C&P...Does it work?

Actually, wait....

What is going on? Zarek Null, the legendary Overlord of Eravate himself....still on the Forum and playing the game?? And arguing that the notoriety system encourages ganking rather than the opposite? Oh my god all my certainties are being shattered right now.

The exception proves the rule.

(legendary is also stretching it a bit)
 
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But deterrence would (should?) work by introducing enough consequences that one decides to attack a shieldless trader only if it's really worth it.
I agree with that as a principle, but I think we disagree on whether it's actually possible in the context of an Elite-like multiplayer game.

Penalties which take effect only on death aren't a deterrent to someone flying an invincible ship. Removal of invincible shield engineering will be complained about by far more people than it makes happy.

Penalties which affect you just for having a bounty are as we've seen more of an inconvenience for the occasional criminal - who doesn't have the knowledge of what's happening and the experience of dealing with it - than for the dedicated one who can plan around it. And there are a lot of jurisdictions.

Penalties severe enough to make a dedicated player actually take notice - especially with how easy money earning and engineering both are nowadays if you optimise them - will just make "trick people into triggering them to deter them from playing" the new sport. (Making earnings and engineering harder to get, of course, is harder on the people being shot down than the people doing the shooting, so that doesn't help either.)

I think the current balance of the C&P system *as a C&P system* is pretty good - there are consequences for criminal behaviour, there are far fewer loopholes than there used to be to get out of it, it hits habitual criminals much more strongly than occasional ones, and you have to pay some non-trivial costs if you need to clear your name. But it's not so harsh - especially versus occasional criminals - that it's easy to weaponise. That's about the best that can be expected.
 
IF likes us better committing a crime? It's a game. I don't think that the programming code cares.

I Love this personal attack per how I play and why don't I play the same. That's OK. The thread is generating conversations which is the goal. I once was into SCUBA diving in many oceans. A relative came out and I got him into all the gear in a pool to enjoy the moment. What I never asked was could he actually swim? He survived but it is all in the details per what we know and expecting others to know the same.

Regards

You can take it as a personal attack if you want.

To me it was a suggestion to try playing the game in a different way, perhaps a more RP focused way.

It seems to me that the way you are currently playing ED is causing you some distress.

But that's fine, if you like being your own victim and griefing yourself everytime you log on who am I to question your motives.

Doing something I don't enjoy seems weird to me.
 
I agree with that as a principle, but I think we disagree on whether it's actually possible in the context of an Elite-like multiplayer game.

Penalties which take effect only on death aren't a deterrent to someone flying an invincible ship. Removal of invincible shield engineering will be complained about by far more people than it makes happy.

Penalties which affect you just for having a bounty are as we've seen more of an inconvenience for the occasional criminal - who doesn't have the knowledge of what's happening and the experience of dealing with it - than for the dedicated one who can plan around it. And there are a lot of jurisdictions.

Penalties severe enough to make a dedicated player actually take notice - especially with how easy money earning and engineering both are nowadays if you optimise them - will just make "trick people into triggering them to deter them from playing" the new sport. (Making earnings and engineering harder to get, of course, is harder on the people being shot down than the people doing the shooting, so that doesn't help either.)

I think the current balance of the C&P system *as a C&P system* is pretty good - there are consequences for criminal behaviour, there are far fewer loopholes than there used to be to get out of it, it hits habitual criminals much more strongly than occasional ones, and you have to pay some non-trivial costs if you need to clear your name. But it's not so harsh - especially versus occasional criminals - that it's easy to weaponise. That's about the best that can be expected.

This is a very considerate response, and yes, I agree that it's very hard to make a non-exploitable system of penalties.

Perhaps you're right, and as things stand with Elite this is the best we can have. But I'm not really sure that "best" here means "it actually has an effect on how people interact with each other in-game". I think it's more like "it is a relatively non-exploitable system that gives players the feeling that something happens to criminals, while nothing much really does happen to them".
 
