General Showing criminals at the jump.

What is fame? It is the mark of a criminal known to the entire galaxy.
When I jump into a system, I see the status of the system, whether it is hostile or allied, whether I am wanted there or not.
Why not show at once that there are people with fame.
I can think about the jump and choose a different route, cancel the jump.

Also as an addition it is not bad that inside the system in the super cruise such a ship immediately stands out. Lilac (like where key 4 shows fame is lilac) square.
 
If you want to avoid people with notoriety play in private, problem solved
Sorry for my insistence, but did I get it right ? This simple suggestion completely solves the problem of ganking in the open game and will help increase the number of people in the open game.
 
Sorry for my insistence, but did I get it right ? This simple suggestion completely solves the problem of ganking in the open game and will help increase the number of people in the open game.

There isnt actually a problem. Its an incredibly overblown issue if you take a little bit of time to learn the game.

Note that i dont mind if your suggestion is implemented, i dont really see the harm.. but dont see the need either.
 
How would you be able (logically) to tell who's in a system without being in it?

Also, a lot of players don't want other CMDRs to know where they are. I certainly don't.
 
Sorry for my insistence, but did I get it right ? This simple suggestion completely solves the problem of ganking in the open game and will help increase the number of people in the open game.
I fail to see how this would practically work....


You have a mission trying to deliver stuff to HardToReachStation in GankFest101, no indication about any dangerous CMDRs in the system, so you jump...

So now any potential dangerous player could do any of the following

  • Mode swap. They are in the systm, but in Private/Solo mode, and now they want to go looking for others, so they relogg into Open.
  • They where logged out, and just decide to login, and they where already in the system, you jumped to.
  • They where in a neighbouring system, and decided just decided to travel to your system


And we have not even started to consider how instancing work in this game.


A potential dangerous players is sitting at a station, conflict zone, settlement, mining location, so that is all different instances than what the super cruise instance is. Should that player be shown to be present in the system? Because you are unlikely to encounter this player..
We have then not even started to consider block list, and how that affects instancing. Because if you jump into a system, and have blocked the player that is present, you will not instance with that player. So if that player is present and shown that a potential dangerous player are in the system, then you would get a false warning.


So I do not see how this system ever can work as you want it to, it will be filled with some many if's and but's that makes it more or less worthless. and what would the most likely course action be on your part, if a potential dangerous players is a in a system you want(/need) to travel to? Like you have a cargo delivery mission, want to visit and engineer, etc, etc, wait for the other player to leave? Try to that approach if you want to attend a community goal in Open.... So the obvious action you will do is, is what you already can do to avoid potential dangerous players, play in Solo or Group mode.



Showing players differently on the radar, would that really change anything? as any player is a potential threat, regardless if they are lilac or not normal colour.
 
that's what the kill scanner for! to check weather the commander is warranty or not. You can't see into the future so why see in star systems ahead.
 
I fail to see how this would practically work....


You have a mission trying to deliver stuff to HardToReachStation in GankFest101, no indication about any dangerous CMDRs in the system, so you jump...

So now any potential dangerous player could do any of the following

  • Mode swap. They are in the systm, but in Private/Solo mode, and now they want to go looking for others, so they relogg into Open.
  • They where logged out, and just decide to login, and they where already in the system, you jumped to.
  • They where in a neighbouring system, and decided just decided to travel to your system


And we have not even started to consider how instancing work in this game.


A potential dangerous players is sitting at a station, conflict zone, settlement, mining location, so that is all different instances than what the super cruise instance is. Should that player be shown to be present in the system? Because you are unlikely to encounter this player..
We have then not even started to consider block list, and how that affects instancing. Because if you jump into a system, and have blocked the player that is present, you will not instance with that player. So if that player is present and shown that a potential dangerous player are in the system, then you would get a false warning.


So I do not see how this system ever can work as you want it to, it will be filled with some many if's and but's that makes it more or less worthless. and what would the most likely course action be on your part, if a potential dangerous players is a in a system you want(/need) to travel to? Like you have a cargo delivery mission, want to visit and engineer, etc, etc, wait for the other player to leave? Try to that approach if you want to attend a community goal in Open.... So the obvious action you will do is, is what you already can do to avoid potential dangerous players, play in Solo or Group mode.



Showing players differently on the radar, would that really change anything? as any player is a potential threat, regardless if they are lilac or not normal colour.
Thank you very much for your reply.
This is not my native language and I use a translator and may not have got it right.

