asking for other players to simply be target practice for them.

* The time between a bounty being paid (or collected upon) and the bounty being officially wiped from the record.
** The system where the crime was committed becomes permit locked temporally. If the player is in the system when it happens they can remain there, but cannot jump back in if they leave.
 
What you appeared to suggest was particularly heavy handed and would take a PvP player out of being able to play at all, let alone return to the same system and cause trouble. The point of beefing up the crime & punishment model isn't to punish players, but to allow non-PvP players safety in high security systems, while increasing the possibility for PvP the lower the security level gets.

I was referring more to how the criminal would "end up in detention center with restricted access to his fleet (e.g. having only access to base sidewinder + Apex) and limited by 20 ly radius to the detention center". That would be overkill. After all, they haven't committed a crime outside of the jurisdiction of that system.

I also don't think the victim placing a bounty makes any difference. Bounties are already automatically assigned - those mechanics are already in place.

The way I view it PvE players want to go about their business without any hassle, while PvP players want to compete with other players - as such you have to find a middle ground between the two. So, for example if a player attacks another 'clean' player the consequences could be, according to security level:

System Security LevelLocal Law ReactionBounty cool-down *Local Loss of permit **
HighFast, aggressive1 day1 day
MediumMedium, less aggressive3 hours1 hour
LowSlow, least aggressive30 minutesNone
AnarchyNoneNoneNone

This would make more secure systems safer for PvE players, yet leave the window open to non-consensual PvP so long as they're willing to deal with the consequences, that naturally would decrease, the lower the security level becomes. Neither party would be totally happy with this, but if people really want a common world to play in you can either find a compromise or stop whinging and live with open-solo.

Personally, I've reached a point where I'll be happy if I stop seeing threads with pew-pew kiddies making impassioned posts asking for other players to simply be target practice for them.

* The time between a bounty being paid (or collected upon) and the bounty being officially wiped from the record.
** The system where the crime was committed becomes permit locked temporally. If the player is in the system when it happens they can remain there, but cannot jump back in if they leave.
Thanks for the explanation! Adjusting systems security levels totally makes sense in the combination with bounty cool-downs. Possibly even temporal permit-lock will work.

The change I described was more addressing "after crime" gameplay, so that a victim can "dump steam" setting a bounty reward to the criminal and getting notification when he was punished (where and by whom) and providing more "rich" game experience to criminal - making his life more challenging after committing crime and adding ability to "atone for his guilt" by forcing him to solve some non-criminal quests.
 
It seems like FDev is good at implementing boring game mechanics - so why not to punish a bad guy forcing him to do one of these, e..g. if a ganker having high notoriety level was killed (even by his friend) for a bounty given by all his victims - he will end up in detention center with restricted access to his fleet (e.g. having only access to base sidewinder + Apex) and limited by 20 ly radius to the detention center. The condition to remove notoriety would be the fact of collecting some rare materials and bringing them back to the contact at the detention center. Every attempt to go against the law would bring the notoriety level back.

Would this be still vulnerable to some sort of exploitation?
I actually like this concept and I think, if expanded on some it could be great and even kind of fun.

Perhaps during the duration of the notoriety they would be locked in a sm/md mining capable ship and have to mine while notoriety cools down. Like a forced labor prison. Do it for every cmdr sent to detention camps with notoriety.

I remember in a Rambo movie it started off with him breaking rocks as part of prisoner labor in a quarry. Could be cool but I'm sure others will object

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I'm okay with needing to work to remove notoriety, but not with imprisonment. That's a surefire way to get people to quit.

I've thought that maybe Search and Rescue would be a good way to remove notoriety. Go out and find some NPC distress signals and you'd get a big chunk removed, or you could drop off escape pods for a smaller bonus, but one that could be purchased.

Perhaps the best solution, Imo, would be one where you can get notoriety with particular factions, which then largely prohibits you from their space. For example, say you're an Imperial, you might get Federation notoriety but not Imperial, so you could play freely in Imperial space, but not in Federation space. Then, if you ever wanted to remove your Federation notoriety, you'd need to sneak into Federation systems and do helpful things while being pursued by bounty hunters and the like.

You could even have notoriety give positive impacts elsewhere. For example, Fed Notoriety might give you bonuses in Imp space, and vice versa. Archon Delaine space would give bonuses for notoriety from EVERYWHERE but there.

Oh, and it should probably restrict fleet carrier travel, too. Notoriety's a bit pointless if you can just stick your FC in their core worlds and resupply there at will.
 