What needs changing is how the different System Security settings (low, med, high) respond in relation to Wanted status, Bounties, and Notoriety.
Very much this.
Including making some high risk/reward missions available in anarchy systems based on notoriety.
 
Players in 2.0: "We need a much tougher C&P system to prevent griefing"
Players in 2.3: "Seriously, where's our new C&P system"
Players in 2.4: "Open is dead because there's no C&P"

Personally, I reckon the biggest problem with C&P is that it attempts to be a "one size fits all" solution.

The "Wild West" had the same laws as New York and Boston, back in the day, but things were very different.

The system ED has doesn't allow/force players to adopt an appropriate level of lawfulness according to their environment.
Seems like it should be fairly straightforward to set up some kind of "lawfulness factor" based on a system's government/state/location/economy and then scale the effectiveness of C&P accordingly.

As it is, it doesn't matter if you're in a hi-sec/hi-tech system or an anarchy. You're still just as likely to get ganked.
A system that fixed this would go a long way to sorting out C&P, make players much happier and create a more interesting and exciting environment.
 
I reckon High Population - High Security syestems should always have ATR cruising around main stations, in SC along intra-system trade routes, and be scanning all ships that are coming and going. Sort of as if were a high security area - which could make constantly hanging about Stations or SC at CGs a different prospect.

Imagine if, as a pirate, you could (or really, you had to) plan your attacks around knowledge of ATR's locations. In other words, imagine if they didn't just spawn when needed, but rather they had to travel from where they were patrolling to where you made your attack.

Also, imagine if there were areas within a system where supercruise sensors were less effective (coronal mass ejections or whatever). Imagine you could locate these areas and use them to hide inside a system.

Imagine if being a pirate involved this sort of cunning cat-and-mouse gameplay rather than what we have now, where you commit a crime and the cops spawn out of nowhere.
 
We can debate whether or not the new system was meant to counter griefing (I think it clearly was but FDev don't have the galls to say it out loud, for fear of losing customers).
But then we can also debate whether or not it had any effect whatsoever on griefing, meant or not. I'm pretty sure it had near zero effect.
They did say it out loud, it was explained in detail and repeatedly.

100% this and yet people still claim out of their imagination that it was meant to counter griefing.

People can watch stream vod
or
read this :
Crime and Punishment

Note: a small number of crime related features are listed as “Coming Soon”. We hope to deploy these updates within a few weeks of Chapter One’s launch.

Bounties and Fines

• Bounties and fine are applied to the ship you're in.
• Fines never mature into bounties.
• Bounties never become dormant.
• Bounties never expire.
• Fines can be paid off at security contacts.
• Bounties can be cleared by Interstellar Factors (when your Notoriety is 0).

These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as only Interstellar Factors can clear them.

Notoriety and Murder

• Commanders gain a ’notoriety’ rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
• Notoriety is not increased for killing mission targets.

These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.

Currently, any death that results from collisions will not apply to the notoriety penalties nor will it increase notoriety. This is to prevent griefing by cheap ships against expensive vessels.
Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.

Hot Ships and Modules

• A ship with bounties on it is hot.
• A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
o Elsewhere - ship transfer costs are increased for the hot ship.
• Modules taken from a hot ship are hot modules.
• Hot ships can be cleaned of bounties and fines using Interstellar Factors.
• Hot modules can be cleaned in storage for a price based on the module's value.
• Hot modules cannot be placed in a clean ship.
• Hot ships and modules can be sold at a mark down.

These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.

Friendly Fire and Reckless Weapons Discharge

• The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
• A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.

These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.

Anonymous Access Protocols

• When in a hot ship, port services are restricted in jurisdictions where the ship is wanted (your ship logs in anonymously).
• Fines prevent access to all services except missions in progress, security contacts, Interstellar Factors and black markets.
• Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets.

This helps to make sure there are consequences for your crimes without your vessel being destroyed.

