News Content Recap - Beyond Chapter One Livestream (16.01.2018) - Part 1 Recap

My take on the recap of part 1

'Hot' Ships

Sounds pretty solid to me!

Bounties and Notoriety

Had to make sure to read *all* the details of Notoriety, heh. All seems pretty great!

Interstellar Bounties

Cool! Definitely feels like it would fit.


Huh, sounds dangerous. I'm sure there's many folks who look forward to this. Personally...I'm worried about it continuing the path of Engineer-induced power creep. But, then, I personally don't anticipate ever triggering the ATR on myself.

Detention Centres and Respawning

Ooh, this sounds pretty cool too. Wonder what the Detention Centers will look like and what future ideas that could open up?

Miscellaneous Changes
[*]Kill Warrant Scanner will reveal the single largest bounty.

How will this likely impact those who use bounty hunting as their primary source of credit income, though? Would it be better or worse? Will this mean you'll consider reducing the base scan times?

WING MISSIONS

The basic system for this sounds solid. Being able to pick from differing rewards sounds neat too, I suppose.

The 'mission depot', though, sounds like a great idea that needn't apply only to wing missions - couldn't you bring that into regular delivery missions too (as in enabling players to take multiple trips if they wish rather than requiring a minimum cargo space)?
 
I know it was partially talked about in the stream, at least as far as what happens if a wing mate in a wing mission dies, or otherwise absconds with mission cargo - but what about the wing leader? Since they're the only one who can turn in a partial completion, what happens if that person leaves, dies, or otherwise absconds with mission cargo? Are the other wing members just S.O.L.?
 
I really like the wing missions concept, and have a couple of friends that would be down to do them.

The C&P - meh. So many commanders have been ganked or have heard about ganking I don't think there is sufficient incentive to return to Open. If I get robbed in downtown city x irl, I will not return to downtown city x ever. If someone I know or I hear about that I identify with is robbed in downtown city X, then I'm equally likely to not go to downtown city X. I'm pretty sure that's the mindset of the majority of folks that left open for PG / solo.

C&P is so long overdue I think the horse has left the barn before the door has been closed. All of this effort about hot modules and hot ships and notoriety. Gankers gonna gank and just kill eachother to scoop bounties. Infamous and rich - that's pretty cool. Not my cup of tea, but those guys will be happy. If they can find people to kill.

I guess the changes will be relevant for PP. I guess that's a thing - PP. Also for the BGS - yeah the BGS. I play with 5 friends in game. Not really feeling the BGS thing.

Mobius / Mobius PVE is the "Open" server option still for PVE players. Kinda wish FDEV would look at other MMO models where the base environment is PVE and PVP zones are a thing (with ranks and rewards). Kind of feel like FDEV lives in a bubble sometimes.

FDEV seems to really feel good about this C&P thing. I wonder what the actual numbers of players will experience notoriety and get a hot ship. 50? 100? 500? How much of the player base is that? It would be nice to see some actual numbers on how many players are recidivist PKr's . If the number is small, this is clearly a PR move to incentivize Open. I don't think it will work for that purpose. If the number is huge, then all of this effort makes sense - but I think it's just a loud minority doing the PKing.

Good luck FDEV. Think you might have some confirmation bias going on - but that's normal. At least arguing about the C&P will be good for the forums...
 
[*]Commanders will have a 'Notoriety' level:
  • It increases with each murder crime
  • It increases the rebuy cost fractions for both perp and victim
  • The victim’s rebuy cost is reduced by this amount
  • It decreases when a Commander is brought to justice.

Does this mean that gankers and griefers now have a badge they can earn for all to see on bulletin boards? What is stopping them from CL'ing to protect this badge of "honour"? :)
 
I have one question about this bit:

Interstellar Bounties

  • Superpowers will issue Interstellar bounties against Commanders that continually transgress against factions aligned with them.
  • An Interstellar bounty is issued once the credit value for all appropriate bounties and fines breaches a certain threshold.
  • Interstellar bounties are valid in every jurisdiction controlled by a faction aligned with the superpower.

Why we are making these changes:

  • We used to have these interstellar bounties in early Elite Dangerous and believe they add another level of consequences for serial criminals and help demarcate the superpower’s areas of influence.

Am I to understand that Pilot's Federation Bounties are going away and being replaced with this (as I hope) or will the two coexist?
 
I can't recall right now; but was threat in Wing Missions mentioned?
By this I mean, if you have a delivery mission of say 2000t of gold to system X, is the threat and strength of piracy during this mission increased to make it challenging/interesting.