You need bad guys in the game so whilst I agree with permit loss (on destruction) and beefed up security as above, punishing players for playing their own way by inflicting more grind is something I can't agree on.

An obvious idea not mooted for awhile is mode locking PKers to Open and an improved BH system (in fact the ED Recon tool I posted earlier can guide BH to hotspots) to allow CMDR BHs to hunt much more effectively.

One way to circumvent exploits would perhaps be online leaderboards of BH bounties collected (this week, this month, all time) that are only valid if you are "clean".

Likewise, cargo stolen and assets destroyed whilst notorious.

As credits are meaningless to most end game players, they'd be playing for fame and pride.

Probably still be exploitable, but at least would create some good stories.

(Also slightly OT as I m not sure any of this would encourage non open players into open)
 
Make notoriety one way.

Once you get it, you've got it, and as it rises more and more of the honest side of the universe will be locked to you, permanently. Factions won't talk to you, markets won't sell to you, eventually stations won't even let you dock unless they're controlled by a criminal faction, maybe even scramble ATR to get rid of you as soon as you are detected in High Security systems. But the criminal side does the opposite, more black markets appear and you get more money from them, so you have to live on the edges of the galaxy like the low rent crim you are.
Notoriety works, but maybe we can rephrase it and make better sense of it.
We need Fame and Infamy. A player would gain these by playing the game. The more a player does a category of action, the more Fame/Infamy they would get. Fame/Infamy would be based on the Pilot, not the system, or the faction. They would bring it with them, wherever they go, and it would never go away, unless a player acted in a way counter to their existing Fame/Infamy. Fame/Infamy would need to decay, but it shouldn't decay while the player is offline. It should be a slow process that a player can't AFK overnight in private and get a clean slate. Sitting AFK for days should hurt their fame as much as it heals their infamy.
Pilot Rank feels like it should accomplish this, but it only goes one way, and it would just reward older players more, regardless of their in-game decisions.

Different types of systems could offer different perks for fame. A famous bounty hunter wandering into the wild west might not get the most friendly welcome, just like an infamous pirate would get wandering into a high sec. An infamous black marketeer pulling up a chair at high security black market is gonna get the red carpet treatment (if he can get inside).
Different types of minor factions could respond differently to your actions performed for other factions. Doing work for the local crime syndicate is gonna hurt your fame with the law abiding factions, but will improve your fame with other criminal groups.
I'm okay with needing to work to remove notoriety, but not with imprisonment. That's a surefire way to get people to quit.

I've thought that maybe Search and Rescue would be a good way to remove notoriety. Go out and find some NPC distress signals and you'd get a big chunk removed, or you could drop off escape pods for a smaller bonus, but one that could be purchased.

Perhaps the best solution, Imo, would be one where you can get notoriety with particular factions, which then largely prohibits you from their space. For example, say you're an Imperial, you might get Federation notoriety but not Imperial, so you could play freely in Imperial space, but not in Federation space. Then, if you ever wanted to remove your Federation notoriety, you'd need to sneak into Federation systems and do helpful things while being pursued by bounty hunters and the like.

You could even have notoriety give positive impacts elsewhere. For example, Fed Notoriety might give you bonuses in Imp space, and vice versa. Archon Delaine space would give bonuses for notoriety from EVERYWHERE but there.

Oh, and it should probably restrict fleet carrier travel, too. Notoriety's a bit pointless if you can just stick your FC in their core worlds and resupply there at will.
Making players "do the time" for their crimes is not a good approach. Crime is supposed to pay. (it doesn't right now) If you have to deal with pointless tedium every single time you die while living a life of crime, you're either gonna stop being a criminal, or stop playing the game. We aren't trying to reform all the gankers and make them stop ganking. We're trying to make an environment where ganking a defenseless sidewinder is a challenge.

For notoriety (or fame) to work, it shouldn't be faction specific. Minor factions occupy very small spaces. Major factions occupy great space, but I think that limiting it to that wouldn't provide meaningful boundaries. A criminal would just limit their crime to certain faction controlled space and exist consequence free in another.

It might be interesting if you had fame/infamy with major factions and doing work for one could reduce your fame with the others. I don't think that sort of fame would go into infamy, unless you performed actions specifically AGAINST that faction. It'd be hard to describe what actions go for and against a major faction, but I would think that modifier would stack with any other categories of fame.

It would be interesting if your fame with a major faction granted you leniency regarding your infamy.

Agreed that FCs would need to be banned from space that your player is infamous in. If you become infamous in a system, your FC should get evicted to the nearest friendly space.

