Noteriety...

This:

Get rid of notoriety or reduce the times though. An hr a CMDR kill?
So so stupid.

Was posted in a focused feedback thread, so I brought it here.


I agree. 1 hr per cmdr kill is stupid.

I think it should be a day.

Or more.

You committed murder, you think people are going to forget you quickly?

Base it on the security of the system you commit the crime in.

Anarchy? Yeah, Give it an hour or two per point, you barely made the news after all. Stuff like that happens there all the time.

Low Sec? Three perhaps. After all, you were in a rough part of the Galaxy.

Medium Security? Six hours per point. Galnet may even keep you in the news for a while if the crime was spectacular in some way.

High Sec? A day per point at minimum. You had the nerve to commit murder under the nose of the cops and managed to escape. Your name and face is gonna be all over galnet for WEEKS...

The game is real time after all folks...
 
If we discuss notoriety here - discussions on this forum show that people really don't know how to embrace anarchies, how to use cool down time. It is though ticket to sell.

I think there should be two things - notoriety as cool down mechanic (current), and something as being infamous that's similar to long term criminal rep. This could create interesting scenarios while in anarchies.
 
I posted this in another thread:

You can go from notoriety 0 up to 10 in 30 minutes, then it takes 10 hours to drop.

I would prefer it if the higher notoriety levels took progressively more effort to achieve, but last longer when you reach them.

Something like this:
NotorietyKills to raise levelTime to drop level
1115 min
2125 min
3230 min
431 hour
551.5 hours
682 hours
7113 hours
8174.5 hours
9257 hours
104010 hours

edit - on reflection, I'd apply one small change tot he above. Clean player kills should each count as about 4 NPC kills. Though, maybe adjust this up or down depending on relative rank.
 
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Powderpanic

Banned
Ha, Notoriety means nothing in this game.

It's just a weak attempt to make people second think about "non-consensual PVP" ( wow i hate that term ).

ATR are cake to escape from every single g time.

Credits fall like rain.

You will never ever ever die in your PVE overload ship or PVP gank ship.

My only issue with Notoriety, is that it doesn't show how much of a space bad butt you are to others!

Also that there is no effect on the crimes you want to commit, not harder more challening missions because you are a known killer.

Zzzz

Powderpanic
The Voice of Griefing
 
I posted this in another thread:

You can go from notoriety 0 up to 10 in 30 minutes, then it takes 10 hours to drop.

I would prefer it if the higher notoriety levels took progressively more effort to achieve, but last longer when you reach them.

Something like this:
Notoriety
Kills to raise level
Time to drop level
1
1
15 min
2
1
25 min
3
2
30 min
4
3
1 hour
5
5
1.5 hours
6
8
2 hours
7
11
3 hours
8
17
4.5 hours
9
25
7 hours
10
40
10 hours

Simple, flexible and acheives the desired result!

+1
 
Notoriety is seriously lame, especially for PvE. Even more doubly especially lame for skimmers. What's the point of having interstellar factors then, if you have the notoriety system in place?
 
Notoriety is seriously lame, especially for PvE. Even more doubly especially lame for skimmers. What's the point of having interstellar factors then, if you have the notoriety system in place?

For clearing bounties, paying fines and remotely cashing in bonds and bounties.
 
Notoriety is seriously lame, especially for PvE. Even more doubly especially lame for skimmers. What's the point of having interstellar factors then, if you have the notoriety system in place?

Nope, it isn't. Also killing skimmers doesn't get you murder bounty so it shouldn't give you notoriety.
 
I posted this in another thread:

You can go from notoriety 0 up to 10 in 30 minutes, then it takes 10 hours to drop.

I would prefer it if the higher notoriety levels took progressively more effort to achieve, but last longer when you reach them.

Something like this:
Notoriety
Kills to raise level
Time to drop level
1
1
15 min
2
1
25 min
3
2
30 min
4
3
1 hour
5
5
1.5 hours
6
8
2 hours
7
11
3 hours
8
17
4.5 hours
9
25
7 hours
10
40
10 hours

Simple, flexible and acheives the desired result!