Why are we shown that I am wanted there? Is it anarchy or a hostile power? When they show me players with bad reputations I'll be ready.
I, can even cancel the jump and when such players appear in my system I can quickly jump out of it.
Why is bad reputations immediately known throughout the galaxy ? Why is it obvious to everyone?
 
A lot of people who carry notoriety around are BGS players. PvE is the main source of notoriety points, meaning many systems would be flagged as containing 'dangerous players' without actually having any PvP players in, and as such would quickly be viewed as unreliable, tbh. Going by Inara's PvP murder report is a much more useful indicator.

People constantly make the mistake of thinking notoriety has anything directly to do with PvP, when it was primarily implemented to prevent PvE cop murder farming.
 
A lot of people who carry notoriety around are BGS players. PvE is the main source of notoriety points, meaning many systems would be flagged as containing 'dangerous players' without actually having any PvP players in, and as such would quickly be viewed as unreliable, tbh. Going by Inara's PvP murder report is a much more useful indicator.

People constantly make the mistake of thinking notoriety has anything directly to do with PvP, when it was primarily implemented to prevent PvE cop murder farming.
1. inara is a alien site, nothing in the game can be based on it. A lot of people may not put their logs on it at all so it can't be considered.
2. As far as I remember the bad reputation was created just for PvP, but even if I earn these points by accident I try to sit out at the station and not draw attention to myself.
The perpetrator has to hide.
3.If someone in BGS earns a bad reputation is his business, showing a criminal does not mean that you can not go near him and kill him.

Sorry, but your arguments only helped me to strengthen my case.
 
Just going to paste this old suggestion in here. Instead of flagging notorious players up for everyone, it's just reflected in the normal IFF if you've signed up to assist system security, which is only possible in places where CMDRs are murdering other CMDRs.

 
Just going to paste this old suggestion in here. Instead of flagging notorious players up for everyone, it's just reflected in the normal IFF if you've signed up to assist system security, which is only possible in places where CMDRs are murdering other CMDRs.

I'm not suggesting that people with bad reputations should be made worse off, I just want them to be better known.
 
As far as I remember the bad reputation was created just for PvP
Source: https://gaming.youtube.com/watch?v=4ocPr8DlBQs&t=47m24s


It wasn't*. As a BGS and PvP player I can tell you I sit at 10 notoriety pretty much constantly as a result of the former and rarely accrue points as a result of the latter (sparse playerbase, wakes and logs, most PvP happens consensually with crimes off, etc etc.), Same for hundreds of players I know and fly with. Now with Odyssey the game actively incentivises murdering NPCs on foot, so even a casual player is likely to accrue some notoriety without necessarily even being aware of it.

And yes, Inara is outside the game, I wasn't suggesting it as an alternative, I was trying to point out that the statistic to focus on should be PKs if the issue you care about is PKing. Notoriety is only incidentally a factor (and a minor one) when it comes to PvP... The belief that gankers care about notoriety as well as the belief that notoriety is purely a ganker's disease is a collective delusion.

* Also, frankly Fdev's original intention is moot, how it works now in practice is what matters.
 
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Source: https://gaming.youtube.com/watch?v=4ocPr8DlBQs&t=47m24s


It wasn't*. As a BGS and PvP player I can tell you I sit at 10 notoriety pretty much constantly as a result of the former and rarely accrue points as a result of the latter (sparse playerbase, wakes and logs, most PvP happens consensually with crimes off, etc etc.), Same for hundreds of players I know and fly with. Now with Odyssey the game actively incentivises murdering NPCs on foot, so even a casual player is likely to accrue some notoriety without necessarily even being aware of it.

And yes, Inara is outside the game, I wasn't suggesting it as an alternative, I was trying to point out that the statistic to focus on should be PKs if the issue you care about is PKing. Notoriety is only incidentally a factor (and a minor one) when it comes to PvP... The belief that gankers care about notoriety as well as the belief that notoriety is purely a ganker's disease is a collective delusion.

* Also, frankly Fdev's original intention is moot, how it works now in practice is what matters.
Am I suggesting that players with bad reputations be punished?
If you kill even PvE peaceful people you still kill and tell everyone about it.
Guess three times why I fly into a conflict zone kill and do not get bad reputation?
Why do I play for the force killing others and do not get bad rep?
I think you need to stick to the rules of the game that the developers have conceived and not to play by their own rules.
 
I think you need to stick to the rules of the game that the developers have conceived and not to play by their own rules.

Surely you are the one trying to change the game to better suit you? Why don't you play the game the way the game is made and not try to change the game to play how you want?
 
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