Update Kill Warrant Scanner Feedback

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The earnings drop can be easily addressed by increasing the NPC bounty amounts, probably by tweaking some numbers server side too, and IIRC Sandro said they would look at doing this.

I'm sorry; Sandy says a lot of things and is pretty busy. The KWS is being thrown under the C&P bus because it doesn't work with the new mechanics; this might suggest the mechanics need more work, but it's simpler for the developer to have all AI spawn with local bounties, and ostensibly make the KWS an edge-case solution as part of the C&P overhaul.

I do not know who the new KWS is for. It's now a very edge-case solution to a problem no-one really now seems to understand; yet are stridently defending. I've been playing for quite a few hours at this point, and I don't fully understand where the KWS will actually be of benefit. I must simply be dense.

I think the original intent to do good, is there, but like a lot of other changes, has become so hopelessly convoluted, it's lost the point of the change a while back. And folks are now defending this, without even really understanding the consequences.

Utility space is a premium; a KWS that is now highly situational, will simply not be used. That's okay, I guess? But I'm not sure if the intent was to essentially retire the KWS to service the C&P's rapid crash through endless complexity. Laws and functions don't become more effective, the more convoluted they become. They become less.

I really like the dev team a lot; I just don't really comprehend how this is improving the experience, or solving problems? It seems to be creating far more, than it's solved.
 
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Yes, however all AI will have local bounties in the interim. I have no idea who will even use a KWS going forward; I don't believe FDev know, either. It will be redundant at launch, because AI will never have an external bounty.

Hands up all the PVP folks that use a KWS, at all?

Once again, please read though Sandro's posts. While I accept you may not like the proposal (which will presumably be going into the live build) you should at least be able to understand how it will work.

Without a KWS you will pick up only the controlling faction bounty. With the KWS it will pick up all the local bounties just as you say.

This means there will be more motivation for players to equip a KWS than before. In addition there may be extra increased motivation for PvP bounty hunters to fit one. In both cases that's potentially one less shield booster which is no bad thing imo.
 
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Well we'll see Tuesday, who is correct?

I doubt we'll see anything on Tuesday relating to the new KWS changes discussed in this thread, as Sandro stated in the opening post that they would come in 'shortly after launch'.

It's also pretty odd that you should expect them on Tuesday, since you're also apparently already aware of that:

He said in that first feedback post, the KWS had been changed.

These 'iterations' are for some change in the future. I haven't seen anywhere it being said it was reverted. Mea-Culpa if I am wrong. (We'll see on Tuesday)

<o

These changes were always going to come in later and that's been established from the very beginning of the discussion. Discussing those future changes was the whole purpose of these threads in the first place. So I'm afraid trying to shift the ground to this being about a Tuesday release just won't wash. That's never been on the cards, and no one ever said it was.

Instead, you've been coming onto this thread which was created by a dev specifically to discuss with the players how to refine and implement those future changes, and then dishonestly bringing up the original KWS complaints and acting as if nothing has been done to address it. Let me repeat, you've been doing this in the very thread where a dev has actually gone to the trouble to address the complaints.

So let me offer you the opportunity to prove you're not doing this deliberately and simply misunderstanding the discussed changes.

1. You claim the new KWS (that is, the one with the changes being discussed in this thread, since it's pretty difficult to see the point of any post in this thread otherwise) will reduce credit earning potential compared to the old one. You call this an active nerf to credit earning, being dressed up as BGS waffle. I think those were your words.

2. In the old system, the KWS would reveal local bounties, plus "lightweight Interstellar bounties". In other words the Federation/Empire and Alliance ones we see in the live game.

3. In the new proposed changes, the KWS will reveal local bounties, and the "lightweight Interstellar bounties" will be removed and replaced by local bounties with the same value ranges as those removed.

4. This means not only is there no change to the credits earned, but you can actually hand them all in locally, instead of having to go off to Fed/Empire or Alliance systems, which means a new player who fits a KWS actually has an easier time using it.

