Do you remember the last time the Devs asked us what to do?No doubt, but that doesn’t make this discussion invalid. It may even come up with some good ideas that could be implemented to make the game better.![]()
Do you remember the last time the Devs asked us what to do?No doubt, but that doesn’t make this discussion invalid. It may even come up with some good ideas that could be implemented to make the game better.![]()
I'll take that as a yes.Might as well all delete our accounts then![]()
Well, there have already been one or two(!) threads on the topic already. Criminal players (generally) want more risk/reward.No doubt, but that doesn’t make this discussion invalid. It may even come up with some good ideas that could be implemented to make the game better.![]()
And yet I have to wonder why on earth would you chose open mode if you want to be efficient at a hauling CG?As someone who's experienced every side of the Elite Dangerous galaxy - PVP, PVE, and everything in between - I've had countless discussions about the Crime and Punishment system. Saying that, everything below is my opinion only. One thing to note very clearly - this thread is NOT a discussion about Open vs Solo. If you want to discuss that, please do it here: https://forums.frontier.co.uk/threads/the-open-v-solo-v-groups-thread.607291/
It would be logical, given that even as a Pilot Fed guy most people are loners, and that it would give impetus for players to join for protection.That would end my life of crime very effectively.
I wan't to pick my victims, not be dictated to by any kind of power.
multiple ships with billions of bounties on each (before I pushed them into a pit).
Again, the issue with a CG is you only have one location for gankers to sit around in, whereas something done in PP could be set up so you could deliver to one of multiple places (although only benefitting the system you actually deliver to). So if one system is effectively blockaded, you can deliver to another (although if it was me I'd find a way of boosting rewards for anyone who did deliver something in a system with high levels of opposing players present).And yet I have to wonder why on earth would you chose open mode if you want to be efficient at a hauling CG?
Personally I'd go solo for efficiency, and open if I was looking for a PvP challenge. A CG in open doesn't only come with gankers, remember how nice it is to wait around a mega ship because all the pads are occupied.. And after all these years I still don't understand why people complain about being ganked when they chosen to play in the PvP mode...
Fun fact, we've observed some of the usual SD gankers actually participating in CGs from the privacy of solo/pg.. So even some gankers know that it's better to haul in private instead of open..
That said chain interdictions can be quite annoying, be they from an actual commander or an NPC.
What I find annoying is that the idea of hot ships is a good one, if you are not part of the Pilots Fed and that criminal systems have escalating costs for cleaning (perhaps to the point where they can't be cleaned, being so notorious)."'Got a few parking tickets, better push the Camry off the local cliff" (what town doesn't have a cliff overlooking a lake?)
What do I think? I think my post is useless and still, I feel the urge to make it. You hit ALL the nails on the head:So - what do you guys think? I'd love to hear your thoughts!
Actually I have lost a fair few interdictions against T7s, as they have excellent yaw. Hang my head in shame I guess ..Aside from all other considerations, whether one agrees or not, I believe the most important change would be the interdiction game.
It should be an even playing field as a minimum, and not an auto-lose for the interdictee.
A pirate, ganker or other interdictor should have a hard time interdicting a player in a T7, and could wear that as a badge of honour, if successful.
FDev does not intend for the C&P system to regulate anything. It is intended to portray the environment we all play in: a dystopian future with guns. Law and Order in space is hard. The subject was investigated diligently, I believe there was much discussion between the Devs and players, it seems settled to me. I really loath the idea of spending time on this subject again.
From a pvp piracy perspective I agree with most of your points, especially the reward for bounty hunting.As someone who's experienced every side of the Elite Dangerous galaxy - PVP, PVE, and everything in between - I've had countless discussions about the Crime and Punishment system. Saying that, everything below is my opinion only. One thing to note very clearly - this thread is NOT a discussion about Open vs Solo. If you want to discuss that, please do it here: https://forums.frontier.co.uk/threads/the-open-v-solo-v-groups-thread.607291/
This thread is about the current Crime and Punishment system in Elite Dangerous - mainly in the context of PVP - so if we could stick to that topic and context it would be good. With that short intro out of the way - let's have a look at it.
CRIME AND PUNIHSMENT
Currently the main drivers behind the Crime and Punishment systems are: Fines, Bounties and Notoriety. I won't be talking about fines, they are more or less meaningless.
The players that choose the more serious criminal path get assigned bounties and notoriety. As an effect, the two main "punishments" for crimes seems to be effectively:
None of these 2 things are fit for purpose in the current game reality.
- Financial implications - the criminals that destroy other players' ships have to pay a percentage of their victims' rebuy costs.
- Gameplay implications - the inability to use station systems like refuel, rearm and repair until you pay off the bounties (which is not possible unless your Notoriety is 0)
This is why I am of an opinion that the whole system needs revisiting and restructuring to fit the current game reality better. Another reason is that while some players enjoy the thrill of piracy and combat, the balance currently swings too far in favour of gankers/criminals at the expense of traders, explorers and other "victims".
- Credits are ridiculously easy to get, so the victims' rebuy cost addition is 100% non-punishment, as you can get that money back in a couple of hours tops.
- With the addition of Fleet Carriers and also a gazillion of Odyssey settlements that offer the services - the inability to use the services on the main station(s) is also not a problem at all.
Let's have a look at a typical trading Community Goal scenario. Considering I am a trader that wants to compete in a community goal to get the prizes for top tier of players I am on a lost position from the get-go.
I have a choice - sacrifice some of my cargo space to get more armour and bigger shields to increase my survivability. This means that competing in the CG immediately becomes a lost cause, as the people who fly in Solo can easily go for min-maxed shieldless, defenceless all-cargo-rack builds, which means they will be able to haul A LOT more and win the CG.
