Massive flaw in the new Crime and Punishment.Selling credit for real money.

Let's see a link for that story, and from a verifiable source, i couldn't find anything on that.
Besides, google and YT are ripe with GTA exploits for anyone to look up freely.
Again, it isn't about how far people will go to make money. If you don't have an easy and speedy method to distribute exploited goods you won't make any.

Google Goldenmods. 1 million + subscribers on youtube with 40k like per video. And his website where he sells exploited stuff goldengodz.com
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

For clarity:

  • A criminal can have bounties issued against their ships.

  • Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).

  • The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.

  • Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.

  • Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.

  • When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
    • 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.

    • 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
  • When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.

Other trivia:

  • Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.

  • Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.

  • Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).

  • Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.

  • Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.

  • If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.

Hope this info helps.
 
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Is there a cool down after each collect? Otherwise kill, rinse. Repeat.

Before getting a million credit bounty took ages. It wasnt practical to farm credits this way. Now it is.

Never under estimate how far people will go to earn real money.
If you're going to go that far to get credits, you're doing it wrong.

It's easy to make credits, there's no need to buy them.
 
Cmdr Cosmicspacehead is (unusually :p) right on this I think;
A million cred bounty is not bad to earn but a 100 million rebuy is hell to pay.

I also think transferring the 200 mill for the 'Conda you bought on eBay - one million at a time - wouldn't be all that attractive. FDev could put in an Elite Rank versus Current Assets flag and then there's name and shame.

Hey, I'm always* right!

What makes gold selling even more impractical is the fact that is completely breaks the EULA rules, and if caught, FD will close your account. Then they have to buy a new copy of the game, and grind bounties again. Regularly.

In top of that, we all love a good troll, I'd report every single CMDR offering to sell credits. It'd be a new sport in Open. :D

*Rarely



Off topic, but I had an idea to allow credit transfer, which can't exploited by anyone, and doesn't break the game. No one read it. It was brilliant. Lol

CMDR Cosmic Spacehead
 
Hello Commanders!

For clarity:

  • A criminal can have bounties issued against their ships.

  • Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).

  • The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.

  • Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.

  • Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.

  • When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
    • 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.

    • 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
  • When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.

Other trivia:

  • Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.

  • Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.

  • Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).

  • Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.

  • Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.

  • If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.

Hope this info helps.

Woop. That just answered nearly every question I had about the new C&P system. :)

Thanks!

Only ones remaining are the actual values, but I guess they're under constant change for now.

CMDR Cosmic Spacehead
 
To be 100% clear when the OP talks about 'murder' it means against any (non-Wanted, Report Crimes Against Me on if a Cmdr, etc) ship, Cmdr or NPC, yes ?
 
Is there a cool down after each collect? Otherwise kill, rinse. Repeat.

Before getting a million credit bounty took ages. It wasnt practical to farm credits this way. Now it is.

Never under estimate how far people will go to earn real money.
The payout is only 1 (now 2) million, but the killed, bountied, Cmdr loses ALL of the bounty at the rebuy screen.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander Athan!

To be 100% clear when the OP talks about 'murder' it means against any (non-Wanted, Report Crimes Against Me on if a Cmdr, etc) ship, Cmdr or NPC, yes ?

Yes. Murder means that you are in a jurisdiction controlled by a faction that has laws, and the target was clean, and had an active security link (all AI always have theirs turned on). It applies equally to human and NPC ships, though as stated, the cost can be different.
 
Hello Commander Athan!



Yes. Murder means that you are in a jurisdiction controlled by a faction that has laws, and the target was clean, and had an active security link (all AI always have theirs turned on). It applies equally to human and NPC ships, though as stated, the cost can be different.

Could you please clarify how this impacts undermining in PP, especially when hunting other PP ships ?
 
Hello Commanders!

For clarity:

  • A criminal can have bounties issued against their ships.

  • Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).

  • The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.

  • Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.

  • Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.

  • When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
    • 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.

    • 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
  • When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.

Other trivia:

  • Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.

  • Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.

  • Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).

  • Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.

  • Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.

  • If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.

Hope this info helps.

Talk about keeping things simple... Thanks for clarifying Sandro. :)
 
Sandro, may I suggest to make your explanation permanent sticky somewhere? The details are not quite trivial to keep in mind and I imagine the average griefer being either to deaf or to lazy to do the calculations. I bet this topic will frequently pop up in the future so people can always dip the griefer's nose into this fine conduction! :D

I added his comment in the 2018 Roadmap thread & on Reddit. It probably should've been a thread by itself, but the Open Beta section is closed now.
 
Hello Commander Athan!



Yes. Murder means that you are in a jurisdiction controlled by a faction that has laws, and the target was clean, and had an active security link (all AI always have theirs turned on). It applies equally to human and NPC ships, though as stated, the cost can be different.

Thanks Sandro. One more tiny question though. Does any of this work differently when the clean target was also a Mission Target? (Typically from a Wetwork type mission).

Thx
 
Power Play has it's own set of rules, more in line with the old system.

Could you or Sandro elaborate on these, as it is not clear if hunting PP ships from another faction will be treated as Murder under the new rules ?

If a destroyed Ship/CMDR has ANY allegiance does this mean it is not Murder if destroyed by a CMDR with any opposing allegiance ?
 
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Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.

Does this fully apply to victims with notoriety?
 
Nothing stopping anyone from doing this already, selling their 1m capped bounty for a buck, and it doesn't take that many seals to rack it back up again.
In fact, it will actually be a bit easier in the new system to do this, as you will continue to carry bounties from other systems after death.

Get to work you enterprising self-employed stay-at-home make-money-from-gaming-bums. There are hundreds of thousands of systems out there for you to stock up on bounties to sell off, 1m cr at a time.

Of course, for the 100 hours a week you'll put in for the $10 you'll make, you could just get a real job, or even a paper route and make more.
 
So if someone with a high bounty count and a high notoriety score swaps out to a clean ship, they are no longer wanted whilst flying that ship and won't go to detention center upon death, but still carry the notoriety score? Or is the notoriety score also tied to the ship and not the CMDR?
 
Wouldn't it be much easier just to complete a large Wing mission and then invite someone to join your wing right before you turn it in? That way both of you make money.
 
Hello Commanders!

For clarity:

  • A criminal can have bounties issued against their ships.
  • Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).
  • The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.
  • Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.
  • Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.
  • When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
    • 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.
    • 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
  • When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.

Other trivia:

  • Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.
  • Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.
  • Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).
  • Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.
  • Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.
  • If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.

Hope this info helps.

Does that in numbers mean, that someone seal-clubbing in a cutter, will have that ship wanted in all systems of that superpower in an instant?
but hunting down that commander is basicly only worth 2 million credits?

or in other words -> if i want that notroious seal clubber suffer, i have either have to
-throw my own multi-million-rebuy worth ship against him and actually WIN
-keep him somehow longer in a single place as it takes for the ATR forces to show up and decimate him. (request: someone tell me how to keep a cutter from engaging supercruise for 2 minutes+)


also sandro:
Notority +1 = escape menue logout timer 5 minutes
 
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