Doing this would provide some color to the universe. Where you are and what you are doing would actually matter beyond the minor factions you choose to support in the BGS. It would divide the galaxy into law/chaos. This would reduce the size of space that a particular type of player will be in, and make it more likely to meet a like minded player. It is best to encourage players into open by offering more cooperative play, not asking them to tolerate competitive play.
You need bad guys in the game so whilst I agree with permit loss (on destruction) and beefed up security as above, punishing players for playing their own way by inflicting more grind is something I can't agree on.

An obvious idea not mooted for awhile is mode locking PKers to Open and an improved BH system (in fact the ED Recon tool I posted earlier can guide BH to hotspots) to allow CMDR BHs to hunt much more effectively.

One way to circumvent exploits would perhaps be online leaderboards of BH bounties collected (this week, this month, all time) that are only valid if you are "clean".

Likewise, cargo stolen and assets destroyed whilst notorious.

As credits are meaningless to most end game players, they'd be playing for fame and pride.

Probably still be exploitable, but at least would create some good stories.

(Also slightly OT as I m not sure any of this would encourage non open players into open)
Strongly agree that punishing players for playing the game is a bad idea. Crime should exist, and it should pay (well). The life of a criminal shouldn't be an easy one though. And, the life of a criminal who frequents high security areas should be a difficult one.

Painting a target on every criminal's back seems a bit like targeted harassment. Forcing players into open isn't a good thing either. I'm not suggesting we do that for the solo players, and I'm not suggesting that we do it for the people already in open. Tools like ED Recon seem a bit sketchy. I don't think that tracking the position of players outside of their consent is a good thing, regardless of how they choose to play the game.

I don't think that "revenge" or "justice" is the sort of thing that the game should be facilitating. Players shouldn't be putting their own bounties out. Players shouldn't be informed when their killers are brought to justice. Those things don't affect the player's game. A player should be concerned with how their game is affected by their own actions. The game shouldn't try to fix hurt feelings. It should provide a framework where players feel that their interactions are fair and no feelings get hurt.

If an infamous player gets ID'd by anyone (player or AI) in unfriendly space, it should announce the unauthorized entry system wide, and dispatch security based on the level of security. The player's name shouldn't be announced. Knowing there is a dangerous ship in system should be sufficient. The timid can hide, the strong can hunt. If an infamous player can go under the radar, then they should be allowed to do whatever they like. Perhaps your fame within the black market could help you gain entry to those high security stations. Perhaps it may cost a bribe to be allowed to dock there. Responding to the threat as soon as the dangerous player is ID'd would speed a response, and a ganker could be interdicted by system authority BEFORE they get a chance to interdict their target.

Bounty hunters can still go hunting for bounties, and an infamous bounty hunter wandering into a hive of scum and villainy might be met with an announcement of their entry and a welcoming committee from the local criminal organization. But, taking down your target in their own backyard would surely be very rewarding, in both fame and fortune.

AI pilots should also trigger this response. Dangerous AI that enter space should offer similar rewards to dangerous players.

This broader set of Fame/Infamy with friendly and unfriendly space can be expanded to affect many more parts of the game.
Low security systems would get less frequent traders due to the risk involved, so they would have greater demand for goods. A trader who wants to turn that risk into profits can do so and it would be a greater challenge in all game modes. Pirates would be able to make better money on their stolen goods as well. Making dangerous system offer better trade rewards would help make crime pay better. Even stealing low value goods could offer a nice profit at a desperate low security system's black market for a famous pirate.

If a law/chaos powerplay were allowed to shift, we could see some pretty interesting changes across the bubble as the wild west becomes tamed in places and civilization falls apart in others. This dynamic would change the game for much more than just law abiding citizens and criminals. The existing powerplay would also be affected by law/chaos, and maintaining order would be imperative. Undermining the law in your neighbor's back yard would be empowering chaos in your own.
There would be some interesting moral conundrums and in-game consequence for a trader who decides to make a profit by empowering chaos at the expense of law.
It's only punishment in terms of labling it so. Really it's just adding gameplay for them, more of a reward imo
It is punishment if you are forced to play that way when you don't want to do it.
The "grind" isn't rewarding gameplay. We shouldn't pretend that it is.
 
I wish they added kind of exploration PvP talked about in Newsletter #39, you know, you are peacefully scanning some planets out there in your Sidewinder or whatever - And behold! There comes another player, blows up your ship and scans them planets instead. Profit!

Did you know the system Earth is in was visited by an alien, but it didn't even bother to scan Earth? So lazy...