+1
.
I agree on the simple. The rest is a clear no. Neither is it more flexible than what we have, nor does it achieve anything. Unless the goal is to limit notoriety to PvE only.
.
Keep in mind, one of the goals of notoriety was to get seal-clubbing under control. It already is weak for that in the current implementation. A dedicated seal clubber can still kill several people before ATR response times become any problem. It's not hard to see how many newbies in sidewinders some seal clubbers apparently destroyed per evening, if bringing it down to half a dozen per evening apparently still is a big improvement. After that, he in the current system goes AFK for the night and is ready for another tour of seal clubbing on the next day.
.
With this suggestion given, seal clubbing will be "limited" to destroying a newbie sidewinder in a starting system every 15 minutes. So come again if you think that this achieves the desired result, but be warned doing so could paint you into a corner.
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What notoriety really needs, as already mentioned here, is more gameplay. There's plenty of players around who, despite being active in combat, manage to avoid getting notoriety. Accidents can happen, but having one point of notoriety is not that bad. You just have to stay outside of one or two systems for a limited while, it's not like you can't play any more. Things only get grim when you rack up enough bounties to get a superfaction bounty. If somebody managed to get a superfaction bounty by accident, i urgently want to know how!
.
So yes, for those who are used to the flawed "crime goes completely unpunished" we had before, this now suddenly is sooooo painful and they are in dire risk of dehydration of crying. But outside of that, the punishment side of the new system is mostly fine, i only dislike that you can simply AFK notoriety off. But the real issue is that it currently doesn't add anything but inconvenience for being a criminal.
.
We really need two things:
1. No more AFK-ing notoriety away. Instead, after the two hours (which can also be dropped to one hour) notoriety does not drop but you get the offer for a redemption mission. Complete the mission (which can be as easy as "report to station XY 20 LY away") and your notoriety is reduced by one. Reject the mission (means, you -decide- to be a criminal) and the mission will only be offered again after 48 hours of playtime.
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2. Provide activities which are only available to criminal players. High-pay smuggling missions, extra-hard wing assassination missions with higher pay, etc. So sure, being a criminal would force you operate out of an anarchy system. (And btw, outfitting a ship could be more expencive in anarchy systems, just saying... ) But it would also provide new venues of gameplay.
.
That's what the current crime system actually still needs. We don't need to soften it and to pamper criminals, like so many people here for some reason thing to believe. Instead it should actually add to the game.
 
I just can't get into the notoriety mechanic.
For PvE it does not seem to fit the game, or at least my play style. I have hopes that they will make it a Pilots Federation issues and it will only affect PvP actions.
It just seems too flow breaking to my game session.
 
I posted this in another thread:

You can go from notoriety 0 up to 10 in 30 minutes, then it takes 10 hours to drop.

I would prefer it if the higher notoriety levels took progressively more effort to achieve, but last longer when you reach them.

Something like this:
Notoriety
Kills to raise level
Time to drop level
1
1
15 min
2
1
25 min
3
2
30 min
4
3
1 hour
5
5
1.5 hours
6
8
2 hours
7
11
3 hours
8
17
4.5 hours
9
25
7 hours
10
40
10 hours

I agree, but I'd multiply all durations by 10.
 
What I would like to bring to your attention is that the whole concept of notoriety slowly fading away with game time is illogical in the first place.
What kind of organized society allows homicide to become forgotten within hours of being committed?

I'll say once again: for any sort of justice system to make sense it needs consequences to be unavoidable and severe.
And not in terms of forcing player to wait X amount of time / go X amount of jumps to pay bounties off and re-engage in the killing spree.

Consequences need to be severe and widespread:
- factions on bad terms with hyper-killers should deny them any docking rights; should open fire as soon as player enters station turrets' range; should send enforcement ships as soon as bad person is spotted within system hyperspace, let alone when said person jumps into any sort of lawful real space;
- bounties should not be possible to be payed off by the criminal - they should be galaxy-wide bounties fully claimable by anyone good enough to take such player down;
- even when bounties are paid off, such person should be denied access to systems/stations belonging to factions on bad terms with player; only long work towards regaining said faction's trust should be a viable way of getting back on terms with them (which - in long run - forces any notorious criminals out of secured space and into anarchy systems - which is logical and, frankly, RP-correct).

These are just an example of very simple system based only on reputation with faction in question, instead of twenty odd mathematical variables that are incoherently complicated for the simple job of displaying one's general good/bad attitude. Why does it have to be so overly complicated?

