Notoriety Cool Off

They say Notoriety decreases at a rate of one point per every hour of active game play. What defines active game play? I have been sitting in a station in a low sec system, waiting to pay off my bounty (killed a civilian while bounty hunting in my new Chieftain because I'm not great with leading my targets), and it's been over an hour and the notoriety still says 1. I have been looking at the mission board, checking things out on the galaxy map, listening to GalNet, screwing around in a remote workshop. Do I actually have to go out and fly around for a fre@k!ng hour?

If so, that's idiotic. It's like someone getting arrested for disturbing the peace, and they decide they want to go to the station and do their hour of community service, but the cops say "No, you have to go out and drive around for an hour through gang territory with your stereo blasting. Good luck."

If I know the game, every system I enter will instantly have an NPC waiting to interdict me the minute I get close to a station, and so what, I'm supposed to just hop from star to star for an hour?

What gives?
 
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I believe it is 2 hours of active gameplay for Notoriety Decay, and it doesn't fully reset down until an instance change takes place (i.e. leave station, go to SuperCruise, return back to port, request and dock) and upon re-docking Notoriety should be down to 0.

YMMV, and I cannot be sure as I haven't gone afoul of the authorities in the new system yet...

Hope this helps
 
I believe it is 2 hours of active gameplay for Notoriety Decay, and it doesn't fully reset down until an instance change takes place (i.e. leave station, go to SuperCruise, return back to port, request and dock) and upon re-docking Notoriety should be down to 0.

YMMV, and I cannot be sure as I haven't gone afoul of the authorities in the new system yet...

Hope this helps

http://elite-dangerous.wikia.com/wiki/Notoriety

Notoriety is measured from 0 to 10, with pilots gaining one point for each murder they commit. There are two ways to reduce Notoriety. First, if a criminal pilot is defeated while one of their bounties has been detected, they will respawn at a nearby Detention Centre with a clean slate after being forced to pay off all of their accumulated bounties in addition to their ship rebuy costs. Second, a criminal pilot can simply avoid system security scans and bounty hunters and wait, since Notoriety will decay on its own at the rate of one point every hour. (emphasis mine)

It's been over two hours now, anyway. I'm going to do the Hutton Run, because if ED is making me do pointless busy work, it's going to be really pointless.
 
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.


Never trust Wikipedia when the true facts are available from the Devs directly.

 


Never trust Wikipedia when the true facts are available from the Devs directly.


Excellent point. However, it has been three hours now, and that s#!t's still sticking. If it's not gone after tomorrow's session, I'm putting in a ticket.
 
Were I you, I would go ahead and put in a ticket now. That way the situation can be clarified and rectified within the context of either this or, at worst, your next play session.
 
(killed a civilian while bounty hunting in my new Chieftain because I'm not great with leading my targets)

Ok, I understand peppering someone a few times.
But how do you kill someone on accident?

It's a little closer to getting arrested for murdering someone then disturbing the peace. No ?
 
A true criminal would never pay off a fine/bounty. My murder vessel wears it's bounty with pride, heh heh.

I never said I was a true criminal. In fact, my CMDR doesn't kill unless it is the only solution. I'm an explorer, not a murderer (well, except when it happens by accident).

(killed a civilian while bounty hunting in my new Chieftain because I'm not great with leading my targets)

Ok, I understand peppering someone a few times.
But how do you kill someone on accident?

Lucky shot? I dunno, I fired the Plasma thingee and one of the ships near my intended target went boom.

It's a little closer to getting arrested for murdering someone then disturbing the peace. No ?

Well, yeah, but they don't tell you to go cool off for just an hour after you've killed someone (umm, I only know this because of a friend). It's like your lawyer said "O.K., you've killed someone, rather than stay at the police station and wait patiently to serve your sentence, go travel for a while." It is counter-intuitive. I wanted to stay off the radar, wait patiently and pay off the bounty, but the game seems to want me to be constantly active out in the galaxy rather than repentantly waiting to pay off my bounty. That's DUMB. I get why they don't let the clock run when you exit the game, but I was in the game for over three hours, doing pointless busy work (call it community service, I guess) but my point is that the game devs themselves said it's two hours per point, and I had to shuffle paperwork for over three hours, and now I STILL can't pay off the bounty.

Go prospecting in the SRV to collect materials while you're waiting. It's pretty safe as long as you don't do it in the system where you're wanted.

Ugh, I don't know how people can tolerate this activity. My SRV can only hold two units of cargo at a time, and then I have to go back and upload that cargo at the ship. Is there another way to do this that doesn't involve mind-numbing tedium?!

ICK. Ignore that, I realize now you mean materials, not cargo. The materials don't count against space in your SRV.
 
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(Logged out, logged back in, was able to pay off bounty.)

TL;DR I give the notoriety cool off function one star out of a possible 400 million.
 
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http://elite-dangerous.wikia.com/wiki/Notoriety

Notoriety is measured from 0 to 10, with pilots gaining one point for each murder they commit. There are two ways to reduce Notoriety. First, if a criminal pilot is defeated while one of their bounties has been detected, they will respawn at a nearby Detention Centre with a clean slate after being forced to pay off all of their accumulated bounties in addition to their ship rebuy costs. Second, a criminal pilot can simply avoid system security scans and bounty hunters and wait, since Notoriety will decay on its own at the rate of one point every hour. (emphasis mine)

It's been over two hours now, anyway. I'm going to do the Hutton Run, because if ED is making me do pointless busy work, it's going to be really pointless.

This is incorrect and not surprising since it was pulled from a wiki page. Murder is 2 points. I know for a fact as I murdered an eagle yesterday and received 2 points.
 
Same here, 1 point for murder and several hours later, after system jump and supercruise, notoriety is still sitting at 1.

But looking this morning, some 12 hours later, notoriety had finally dropped to zero so I could pay off the bounty.
 
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Hours and hours later mine is stuck at 2 Logged out in out in out in , supercruised, loitered around stations for hours nothing still stuck at 2 so as far as im concerned it doesnt decay, or the game hates me.
 
I accidentally popped an Adder in my Federal Corvette while fighting a Federal Assault Ship. These overcharged 4A beam lasers are absolutely horrific.
They take a ton of distributor power, but I can literally wipe out an Anaconda in 5-9 seconds. I think the Adder got somewhere behind the conda
and got grazed for a few seconds and boom gone. Now I'm waiting for the damn wanted notoriety to clear too. Going to have to be careful with these lasers.
 
Guys, there is another factor here that nobody mentioned in this thread!
An extremely stupid and totally moronic factor!

This: I shoot the bad guy. But a bullet strikes an unintended target.
You go about your business! As you do.
The game background continues! As it does.
That NPC gets killed by the cops or another pilot and hey ho! You get a murder rap. Stupid, moronic programming.
I know this happens, because It happened to me just now, probably the severalist time.
I know that twice during game play, in the game instance, no other ship was destroyed until well after I boosted to re-arm or whatever. Meaning, that FDev allows a murder rap to be attached to your ship even if you have left the instance.

Bit like FDev programming an NPC boosting into a mail slot and bouncing off you hull so you get the fine, not the NPC.
Last week I was leaving the slot and an NPC came in on the wrong side. I got a fine. I checked by turning around on the outside and yeah, he was on the wrong side.

Grind your teeth and suck it up. It is still a great game.
 
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