So, given this whole thread has been created and devoted to discussing those changes, I would like to know exactly how you can claim that is a nerf to credit-earning. If anything, it's the opposite, since this hypothetical new player now doesn't have to go all over the place to hand in the old superpower bounties and instead can cash them all in locally... and then get back to bounty hunting that much quicker.

Or have you just retreated to "but it isn't coming in on Tuesday, and that's what I meant by it being a nerf"?

In other words, "I don't like that the changes aren't coming in on Tuesday, despite us being told back in the first feedback thread that wouldn't happen. Frontier should do this faster."

If that's your complaint - okay, then. Noted.
 
I'm sorry; Sandy says a lot of things and is pretty busy. The KWS is being thrown under the C&P bus because it doesn't work with the new mechanics; this might suggest the mechanics need more work, but it's simpler for the developer to have all AI spawn with local bounties, and ostensibly make the KWS an edge-case solution as part of the C&P overhaul.

I do not know who the new KWS is for. It's now a very edge-case solution to a problem no-one really now seems to understand; yet are stridently defending. I've been playing for quite a few hours at this point, and I don't fully understand where the KWS will actually be of benefit. I must simply be dense.

I think the original intent to do good, is there, but like a lot of other changes, has become so hopelessly convoluted, it's lost the point of the change a while back. And folks are now defending this, without even really understanding the consequences.

Utility space is a premium; a KWS that is now highly situational, will simply not be used. That's okay, I guess? But I'm not sure if the intent was to essentially retire the KWS to service the C&P's rapid crash through endless complexity. Laws and functions don't become more effective, the more convoluted they become. They become less.

I really like the dev team a lot; I just don't really comprehend how this is improving the experience, or solving problems? It seems to be creating far more, than it's solved.

As Riverside said, it's actually simpler.

Without the KWS, you would only see one bounty - that from the faction in charge of the system.

If you use the KWS, it will reveal all bounties from other local factions too.

I'm not sure how this translates to convoluted, or edge-cases or it having no point... the point hasn't actually changed much from before. What exactly do you mean by it becoming 'highly situational'? It's hard to see situations where if you're using the old one, you wouldn't still use the new one.

I honestly don't follow why you think the changes make things worse or more complicated as you don't really mention what bothers you about them - can you be more specific?

It sounds (and I may be wrong here, so do correct me) as if you think that all local bounties are revealed by a basic scan without the KWS. That isn't the case, even in the live game.
 
As Riverside said, it's actually simpler.

Without the KWS, you would only see one bounty - that from the faction in charge of the system.

If you use the KWS, it will reveal all bounties from other local factions too.

I'm not sure how this translates to convoluted, or edge-cases or it having no point... the point hasn't actually changed much from before. What exactly do you mean by it becoming 'highly situational'? It's hard to see situations where if you're using the old one, you wouldn't still use the new one.

I honestly don't follow why you think the changes make things worse or more complicated as you don't really mention what bothers you about them - can you be more specific?

The KWS is required to show foreign bounties; it's not required local. Except for AI. I still cannot get a straight answer exactly what will happen. And that is what bothers me. People are paraphrasing the developers changes, and that always makes me itch, because that's almost never what the developer actually intends. People are defending changes they barely understand.

It sounds (and I may be wrong here, so do correct me) as if you think that all local bounties are revealed by a basic scan without the KWS. That isn't the case, even in the live game.

You are mistaken; basic scanner shows all local bounties; except post changes it will only show the largest, as I believe that bit hasn't changed. So, if we now lose basic scan showing local crimes (why are people even commenting if they don't know what the current mechanics are) and need a KWS scanner to show the largest (only) for players, but it's a local bounty now for AI and not a power-based one for AI, and we're not supposed to see all crimes, just the biggest..

What even will happen?!

[crickets]

Please don't ask me to stop asking questions, if you aren't sure yourself. I have no idea what will happen at this point; and I honestly don't know if the dev team do, either. So trying to get to the bottom of the changes, and seeing lots of "as I understand it, I think.." responses just isn't filling me with confidence. ;)

--

And a lot has been changed after testing and in as much as I have mad respect for the Dev team, I'm going to wait and see. Because this probably will not do what they say it will do, at least on release. Schrodinger's bounties. Honestly.
 