I think it's because it's still much easier than actually addressing a pile of underlying, fundamental issues with the game (like combat logging effectively denying any means of claiming full bounty on notorious criminals (that can just log off, haha); like overly complicated BGS that sticks its nose in every aspect of the game, thus resulting in tiniest change having widespread, unpredictable consequences; like design decisions that allow any bounty to be paid off without consequence, in a game where amassing credits makes any credit-based punishment system negligible, and it mixes up with numerous bugs that put bounties on players when they shouldn't have received one, etc.).
 
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This is my idea for notoriety:

All crimes add to notoriety including smuggling and tresspassing. The amount of notoriety gained depends on the crime. For smuggling, tresspassing, getting caught with stolen goods and assault your notoriety goes up by one. For Pirating you get 2 points added. So 2 crimes of pirating will get you to criminal status quickly. Murder will give you three points of notoriety.

3 points of notoriety are needed to go up in rank. Notoriety is not linked to your bounty but can affect the bounty costs, so even if you pay off your bounty you will still have notoriety. It does decay over time though, but slowly, maybe 1 point (not rank) a day (out of game time, let’s keep it consistent with other timers and decays).

There could be missions that can lower your notoriety (bounty hunting and donation missions come to mind).

Anyone with a notoriety no higher than outlaw can pay off their bounty at the jurisdiction they are wanted at or at interstellar factors at a cost, if scanned they can also be asked to pay off their bounty by law enforcement there and then (via a message) and the stations won’t destroy your ship, if higher then 3 (raider and above), you will need to pay off your bounty at interstellar factors and if scanned, law enforcement and bounty hunters will open fire as will the station, if your notoriety is 8 and above (Pirate and above), you cannot pay off your bounty and the only way to get rid of it is ship destruction by another player or from the security forces/bounty hunters or wait for your bounty to decay and pay at interstellar factors, also you cannot take missions that will reduce your notoriety.

The higher your notoriety the more you will be hassled by police even if you have no bounty.

For smuggling, tresspassing and found with stolen goods there is a soft lock at outlaw. Your notoriety cannot go higher than that.

Notoriety Rank Names:-
1 - Scoundrel
2 - Criminal
3 - Outlaw
4 - Raider
5 - Corsair
6 - Brigand
7 - Buccaneer
8 - Pirate
9 - Pirate Lord
10 - Dread Pirate

Maybe have the ranks open up various activities. Such as if you have a notoriety over three (outlaw), then that opens up gameplay at pirate owned megaships (they have no faction representation) which can be dotted around the bubble. Anyone else will be shot at and won’t be allowed to dock at these places.
 
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verminstar

Banned
Its more annoying than effective and isnt doing anything to reduce the griefing...all its doing is punishing everyone although it is easy enough to deal with. But dealing with it is another time gate of game time, so the reality being its a non functioning mechanic that isnt doing what its supposed to be doing, making everyone suffer, making the percieved grind worse and it all takes time which could be spent doing other stuff.

In short...I dont see the point of notoriety at all...even though I know what the point is supposed to be, but its just not working ^
 
This:



Was posted in a focused feedback thread, so I brought it here.


I agree. 1 hr per cmdr kill is stupid.

I think it should be a day.

Or more.

You committed murder, you think people are going to forget you quickly?

Base it on the security of the system you commit the crime in.

Anarchy? Yeah, Give it an hour or two per point, you barely made the news after all. Stuff like that happens there all the time.

Low Sec? Three perhaps. After all, you were in a rough part of the Galaxy.

Medium Security? Six hours per point. Galnet may even keep you in the news for a while if the crime was spectacular in some way.

High Sec? A day per point at minimum. You had the nerve to commit murder under the nose of the cops and managed to escape. Your name and face is gonna be all over galnet for WEEKS...

The game is real time after all folks...

Pretty much 90% of the Crime & Punishment system was designed to address the "griefing issue". Honestly, what the Devs should have done is improved the Police response time and make them a bit more powerful rather than OP as the ATR. For bounties, they should be reduced significantly for any particular crime except PvP.

Personally, I think bounties should just cap at 5m or so, however the player will have the freedom to set a bounty on the player and that would have no cap. When you set a bounty on a player, basically you lose that amount of money and the bounty hunter receives that money. This I think should resolve the "Bounty Hunting capped at 2m CR because of exploit" issue for good.

All missions are profitable apart from donate missions.

Not really if you compare Mining missions with Massacres. But I guess if you're trying to state that anything above 0 CR is a profit, then you're right.
 
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