Power Bounties

• Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties (both players must be pledged and in a location controlled by an associated power or ally power).
• 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.
• 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.
• Powerplay NPC ships have an increased chance to travel in packs for increased defence.

Power bounties remove Powerplay from the standard crime response, allowing consensual PvP without interference.

Advanced Tactical Response

• Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
• ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
• ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
• The security of the system determines the level of crime before they are summoned
• ATR ships arrive with full knowledge of their target and are cleared to arrive "weapons hot".
• Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.

Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation as well as challenge heavily engineered ships.

Crime and Ship Destruction (Coming Soon)

At 3.0 launch, you will respawn at a starport of the faction that controls the system when you are clean rather than the faction who controlled the jurisdiction you were destroyed in, and will pay bounties and fines for this jurisdiction, along with bounties detected.

Whilst 3.0 rules work, the changes proposed below will make the system clearer and work better with the revised Kill Warrant Scanner, which will be updated at the same time.

• When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
• There are lots of Detention Centres in human space.
• When respawning at a Detention Centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
• When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
o If there are no appropriate starports, it will respawn at the last port it was last docked at.
• When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre.

This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.

Kill Warrant Scanner (Coming Soon)

The Kill Warrant Scanner in its current form will detect the single largest bounty on the scanned ship. However, based on in-depth feedback and dialogue on the forums we are looking to release an updated version.

We’ve listened to and incorporated all of the feedback regarding the Kill Warrant Scanner and we’re pleased to reveal the following solution. It addresses all of the concerns, from collecting bounties in different systems, to safeguarding reputation, to tactically supporting factions, to actually allowing the scanner to grant a kill warrant!

• The Kill Warrant Scanner detects all bounties issued by system factions in every system.
• The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
• When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels.
• NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.

Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.

Superpower Bounties (Coming Soon)

These are not currently in the game but are an important compliment to our core fixes that will be rolled out with the Kill Warrant Scanner update.

• When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
• Superpower bounties are valid for every jurisdiction aligned to the superpower.
• Superpower bounties are detected by a basic scan.
• When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
• Superpower bounties grant credit rewards and reputation for the superpower.

We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.

Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.
or read the C&P thread
 
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100% this and yet people still claim out of their imagination that it was meant to counter griefing.

People can watch stream vod
or
read this :
or read the C&P thread

You can make Sandro say whatever you want because he's intentionally so vague. "...there's lots of criminal activities in Elite...". What counts as "criminal activity"? Is he talking about piracy or about exploding sidewinders in Eravate?

"we like criminals....but we want to make sure there's appropriate consequences for those actions". What on earth does this mean? In a game, either a consequence is positive -- and therefore a prize or bonus -- or negative, and therefore a penalty or punishment. He's literally saying: "there will be penalties, but we're not penalizing criminals".

What he's saying there (and elsewhere), translated from the PC-jargon they use is: "we are trying to punish griefing, but we can't really say it because otherwise we'll hurt the griefer's feelings".
 
ATR put a cap on killing in a system, regardless if they are an NPC or players. It is no protection at all from 'griefers' because its a retroactive punishment.
 
You can make Sandro say whatever you want because he's intentionally so vague. "...there's lots of criminal activities in Elite...". What counts as "criminal activity"? Is he talking about piracy or about exploding sidewinders in Eravate?

"we like criminals....but we want to make sure there's appropriate consequences for those actions". What on earth does this mean? In a game, either a consequence is positive -- and therefore a prize or bonus -- or negative, and therefore a penalty or punishment. He's literally saying: "there will be penalties, but we're not penalizing criminals".

What he's saying there (and elsewhere), translated from the PC-jargon they use is: "we are trying to punish griefing, but we can't really say it because otherwise we'll hurt the griefer's feelings".

It means its perfectly OK to blow people up, but maybe not constantly in the starter system hence ATF showing up if you hang around. Griefers deterred, actual PVP largely unaffected.