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The KWS is required to show foreign bounties; it's not required local. Except for AI. I still cannot get a straight answer exactly what will happen. And that is what bothers me. People are paraphrasing the developers changes, and that always makes me itch, because that's almost never what the developer actually intends. People are defending changes they barely understand.



You are mistaken; basic scanner shows all local bounties; except post changes it will only show the largest, as I believe that bit hasn't changed. So, if we now lose basic scan showing local crimes (why are people even commenting if they don't know what the current mechanics are) and need a KWS scanner to show the largest (only) for players, but it's a local bounty now for AI and not a power-based one for AI, and we're not supposed to see all crimes, just the biggest..

What even will happen?!

[crickets]

Please don't ask me to stop asking questions, if you aren't sure yourself. I have no idea what will happen at this point; and I honestly don't know if the dev team do, either. So trying to get to the bottom of the changes, and seeing lots of "as I understand it, I think.." responses just isn't filling me with confidence. ;)

--

And a lot has been changed after testing and in as much as I have mad respect for the Dev team, I'm going to wait and see. Because this probably will not do what they say it will do, at least on release. Schrodinger's bounties. Honestly.

Well, I never asked you to stop asking questions - I asked for clarification on your questions. And they're very welcome!

So here's the thing - you may need to go and check how the current KWS works in the live current game.

The basic scan does not show all local bounties. It doesn't even do this in the live game. To test this yourself:

1. Equip a KWS.

2. Go to a RES.

3. Do a basic scan on a Wanted ship.

4. Check your contacts tab, and note the value of the bounty.

5. Kill that ship. Now look at the bounty claims you've gained in your Transactions. The bounty will be either from the authority faction of the local jurisdiction, or one of the "lightweight Interstellar bounties" - the generic Federation/Empire or Alliance ones.

6. Now KWS scan a Wanted target before killing it.

7. Check your bounty claims. If you're lucky, you will have revealed an extra bounty from a local faction. Not a foreign bounty. You will not see bounties from factions who do not exist inside the system. The only other bounties you see are the Federation/Empire and Alliance ones.

I've actually checked this by flying around a RES with a KWS, because I'd made the same assumption as you that the KWS showed bounties from factions outside the system. This is not the case. It's wrong. They only revealed bounties from local factions, plus the superpower ones, and only ever did apparently.

If you look at the very first post in this thread:

"The way the system worked is that a ship had the chance to spawn with a local bounty for the current jurisdiction, and a number of bounties for other factions present in the system, as well as the chance for a number of these lightweight Interstellar bounties, which would replace the faction bounties."

That is how it works in the current live game.

Secondly, you appear to be quoting the original KWS changes - not the ones laid out in the first post of this thread. It's moved on quite a bit. The part about only revealing the largest bounty no longer applies.

If you want to know how the new KWS works, it's laid out in the first post in this thread:

The Kill Warrant scanner will have the following functionality, shortly after launch:


  • It will detect all bounties issued by all factions in the system.
  • It will grant a license to kill any ship that has a Federal bounty if in a Federal jurisdiction, any ship that has an Empire bounty if in an Imperial Jurisdiction and any ship that has an Alliance bounty if in an Alliance jurisdiction.
  • Detecting any bounties with a Kill Warrant scan will prevent you losing reputation with the ship’s faction when you destroy it, unless it belonged to a criminal faction.

The stuff before that is an explanation of how the old system worked and why it created undesirable effects, which is why the Federation/Empire/Alliance bounties are being removed and replaced with local faction bounties of the same value. There's then an explanation of the new Interstellar Bounties, which are meant primarily as a PvP thing - and initially, NPC's aren't even going to have them. These new Interstellar Bounties are revealed by a basic scan, so they're not even related to the KWS. The part about the new KWS is actually very short, and says it only does those three things above - nothing about largest bounty, or whatever else you seem to think.