And even if I somehow manage to be able to compete with them, the chain-interdictions from people that want to prevent me from delivering that cargo mean that I have literally no chance. It is almost impossible to escape an interdiction from a maxxed out PVP gank-boat in my heavy trader loaded up with armour and cargo. The only viable option is to submit. But when I do that - I'm getting pulled back to the attacker's position. Meaning that if I manage to outmanoeuvre them and get back into Super Cruise, now I have to cover the distance to the station again. This makes it extremely easy for another interdiction, and even if I mange to submit and get back into SC a few times in a row, I keep getting chain-interdicted and after 5th - 6th time it becomes just an annoyance.
It feels like I'm being punished for being a better pilot than my attackers.
You could say - oh but they get bounties on their heads, so maybe get other players to hunt them down. Unfortunately, the player bounties are capped at 2 million, so even if they have a 100 mil bounty on them, once a player bounty hunter destroys them, they only get 2 million. This is extremely discouraging to player BH, just a waste of time really considering that you can make MUCH MORE just by doing PVE BH.
This cap was introduced long time ago, when Credits were not as easy to make (quite the opposite in fact), and the players would deliberately get large bounties and them let their friend destroy them to get rich quick. Again, due to easy way to make billions nowadays, this cap is 100% obsolete and not needed anymore.
Also related to that is the fact that I can't really reward my friendly bounty hunters for helping me out and being my bodyguards. What do they get out of it? I potentially get a better chance of competing in the Community Goal, but what's in it for them? 2 million Cr per ganker kill. LOL.
These are the prime examples of how the game favours the aggressor rather than the victim, how it discourages player bounty hunting and how it makes the punishment rather meaningless.
PROPOSED CHANGES
What could be done to make it a bit better? Below are some of the proposals we came up together (remember I said it's been discussed with a lot of people, some of which were also gankers!)
- Remove the 2 million bounty cap for player bounty hunting. If a player has 100 million bounty - that's how much the bounty hunter should get!
- Increase player bounties greatly. With the cap removed, make it actually worthwhile for the player bounty hunters to engage with Wanted players.
- Make escaping player interdictions easier.
- Make the aggressor being pulled to the victim after the successful and/or submitted interdiction, rather than the other way around. This will mean that the reward for my better piloting skills is the better chance to get to my destination if I manage to escape back into Super Cruise.
- Multiply the victims' rebuy cost being added to the criminal's rebuy after they destroy a ship. Make it scalable with the current Credits value in the economy.
- From certain level of Notoriety (5 and above?) make the criminal get only the stock ship back, losing their engineered modules. Alternatively make them retrieveable after specific amount of time only (24/48 hours?)
- Increase the police response in High and Medium Security systems. Low Sec and Anarchy should be fairly safe for criminals, but Med and High should really make them think twice before they decide to destroy another player's ship.
- Introduce more reasons to be a criminal that don't involve mindless ganking.
All in all, I think it is fair to say the C&P is no longer fit for purpose and even if you disagree with some of the proposals above, it definitely requires another look and changes to fit the current game reality better.
Lastly - a polite reminder that it's just my opinion and it's OK to have a different one. Also, keep it civil and if you want to discuss Open vs Solo - go to the thread linked at the top of this post.
So - what do you guys think? I'd love to hear your thoughts!
If the pirate doesn't have the skill to disable without a kaboom, they get punished for the murder they committed. The pirate doesn't have to rob the trader, if they realize this fight isn't one they can end without an explosion, they could always back off and live to pirate another day.From a pvp piracy perspective I agree with most of your points, especially the reward for bounty hunting.
However a high level of punishment for ganking should at least take into account that the destroyed ship was really a helpless victim or not: what if i as a pirate, interdict a shieldless T9 that fancies its chances and decides to make a fight of it? While trying to disable said T9 the pirate accidentally destroys it and receives the punishment you describe. It’s difficult to think of a fair system that wouldn’t be exploited. Any ideas?
From a pvp piracy perspective I agree with most of your points, especially the reward for bounty hunting.
However a high level of punishment for ganking should at least take into account that the destroyed ship was really a helpless victim or not: what if i as a pirate, interdict a
I agree up to a point, but the whole negotiation “give me your stuff or I’ll boil you up” scenario depends on a threat of destruction. I would apply the high penalties, but only in high sec systems: at least that would encourage traders to plane their routes.If the pirate doesn't have the skill to disable without a kaboom, they get punished for the murder they committed. The pirate doesn't have to rob the trader, if they realize this fight isn't one they can end without an explosion, they could always back off and live to pirate another day.
It definitely is an issue that notoriety is more of a problem for the player who accidentally hit a harmless sidewinder which then got blown up somehow. Me, I just keep playing as I still have access to the anarchy stations and settlements I visit or my carrier, which could be parked in an empty system is I got fed up of being shot at by sys sec.I don't know what the solution is and from what I've read, i don't think the solutions people are suggesting would really solve issues either, just change them.
What I will say is I hate how notoriety was introduced due to PvP issues yet they made it apply to PvE as well. That really annoyed me. It wasn't needed for PvE at all and I wish they would at least undo that.
Depends on your target. Try disabling the drives of a harmless T-6.If the pirate doesn't have the skill to disable without a kaboom, they get punished for the murder they committed. The pirate doesn't have to rob the trader, if they realize this fight isn't one they can end without an explosion, they could always back off and live to pirate another day.
Depends on your target. Try disabling the drives of a harmless T-6.