 
I wish they added kind of exploration PvP talked about in Newsletter #39, you know, you are peacefully scanning some planets out there in your Sidewinder or whatever - And behold! There comes another player, blows up your ship and scans them planets instead. Profit!

Did you know the system Earth is in was visited by an alien, but it didn't even bother to scan Earth? So lazy...

To be fair, they were only scanning for Omicron Persei 8-like worlds.
 
A criminal would just limit their crime to certain faction controlled space and exist consequence free in another.

That's exactly what I'm aiming for, actually. The net result would be, you'd see players inside the area of their faction of choice, just like you'd expect. Ideally being killed would expel them from the superpower's area, ideally back to their most friendly power.

Ideally ing off a superpower would be the most profitable, but also the most risky, course of action. People who didn't want to make as much could instead commit their criminal activities against independent systems, but since they're pirated much more regularly, they'll have less to steal.

Just to be clear, when I said faction I meant power/superpower.
 
That's exactly what I'm aiming for, actually. The net result would be, you'd see players inside the area of their faction of choice, just like you'd expect. Ideally being killed would expel them from the superpower's area, ideally back to their most friendly power.

Ideally ing off a superpower would be the most profitable, but also the most risky, course of action. People who didn't want to make as much could instead commit their criminal activities against independent systems, but since they're pirated much more regularly, they'll have less to steal.

Just to be clear, when I said faction I meant power/superpower.
I think that limiting it based on superpowers wouldn't provide much of a meaningful impact. There are plenty of systems that have factions from different superpowers in them. Should the C&P system only be concerned with the controlling faction? Or should powerplay get to decide who's in charge?

Making law/chaos bigger than superpowers would provide a much more interesting gradient to space. All of the major factions benefit from law.

Even if a pilot were to wander into unsavory space controlled by their preferred faction, they should be faced with danger. Making the system security level matter only when you're a criminal, and only when you're in enemy space waters it down to the point of meaninglessness.
 
My answer to all this is if you want PVP, go play EVE. No one else Pays for my Elite account so how I play it is naff-all to do with anyone else. Simple.
 
My answer to all this is if you want PVP, go play EVE. No one else Pays for my Elite account so how I play it is naff-all to do with anyone else. Simple.
You miss the point of the discussion.
If some changes could be made to the game that would encourage you to play in open, what would those changes be?
If you have no desire, and wish to remain in solo/private, that's fine.

Ideally, I'd like the sort of change that, in addition to making Open more appealing, would make all game modes more interesting.
A good C&P system would make it fun to play a pirate in both solo and open. It would be rewarding to pirate players or NPCs. A meaningful gradient of risk/reward based on security level would make where you fly more meaningful in all game modes.

I am strongly opposed to the idea of forcing players into any specific game mode, but I would like a more broad appeal for all the different modes.
The fact that so many solo players have completely written off open speaks of flaws in the design that could use improvements.
Whatever solution comes around, it should still fit within the "play your way" mindset.
 
Or should powerplay get to decide who's in charge?
Honestly, this might be the best way to do things. Not because it necessarily makes sense canonically, but because it makes the most sense from a player and gameplay perspective.

Powerplay is, essentially, the representation of governance in the context of player action. If this didn't effect other aspects of the galaxy, it diminishes the impact of player action as a whole.

Nobody should be forced into one power or another, but it makes perfect sense to me that your actions as you play should indirectly push you one direction or another. If you want to be a pirate, you should eventually find yourself pushed towards the powers more aligned with piracy. If you want to fight imperials, you should benefit from joining the Federation. And so on. You wouldn't be forced to do so, but you'd start out in a position of benefit if you chose to do so.

Ideally this would encompass more than just notoriety, of course, but it's a good start.

In my dream elite, all the different aspects are linked together, tightly or loosely.
 
Honestly, this might be the best way to do things.
I'm gonna disagree for the reasons previously mentioned. I've gone to great effort to explain my reasoning and you seem to have ignored many of my other posts...
Powerplay should become more integrated into general gameplay, but basing C&P zoning on it would render those zones worthless.

There should be a powerplay between law and chaos, and it should exist alongside the struggle of the major factions. Chaos should be undermining all powers. It should seek to weaken everyone. It shouldn't be a separate power. It should be the default state, seeking to return all space to its influence.

It shouldn't matter whose bubble you are in, if you navigate into the bad part of town, you should be faced with a greater risk. Pirates should move freely in insecure systems. Encroaching lawlessness threatens all lawful space. Order should be pushing chaos to the fringe systems.