So you seem to have made some wrong assumptions - the basic scan does not show all local bounties, and the KWS is not required for foreign bounties. Foreign bounties, i.e. issued by factions outside the system, were not even generated on NPC's, even in the live game. And finally, you seem to be bringing up stuff that is no longer even part of the discussion (detecting single largest bounty).

You've already had it, but this is your straight answer:

1. Basic scan - reveals bounty from local authority faction.

2. KWS scan - reveals all other bounties from local factions in the system.

As an added bonus, you also won't lose rep with the factions who own the ships you KWS and kill, unless they're anarchy factions.

That sounds very simple and unambiguous to me.

The old superpower bounties ("lightweight Interstellar bounties") are being removed and replaced with local faction bounties of the same value - isn't that simpler too? The stuff about it granting a "license to kill" (i.e. makes Clean ships Wanted) is a nice detail, but isn't relevant if you only KWS scan Wanted ships, so it's hardly an added complication if you keep using the KWS like you always did.

If you don't like the paraphrasing, I'd suggest you read through the first post in the thread - that's laid out pretty clearly by an actual dev. If you don't believe the devs will implement that, then there really isn't much point in discussion beyond that, so I'll leave that to you.

I am pretty sure about what the new changes are (they're right there in the first post after all) - I simply think you are mistaken (and also mistaken about how the old KWS and even the basic scan works). There's nothing bad about that. I thought the old KWS revealed bounties from outside the system too, but I was wrong.

As I stated in a reply to you before, there are no Schrodinger's bounties - the system only ever creates bounties from local factions, so there are no "unrevealed" bounties on NPC's. If you KWS scan them, it will reveal all local bounties.

I also agree strongly that everything will need to be tested once it goes live to ensure it is working as intended and has not gone wrong.
 
The KWS is required to show foreign bounties; it's not required local. Except for AI. I still cannot get a straight answer exactly what will happen. And that is what bothers me. People are paraphrasing the developers changes, and that always makes me itch, because that's almost never what the developer actually intends. People are defending changes they barely understand.



You are mistaken; basic scanner shows all local bounties; except post changes it will only show the largest, as I believe that bit hasn't changed. So, if we now lose basic scan showing local crimes (why are people even commenting if they don't know what the current mechanics are) and need a KWS scanner to show the largest (only) for players, but it's a local bounty now for AI and not a power-based one for AI, and we're not supposed to see all crimes, just the biggest..

What even will happen?!

[crickets]

Please don't ask me to stop asking questions, if you aren't sure yourself. I have no idea what will happen at this point; and I honestly don't know if the dev team do, either. So trying to get to the bottom of the changes, and seeing lots of "as I understand it, I think.." responses just isn't filling me with confidence. ;)

--

And a lot has been changed after testing and in as much as I have mad respect for the Dev team, I'm going to wait and see. Because this probably will not do what they say it will do, at least on release. Schrodinger's bounties. Honestly.

A basic scan does not show all bounties in the jurisdiction. It only shows one bounty - mostly the controlling factions. With the KWS it will now show multiple bounties from different factions within the system under the new system.

It will be very similar to live apart from the small intersteller bounties which are going and the handing in of bounties.
 
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sollisb

Banned
I doubt we'll see anything on Tuesday relating to the new KWS changes discussed in this thread, as Sandro stated in the opening post that they would come in 'shortly after launch'.

It's also pretty odd that you should expect them on Tuesday, since you're also apparently already aware of that:



These changes were always going to come in later and that's been established from the very beginning of the discussion. Discussing those future changes was the whole purpose of these threads in the first place. So I'm afraid trying to shift the ground to this being about a Tuesday release just won't wash. That's never been on the cards, and no one ever said it was.

Instead, you've been coming onto this thread which was created by a dev specifically to discuss with the players how to refine and implement those future changes, and then dishonestly bringing up the original KWS complaints and acting as if nothing has been done to address it. Let me repeat, you've been doing this in the very thread where a dev has actually gone to the trouble to address the complaints.