They already did exactly what you apparently want them to do. You just don't like the way they said it all those months ago.

ATR put a cap on killing in a system, regardless if they are an NPC or players. It is no protection at all from 'griefers' because its a retroactive punishment.

Depends on your personal definition of griefing, they also accumulate notoriety and a bounty which can't be exploited away anymore.
 
It means its perfectly OK to blow people up, but maybe not constantly in the starter system hence ATF showing up if you hang around. Griefers deterred, actual PVP largely unaffected.

They already did exactly what you apparently want them to do. You just don't like the way they said it all those months ago.

Could you please always hang around my replies throughout the forum, so that you could always correct my gross misunderstandings and enlighten me with your Clearly Correct interpretation of reality? I'd love that.
 
Depends on your personal definition of griefing, they also accumulate notoriety and a bounty which can't be exploited away anymore.

From my BGS perspective, it makes no difference. When my ship gets too hot, I sell it and lay low for a bit making money to buy another.
 
You can make Sandro say whatever you want because he's intentionally so vague. "...there's lots of criminal activities in Elite...". What counts as "criminal activity"? Is he talking about piracy or about exploding sidewinders in Eravate?

"we like criminals....but we want to make sure there's appropriate consequences for those actions". What on earth does this mean? In a game, either a consequence is positive -- and therefore a prize or bonus -- or negative, and therefore a penalty or punishment. He's literally saying: "there will be penalties, but we're not penalizing criminals".

What he's saying there (and elsewhere), translated from the PC-jargon they use is: "we are trying to punish griefing, but we can't really say it because otherwise we'll hurt the griefer's feelings".

Then watch the vod again and pay attention to the first thing Sandro is saying and has been said many many many many times because he is explaining the reason of the new C&P.

Hence :
Essentially, the new crime and punishment system will add appropriate consequences for criminal activity, make the crime system more legible and easier to understand, there will be new rules for bounties and fines, and new rules for respawning after ship destruction.

What he is saying is crystal clear. I really hope this reality check does not hurt anyone's feelings.
 
Could you please always hang around my replies throughout the forum, so that you could always correct my gross misunderstandings and enlighten me with your Clearly Correct interpretation of reality? I'd love that.

Since you've asked so nicely I think I will.

From my BGS perspective, it makes no difference. When my ship gets too hot, I sell it and lay low for a bit making money to buy another.

Seems wasteful, why not equip and engineer a specific naughty ship and just use it whenever you feel like being a badspaceman.
 
Actually, wait....




What is going on? Zarek Null, the legendary Overlord of Eravate himself....still on the Forum and playing the game?? And arguing that the notoriety system encourages ganking rather than the opposite? Oh my god all my certainties are being shattered right now.

I'm not worrying much about star-system-level notoriety anymore, because now I have this to give me galaxy-wide notoriety:

https://forums.frontier.co.uk/showt...unleash-sentient-AI-(12-15-3304-player-event)
 
The proof that present C&P doesn’t work stays in Eravate. There is a player’s Cutter with over 2 billion bounty on it. I don’t know how, neither why, nor when such a bounty has been acquired, but it looks out of place. This has to be a lot of Sidewinders I presume.

Personally I don’t care how other people are playing the game, but I do care about the game, the perception of the game. If one player can survive constantly killing newbies in starting systems, this player either is kicking out of the game the new players or pushing them to solo permanently. The question bothering me is: does this player’s action benefit the game and if not, where are the FD?

Long time ago I’ve been playing L2 and I had a lot of PvP in this game, but C&P system was designed in such a way, that I was able to leave my character in the middle of nowhere and go AFK without fear I could been killed for no reason. End of story. Do you know from where comes the difference? L2 was a subscription game and game developers were interested in people to play their game, while FD apparently doesn’t give a sh… if the player are playing their game or not since four years after release the newbies are killed for fun.
 
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