The image I have is of a cargo-kitted Cutter, for example, being escorted by his 3 mates in combat-ready ships; I'm wondering if the piracy response would be commensurate to the strength of the wing to offer up a sufficient challenge for the wing.
 
I have one question. I'm an old school player from Eve. Pirating had profit there so high cost were understandable. And before it's asked most people compare these two games is why I'm pointing this out. In elite your raising cost to pirate with ship rebuys and making it so that those who don't build good ships won't have an incentive to try to get better. I haven't ever did pirating in elite because there has never been a real profit zones dedicated to pirates or anything to indicate piracy was a valid part of game. I understand your using forums as a basis for updates bit many like myself don't use forums due to many games in past having forums as a simple way to say we are reading your post but then moderators are put in place and people who would actually use info to help game never read the post. So my biggest question is people get killed in open play but they lose nothing but some credits. It is called pvp. People die in pvp. Why put something in play that will guaranteed bankrupt pirates within a few months and make them leave your game completely just to please people who don't bother to try to get better ships. I play private because I admit I can't figure out best builds plus cost of parts and rebuys are to high to mission payouts currently in place. Even a 19 mil mission is only half the rebuy for my anaconda. And those kind of payouts are rare. What actually needs balancing is payouts ways for piracy to become a valid gameplay where you could afford to do it, and some part of all that empty useless space to be utilized for pirate bases random faction bases etc. The game is huge but only utilizes about a tenth of it's space. Just a tip for the ones who can do it. Make a space for pirates or allow player stations to be built so players can make a pirate sector, provide a source of income.to them. Keep all this your doing but give a way for a pirate to make the money to make it worthwhile to pirate. Right now there truly is no value to pirating. People get killed they call it greifing but every other game out there that has pvp in open world's it's a clear thing you play there you risk dying. Find a way to help players learn to build good ships so in your open world they can fight back and live, make weaker newer ships less appatizing to hit, and give pirates an alternate way to make cash. This patch won't stop greifing it will kill piracy in your game thereby taking an aspect out of elite. Some will give me hate over this but it is the truth. Most of the rich players in your game keep there way of getting high cash secret because Everytime someone finds a way it gets nerfed out. Noone wants to put 60 hours of play in just to lose money you made in first buyback of your in a high-end ship. At least give people an option to make some kind of income as a pirate. Honestly good idea you had but don't base patches on a forum. Forums only represent about 1 percent of your game population. Most don't even come here. This is my first post and probably won't be another one for a yr. Of the game is still active then. And I put in massive hrs playing. I play the game I don't troll forums. You want a game that will survive for yrs.more then start looking at game in terms of what do people get for time played. I have a little over 300 mil in creds, and it took me 8 months to get it. That's far from a profit. That only 8 buybacks for anaconda and it took 8 months to get. Would I pirate right now, no way. There's no money in it. I play on my brothers safe private server where I don't get blown up except on rate occasions. If I ever did go bankrupt in no way would I start over, I would just leave game. Lots of people would be sent way something to think about.
 
Sounds good to me, but I've got to kibitz anyway.

Seems to me this would just lead to PvP groups getting together to "bounty hunt" each other to lower their friends' notoriety.

I'm pretty sure the notoriety will become the measurement of the best RPK / murder hobo. Those with the highest score will have bragging rights. If your score is too low, you'll not be considered a real RPK. They'll not wear that down, unless the god mode NPCs are too strong and actually prevent future killings of players.

Frankly the notion of adding really powerful special police to deal with RPK is finally giving me hope for Open. The ineptitude of police forces even in high security systems has always been a huge problem. Even with multiple police vessels on you, you could still easily destroy the other player and then just boost away with no risk to yourself.
 
I don't get that either.
It worries me.
If the KWS no longer reveals the sum total of all bounties on a target then the device will become much less attractive to use.
I personally would seriously consider not using it at all anymore.

AI wanteds carry 0-1 KWS bounties in my experience. It won't affect PVE.
 
Why not simply make all missions the same and shareable?
The recommended level could extend beyond ELITE to Wing of 2 to Wing of 4.
And you could solve cargo missions for example in multiple trips in a small ship, or in small ships wing or in a large ship in one trip... it's up to you.
 
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thanks or the excellent recap.
looks pretty good so far.
Beta (hopefully) will reveal where practice diverges from theory.
Hopefully, FDev will deploy ATR on bugs and undesirable divergencies from Beta results.
 