So let me offer you the opportunity to prove you're not doing this deliberately and simply misunderstanding the discussed changes.

1. You claim the new KWS (that is, the one with the changes being discussed in this thread, since it's pretty difficult to see the point of any post in this thread otherwise) will reduce credit earning potential compared to the old one. You call this an active nerf to credit earning, being dressed up as BGS waffle. I think those were your words.

2. In the old system, the KWS would reveal local bounties, plus "lightweight Interstellar bounties". In other words the Federation/Empire and Alliance ones we see in the live game.

3. In the new proposed changes, the KWS will reveal local bounties, and the "lightweight Interstellar bounties" will be removed and replaced by local bounties with the same value ranges as those removed.

4. This means not only is there no change to the credits earned, but you can actually hand them all in locally, instead of having to go off to Fed/Empire or Alliance systems, which means a new player who fits a KWS actually has an easier time using it.

So, given this whole thread has been created and devoted to discussing those changes, I would like to know exactly how you can claim that is a nerf to credit-earning. If anything, it's the opposite, since this hypothetical new player now doesn't have to go all over the place to hand in the old superpower bounties and instead can cash them all in locally... and then get back to bounty hunting that much quicker.

Or have you just retreated to "but it isn't coming in on Tuesday, and that's what I meant by it being a nerf"?

In other words, "I don't like that the changes aren't coming in on Tuesday, despite us being told back in the first feedback thread that wouldn't happen. Frontier should do this faster."

If that's your complaint - okay, then. Noted.

Thanks! :)

It'll be a nerf on Tuesday. And 'some' time in the future they'll implement this convolution of a fix.

So I was right. And you were wrong.

<o
 
Thanks! :)

It'll be a nerf on Tuesday. And 'some' time in the future they'll implement this convolution of a fix.

So I was right. And you were wrong.

<o

No he was right. By posting in this thread, it was safe to assume you are talking about the proposals in this thread, not a different thread.

So yes you are wrong regarding this thread. So maybe you should be posting in the other thread, but I doubt anyone will be looking at it as it will be irrelavant when the new KWS change comes in shortly after 3.0 goes live.
 
There has been a lot , A LOT! of posts on this topic in numberous threads and i gotta admit i am totally lost!.

on the surface of it it seems to me the current suggestion is better than the 3.0 beta implementation... but it still seems like a massive upheaval to a piece of equipment which is working just fine right now.

The only thing it seems to me is it may make the punishments for the gankers a little more extreme IF the current mechanics went into 3.0 tomorrow.... which, after 4+ years of those very same players having it laughably easy, costing the player traders 10s of millions, i would say,..... meh!.... IF that is the only reason for completely revamping the KWS i would say at least TRY the old system in 3.0 and see if it is as bad as they fear...... and then if it is too harsh work on it then.

the KWS right now is a pretty simple to understand and useful feature, and lorewise fits in nicely.

but as i said maybe i missed something and there is another reason to throw the KWS under a bus?
 
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You are mistaken; basic scanner shows all local bounties; except post changes it will only show the largest, as I believe that bit hasn't changed.
wrong, currently the basic scan shows the the bounty of issued by the minor faction of the jurisdication your are currently in. this wont change
if the npc has a no bounty issued by that minor faction, it wont show up as wanted at all, even if you KWS it and it reveals other bounties, it will currently not get wanted status.
in the new system, this will change as you will be allowed to legally kill said target if the major factions allign


So, if we now lose basic scan showing local crimes (why are people even commenting if they don't know what the current mechanics are) and need a KWS scanner to show the largest (only) for players, but it's a local bounty now for AI and not a power-based one for AI, and we're not supposed to see all crimes, just the biggest..

showing only the biggest other crime is already off the table (at least after the hotfix)

wrote into the quote

regarding "shortly after",
i hope that "shortly" is not as short as the multicrew fix we had last year. that took 6 weeks for a little switch...
 