A pirate shouldn't be forgiven of their piracy just because they are friends with the superpower. Perhaps if they are very good friends of the superpower, the cops could be persuaded to look aside, but a serious criminal shouldn't be wandering around any high security area with impunity.

Creating the gradient between law and chaos will allow for a more dynamic market. If you can ignore that gradient just by being in your home territory, then you will be unable to balance risk/reward. Elements like Black Markets become much more interesting if the ones that pay the most are the ones most dangerous to the type of people who would use them. Allowing faction pirates to use faction black markets in high security areas freely would make the risk insignificant, thus the reward could not be great. High security black markets should desire forbidden goods and low security markets should desire stolen goods.
Dangerous markets should be attractive places for confident truckers that are capable of handling themselves. Safe places shouldn't offer the same kinds of rewards. Making that safety/danger contingent on your political leaning would eliminate the risk if you are among friends, thus eliminating the possibility for great reward.

For greater rewards, you need greater risks. To make crime pay, you need to create an environment where crime is risky. A criminal should be able to make more money than an honest pilot, because simply being a criminal and surviving should be more difficult than being a law abiding citizen. Playing it safe and only flying in safe places should keep you safe, but it shouldn't be as profitable as taking risks. Small time crooks should still be possible, but it should still be more difficult than a small time law abiding citizen.

We've discussed this in previous threads. The game lacks a difficulty ramp. Using the C&P system to create a range of safe and dangerous places would introduce a much needed mechanic into the game. More difficult gameplay should offer greater rewards. Such a change would have an impact on all game modes and provide various difficulties for everyone.
Your PVP goal is tangent to this broader issue. I'm not just trying to punish bad PVP. I'm not trying to punish ANY PVP. It is a happy coincidence that the proposed change to the C&P system would make space safer in places and more dangerous in others, thus making PVP more rewarding for everyone involved (except gankers, who will be forced to work for their kills, thus making them legitimate PVPers). Creating a system where there is a reasonable expectation that "safe" players are playing in "safe" spaces will encourage risk averse players to venture into open and meet other "safe" players, and together they may find the courage to explore more dangerous spaces seeking greater rewards and they might meet "dangerous" players. Solo would not make those dangerous spaces any safer, it would offer "dangerous" NPCs instead of "dangerous" players. The risk and the reward would be there regardless of how you play, Open would offer the opportunity to cooperate with others to overcome that risk.
 
Yes, i meant to put a system in lockdown. As a BGS state.
It will make inaccessible the services from that system. Including engineer access and whatever CG might be running in that system.

Getting back into mmo discussion - the point is people from all modes and all platforms can work together to achieve a common goal
repairing the stations in WHN for example.
any CG
the interstellar initiatives
the BGS
the Powerplay.

People do not need to be in the same instance to work on and achieve the same goals. Or compete against each other.
The ED scope is much bigger than a pew-pew instance or than a hooning instance.
It's as big as the Galaxy.

I'm sorry but after decades of mmo and online gaming I have not met a single mmo player who would agree that just doing the same activities and not being able to actually play together in the same instance at the same time make an mmo...

Heck even game like Guild Wars that famously went against the big players in a instance route changed their minds for GW2 and that's one of the most popular mmo's out currently. So while you may thing it makes it an mmo general mmo players from my experience do not agree.
And in this case I also do not agree either. But I think we've beaten this horse enough.
 
Make notoriety one way.

Once you get it, you've got it, and as it rises more and more of the honest side of the universe will be locked to you, permanently. Factions won't talk to you, markets won't sell to you, eventually stations won't even let you dock unless they're controlled by a criminal faction, maybe even scramble ATR to get rid of you as soon as you are detected in High Security systems. But the criminal side does the opposite, more black markets appear and you get more money from them, so you have to live on the edges of the galaxy like the low rent crim you are.

I would buy a second copy of the game so I could have a pirate alt.
 
If some changes could be made to the game that would encourage you to play in open, what would those changes be?
As a private group/Solo player: I would play in Open if PvP could be completely opted out of. I enjoy multiplayer cooperative gameplay, but I despise spontaneous PvP. It is not fun for me to be on the giving or receiving end of, and I want no part of it ever.

So that's it, short of cash. If you can beat my day job's salary by more than 20% then I'll play in Open as-is. ;)
 
It is punishment if you are forced to play that way when you don't want to do it.
The "grind" isn't rewarding gameplay. We shouldn't pretend that it is.
Same could be said about those not wishing to engage in pvp. However PvPers have to be willing to accept the risk of forced labor for the reward of more targets in open. Otherwise they are just having their cake and eating to, no compromise
 
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