@PeLucheuh

It is not a crime to kill people in anarchies. They could consider scaling it though to make risk and reward worthwhile in other states. System state should matter to you and your victim.
I was answering the complaint about Obsidian Orbital not enforcing the speed limit/no fire zone.

Funny way to look at it! No, you're not responsible for their load-out. You're responsible for destroying them. They're likely an easy/soft target regardless of shields or load-out. Make sense now?
No because if you use correct defenses (to survive in a cut throat galaxy) you are not an easy/soft target. Yes i am responsible for destroying them but not for their bad decision. I should face consequences for my crimes not for my target bad loadout choices. It is fair that the victim face consequences as well.

Anyway we will see how it goes. (thinking about station ganking and detention center atm).
 
Oh c'mon! You can make money doing anything in this game other than pirating. It is, if anything, too easy! There are some get rich quick ones out there but really any trade you can make money at....even mining!!
Now I'm no mining expert but pristine rings can pay pretty good. I was surprised to find that it was one of my highest sources of income even though I don't mine that much and use an ASP to boot!

I have twenty ships in my fleet now! Just saying.

I didn't say it was that difficult to earn money, I love collecting ships. However, to make money in the diverse uhh, let's say careers available, the payscales suck. Unless you live at one rock and maintain your constantly fading rep there. I already live on one rock, thanks, lol, I relish my simulated freedom.
 

Robert Maynard

Volunteer Moderator
No because if you use correct defenses (to survive in a cut throat galaxy) you are not an easy/soft target. Yes i am responsible for destroying them but not for their bad decision. I should face consequences for my crimes not for my target bad loadout choices. It is fair that the victim face consequences as well.

The victim always faces consequences - the rebuy screen in the case of destruction. Up to now the attacker has had very little in the way of consequences to deal with - that would seem to be about to change....
 
Hi commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from Sandro Sammarco, Lead Designer, and Adam Bourke-Waite, Senior Designer:

Please note this is part one of three livestreams, for more details click here.

CRIME AND PUNISHMENT

Another one of the changes coming to this Chapter is the revisions to Crime and Punishment, introducing crimes attached to ships, bounty changes and detention centers. More details can be found below:

'Hot' Ships

  • Crimes are attached to ships which cause them to become 'hot.'
  • Ships that are 'hot' have to connect to Starport services anonymously which limits their access to certain services.
  • Fines can be paid off at security contacts, but Bounties must be paid off using the Interstellar Factors.

Why we are making these changes:

  • Attaching crimes to ships allows provides more options for criminals. They can swap and store hot ships to avoid being wanted, but at reasonable cost (...which is that they’re not using the hot ship).
  • It also neatly closes off loopholes where Commanders would switch to cheap or free ships before allowing themselves to be detected and possibly destroyed.
  • This flexibility allows us to safely increase consequences for criminals: if the criminal continues to use a hot ship they may have to travel farther to find the port services they need.

Bounties and Notoriety

  • Fines no longer mature into bounties.
  • Bounties are no longer dormant.
  • Murder bounties are being revamped to include the following:
    • A fraction of the perpetrator’s rebuy cost.
    • A fraction of the victim’s rebuy cost.
  • Commanders will have a 'Notoriety' level:
    • It increases with each murder crime
    • It increases the rebuy cost fractions for both perp and victim
    • The victim’s rebuy cost is reduced by this amount
    • It decreases when a Commander is brought to justice.
  • We are introducing 'Power bounties,' which only apply to 'Power' crimes
    • Power bounties replace normal crimes for Power activities
    • Power bounties can only be seen and claimed by appropriately pledged ships
    • Power bounties do not follow the crime flow
    Why we are making these changes:
  • A reduction in crime states helps increase legibility.
  • We felt the bounties for murder, in general, were a little too low.
  • We feel its fairer that the perpetrator should shoulder some of the victim’s debt.
  • Notoriety ensures that some of the risks of crime cannot simply be shaken off by changing one's ship.
  • Power bounties allow us to have consensual PvP without unduly punishing those involved.

Interstellar Bounties

  • Superpowers will issue Interstellar bounties against Commanders that continually transgress against factions aligned with them.
  • An Interstellar bounty is issued once the credit value for all appropriate bounties and fines breaches a certain threshold.
  • Interstellar bounties are valid in every jurisdiction controlled by a faction aligned with the superpower.

Why we are making these changes:

  • We used to have these interstellar bounties in early Elite Dangerous and believe they add another level of consequences for serial criminals and help demarcate the superpower’s areas of influence.