Hands up all the PVP folks that use a KWS, at all?

you are aware, that currently no bad pvp'er will show up any bounties, as they turn dormant, so only the issuing minor factions police forces can reveal them.
this will change significantly with the new system, unless they pay them off every time. (after letting their notoriety fade away that is)
ontop of that, the possible bounties may be even higher then before.
 

sollisb

Banned
Thanks! :)

So you aren't actually contributing to the topic of this thread and are just being a troll.


Call me whatever names you like, you seem to be good at it. The topic of this thread is some [future] 'enhancements' to something which is being nerfed in the upcoming update.

Regarding this thread vs other thread, they're both the same topic. I don't know why Sandro decided to create a 2nd version.

As for contributing to the discussion, my simple contribution is; why are we changing something that worked fine, in favour of something which is so convoluted, that we need multiple threads and still, few people understand what the heck it's about. But in fairness, you're too busy calling me names to actually see that.

<o
 
I'm sorry; Sandy says a lot of things and is pretty busy. The KWS is being thrown under the C&P bus because it doesn't work with the new mechanics; this might suggest the mechanics need more work, but it's simpler for the developer to have all AI spawn with local bounties, and ostensibly make the KWS an edge-case solution as part of the C&P overhaul.

I do not know who the new KWS is for. It's now a very edge-case solution to a problem no-one really now seems to understand; yet are stridently defending. I've been playing for quite a few hours at this point, and I don't fully understand where the KWS will actually be of benefit. I must simply be dense.

I think the original intent to do good, is there, but like a lot of other changes, has become so hopelessly convoluted, it's lost the point of the change a while back. And folks are now defending this, without even really understanding the consequences.

Utility space is a premium; a KWS that is now highly situational, will simply not be used. That's okay, I guess? But I'm not sure if the intent was to essentially retire the KWS to service the C&P's rapid crash through endless complexity. Laws and functions don't become more effective, the more convoluted they become. They become less.

I really like the dev team a lot; I just don't really comprehend how this is improving the experience, or solving problems? It seems to be creating far more, than it's solved.

Or, the minor design flaws conceal the major design flaws. :)
 
Thanks! :)

So you aren't actually contributing to the topic of this thread and are just being a troll.

Jynessa:

No one is certain about anything. The proposed changes in the KWS might well be several updates in the future. If it remains the same as it was in this beta, there will be no need for a KWS. More players than just myself will remove it, for the power, weight, and utility slot savings.

Then, we will need to be convinced to re-mount one.

Politically, for Frontier, this is a failure. They are having to back pedal with changes and fixes, to something they thought would not disturb the player base. Even if they find a reasonable solution, it will not fully regain the trust lost.

Even if your trust in Frontier's ability to justify, and fix the KWS problem is justified, the political damage has been done. I'm sorry.
 
The KWS is required to show foreign bounties; it's not required local. Except for AI. I still cannot get a straight answer exactly what will happen. And that is what bothers me. People are paraphrasing the developers changes, and that always makes me itch, because that's almost never what the developer actually intends. People are defending changes they barely understand.



You are mistaken; basic scanner shows all local bounties; except post changes it will only show the largest, as I believe that bit hasn't changed. So, if we now lose basic scan showing local crimes (why are people even commenting if they don't know what the current mechanics are) and need a KWS scanner to show the largest (only) for players, but it's a local bounty now for AI and not a power-based one for AI, and we're not supposed to see all crimes, just the biggest..

What even will happen?!

[crickets]

Please don't ask me to stop asking questions, if you aren't sure yourself. I have no idea what will happen at this point; and I honestly don't know if the dev team do, either. So trying to get to the bottom of the changes, and seeing lots of "as I understand it, I think.." responses just isn't filling me with confidence. ;)

--

And a lot has been changed after testing and in as much as I have mad respect for the Dev team, I'm going to wait and see. Because this probably will not do what they say it will do, at least on release. Schrodinger's bounties. Honestly.

• Current, 2.4: Basic Scan shows local bounty issued by controlling faction in system. KWS shows ALL bounties, including local bounties issued by non-controlling factions as well as factions not present in system at all.

• Upcoming, 3.0: Basic Scan is the same. KWS reveals largest additional bounty, which might be local, foreign, or interstellar (superpower) bounty. Ships with lots of bounties from different factions all under the same superpower, will have their bounties packaged up into one superpower-specific bounty which is valid in all jurisdictions controlled by that superpower.

• Upcoming, 3.X as discussed in this thread: Basic Scan is the same. KWS reveals ALL bounties issued by any faction which has a presence in the current system, including non-controlling factions, but NOT any factions without a presence in the system. This also grants your ship "permission" to fire upon a target if it has a bounty on its head which is issued by a non-controlling local faction, but is otherwise "clean" (i.e. Not wanted by controlling local faction).

Any questions?
 
Jynessa:

No one is certain about anything. The proposed changes in the KWS might well be several updates in the future. If it remains the same as it was in this beta, there will be no need for a KWS. More players than just myself will remove it, for the power, weight, and utility slot savings.

Then, we will need to be convinced to re-mount one.

Politically, for Frontier, this is a failure. They are having to back pedal with changes and fixes, to something they thought would not disturb the player base. Even if they find a reasonable solution, it will not fully regain the trust lost.

Even if your trust in Frontier's ability to justify, and fix the KWS problem is justified, the political damage has been done. I'm sorry.

True. Frontier should delay the 3.0 update so that they can implement the KWS changes as discussed. It's not a good idea to go ahead and push an update which includes changes which have been identified and acknowledged to break a part of the game, even if (or especially if) you've made the decision to completely change/fix it again in a "future" patch.
 
For the last few days I've been working on combat rank for my alt account. He's somewhere in the mid-Master area right now. With 3.0 KWS being what it is I guess I'm going to transition to finishing up Elite exploration or maybe start working on some trade. I hope 3.KWSfix comes sooner than later.
 
There has been a lot , A LOT! of posts on this topic in numberous threads and i gotta admit i am totally lost!.
The earlier thread was superseded by this one, so sayeth the Sandro

on the surface of it it seems to me the current suggestion is better than the 3.0 beta implementation... but it still seems like a massive upheaval to a piece of equipment which is working just fine right now.
The issue is this

The only thing it seems to me is it may make the punishments for the gankers a little more extreme IF the current mechanics went into 3.0 tomorrow....
That's it, but it's also not logically consistent with Elite lore for one authority to care about bounties issue by its enemies (Fed vs Emp vs Alliance).

.. which, after 4+ years of those very same players having it laughably easy, costing the player traders 10s of millions, i would say,..... meh!.... IF that is the only reason for completely revamping the KWS i would say at least TRY the old system in 3.0 and see if it is as bad as they fear...... and then if it is too harsh work on it then.
While my gut agrees, my head does not. The game should make as much sense as it can, while retaining the "fun" that makes it a game.

the KWS right now is a pretty simple to understand and useful feature, and lorewise fits in nicely.
The new system isn't actually more complex, it's only that no-one has attempted to describe the current system in as much detail. There are actually some odd things (bugs) in the current system - like the mini superpower bounties and the fact that interstellar factors increase rep in their system, instead of in the bounty issuer system.

I have to disagree about the "lorewise" part. It just doesn't make sense that a criminal brought to justice in Empire space should have his/her Federal bounty applied to rebuy OR claimed by the hunter. If they want to claim the Federal bounty they have to bring them to the Federal authorities.

but as i said maybe i missed something and there is another reason to throw the KWS under a bus?
It's actually not being thrown under the bus at all. Despite the histrionics displayed in this thread. The new system isn't going to decrease payouts, may actually increase payouts, doesn't alter our ability to get non-local bounties (that was never actually possible). The biggest difference is actually a bug fix to interstellar factors, as they currently allow you to apply bounties from anywhere to the factor's system, incorrectly.

... as well as factions not present in system at all.
Not true, reference:
https://forums.frontier.co.uk/showthread.php/408399?p=6435424#post6435424
 
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