ATR

  • When criminals repeatedly commit crimes in sucession, they will eventually draw the attention of special authority ships: the Advanced Tactical Response.
  • These are powerful enough to pose a real threat to any ships Commanders have, though they will not insta-kill you.

Why we are making these changes:

  • The ATR exist to prevent commanders from operating above the law and act as a soft cap on criminal activities.

Detention Centres and Respawning

  • When a criminal is detected and destroyed they respawn at the nearest appropriate 'Detention Centre.'
  • At a detention centre a Commander must pay for crimes committed in the jurisdiction where they were destroyed.
  • Leaving a detention centre a Commander is safe from other Commanders until engage their FSD.
  • There are Superpower detention centres for Commanders with Interstellar bounties.
  • Ships that are destroyed unrelated to crime will respawn at the nearest and safest Starport in the system if possible, reverting to the last port docked if not.

Why we are making these changes:

  • This change allows us to guarantee that when the authorities or bounty hunters are successful, the criminal must pay for their crimes.
  • The concept of respawning at ports within a system is less punishing and more contextually sound.

Miscellaneous Changes

  • Kill Warrant Scanner will reveal the single largest bounty.

For more details about Crime and Punishment revisions, check here: https://gaming.youtube.com/watch?t=742&v=4ocPr8DlBQs

WING MISSIONS

One of the new additions to Elite Dangerous in Chapter One of the Beyond updates is the introduction of wing missions. These are missions designed to be shared by up to four players. It’s one of the most requested mission features and we are excited to take out first steps into multiplayer missions.

On the stream tonight we showcased one of the wing missions players will be able to test in the beta: a wing delivery mission. This mission requires the player, and his wingmates, to deliver a large quantity of cargo units from one station to another.

  • In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
  • Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
  • The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
  • Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. Previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.

The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
  • All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
  • Every member of the wing receives the same reward choices for completing the mission.
  • Wing missions are also using the new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.

For more details about Wing Missions, check here: https://gaming.youtube.com/watch?t=2807&v=4ocPr8DlBQs

We'd also like to thank everyone for their questions during the stream, and we'll try to respond to those questions here on this thread. Check back here soon for a full list of the questions.


Howdy Will. To start with, Great Stream. I would, however, like to pose a few questions:

Notoriety: So glad you guys went with this idea in the end. However, I was wondering if there are any plans to expand on the concept later on during the Beyond Season? For example, having a separate Notoriety within each of the Super-Powers, & having all criminal activities contribute to said notoriety (with loitering & trespassing having the lowest points, & murder having the highest)?

Also, it might be nice to tie notoriety into other game-play elements. Someone with High Notoriety might experience delays in responses from Air Traffic Control, or experience more frequent interdiction and/or scanning from local security, or encounter higher material costs for Engineer Upgrades.....that kind of thing. The flip-side being that Anarchy Factions will have greater respect for you!

Detention Facilities: I know you guys are currently focused on Mega-Ships as Detention Facilities, but what about also using the various Penal Colonies that are already within the game? Also, how about tying how far away you re-spawn to how large your bounty and/or notoriety was at the time of your incarceration? Lastly, how about an additional penalty for the most notorious/most wanted pilots out there? If caught & "incarcerated", you have to fly a stock sidewinder to get back to one of your own ships (a nice Prison Orange).

Mission Rewards: As with everything else, I do like what you've done with mission rewards. However, I am wondering if the team had considered letting players "Call in Favours" as a means of further adjusting the pay-out? At the moment, once you're allied to a Faction, that is pretty much it. However, what if Reputation could be "cashed in" as a form of currency to get other in-game benefits? Like a bigger Credit Pay-out than they're currently offering, or a longer time-frame for completing the mission, or different materials/cargo to what they're offering? Favours could also be used as a means of reducing fines and/or bounties, or increasing the payouts for bounties and/or Combat Bonds......just as a few examples.

Anyway, thanks again for the stream, & I hope all the questions make sense. I look forward to hearing back on some-if not all-of them soon :).
 
Hi

I missed the Live, live stream but something I would have asked is about friendly fire.

Given that NPC's have a habit of flying into your firing arc without warning or chance to react, it seems a tad harsh to become wanted given all the negative consequences now.

I propose that if you hit an NPC for 20% of its shield or Hull you are issued an onscreen warning. If you continue to fire then you become wanted as it's clear you are doing it on purpose.

That way you do not get punished for things you cannot control.
 
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