PvP The new era comes: Notoriety now decays whilst the player is docked

It allows to freely introduce emergent gameplay element into lives of other cmdrs at least once(1) a day, sometimes twice(2), or in some scenarios (3) even multiple times per day!

1) being completely unsuspicious and attacking from clean and not wanted ship :-o
2) as above, if you play more then 2hrs per day
3) if subsequent gank^H^H^H piracy acts, are from a wanted ship :->
 

The Replicated Man

T
People are going to be hogging landing pads in open even more now :(
 
I wish there was a switch to prevent notoriety from decaying. Real pirates want notoriety!

"[Blackbeard] was a shrewd and calculating leader who spurned the use of force, relying instead on his fearsome image to elicit the response that he desired from those whom he robbed." ~ Wikipedia
 
Doesnt really make difference.

Before, buy a sidewinder, slap on some fuel tanks, and fly off into space while AFK, self destruct when you come back to the game.

Or just boost, make sure FA is off, then shut down every module except life support. No CMDR will ever find you and if you are in anything that's remotely fast, NPCs won't keep up enough to shoot, even if they do drop in.
 
Now what we need is (a) Notoriety of 5 or above *never* decays-except by being "Brought to Book" or via doing charitable works over a sufficient time period; (b) Crimes other than murder giving players notoriety (though only fractions of a point per crime); (c) split notoriety up into Federal, Imperial, Alliance & Independent; (d) give notoriety a named "rank" for each level.....to make commanders with notoriety feel "bad@$$"; (e) give notoriety special in-game effects that impact your interactions with NPC's (e.g. getting NPC traders to give up their cargo when threatened), your relations with Anarchy Factions & access/payouts from Black Markets.

Then some players might not *want* their notoriety to decay!
 

Powderpanic

Banned
Doesnt really make difference.

Before, buy a sidewinder, slap on some fuel tanks, and fly off into space while AFK, self destruct when you come back to the game.

I did the same with my FDL, turned everything off including FAO. Flew in a spinning line, in an instance and then jumped back to the station.

I only did it once to see if would work and it did. Then i realised that ATR are a total non issue anyway and just carried on with my life

Powerpanic
The Voice of Griefing
 
I wish there was a switch to prevent notoriety from decaying. Real pirates want notoriety!

"[Blackbeard] was a shrewd and calculating leader who spurned the use of force, relying instead on his fearsome image to elicit the response that he desired from those whom he robbed." ~ Wikipedia

You know, i want notoriety to work.
It holds no benefit, nothing,
no one trembles in fear and submits.

I did the same with my FDL, turned everything off including FAO. Flew in a spinning line, in an instance and then jumped back to the station.

I only did it once to see if would work and it did. Then i realised that ATR are a total non issue anyway and just carried on with my life

Powerpanic
The Voice of Griefing

ATR are a joke.
Was murdering ships for the BGS yesterday on notoriety 10 in high sec.
ATR came after each third murder per time entering the system.

Kill 2, jump, return, kill 2 , rinse repeat.

It didn't help being in fed space, i really had to laugh everytime:
[video=youtube;tHDLFk5WUJE]https://www.youtube.com/watch?v=tHDLFk5WUJE[/video]
 
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Notoriety is the typical example of bad game mechanic choice. Serve no purpose except discouraging people to play the game.

Consequences are only focused on punishment based on limiting players access to game functionalities without offering any reward opportunities or new functionalities.

Gank - afk decay - gank - afk decay - switch modules to a new ship to avoid bounty - gank - afk decay - gank...
 
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Achilles7

Banned
Notoriety is the typical example of bad game mechanic choice. Serve no purpose except discouraging people to play the game.

Consequences are only focused on punishment based on limiting players access to game functionalities without offering any reward opportunities or new functionalities.

Gank - afk decay - gank - afk decay - switch modules to a new ship to avoid bounty - gank - afk decay - gank...

'One dimensional perspective...that might be the case from your playstyle POV! This C&P feature discourages the nihilistic, lobotomised chimps (aka everyone at the CG in FDLs last night [big grin]) from killing cmdrs indiscriminately, certainly & subsequently, might therefore encourage a "care bear" (terminology used by the aforementioned chimps to refer to any players with three digit IQs, I believe?) or two back to the game, as a result.

Incidentally, I thought I heard someone calling out your forum name just now

...'turns out it was just my cat coughing up a furball :|
 
Notoriety is the typical example of bad game mechanic choice. Serve no purpose except discouraging people to play the game.

Consequences are only focused on punishment based on limiting players access to game functionalities without offering any reward opportunities or new functionalities.
Yeah, it's really odd random murder isn't rewarded.

People claim: I roleplay a terrorist, I roleplay a serial killer, I roleplay a psychopath. And then they go: why am I not being rewarded? Boggles the mind doesn't it?
 
'One dimensional perspective...that might be the case from your playstyle POV! This C&P feature discourages the nihilistic, lobotomised chimps (aka everyone at the CG in FDLs last night [big grin]) from killing cmdrs indiscriminately [sniped]

Oh the irony... How can people be so clueless about how this game works ? Are you aware that notoriety also applies for PvE activities or are you stuck in a unique dimensional perspective ?
Do you know what happens when lobotomised chimps without any trigger discipline got a bounty for killing a smarter AI ? (Say hi to your cat)

Notoriety slightly discourages Seal clubbing noobwinder using a big ship and organic PvP. In reality, it encourages ganking braindead players using specific ganking loadout (low rebuy but high dps in order to avoid consequences).

Yeah, it's really odd random murder isn't rewarded.
Yes it is.

People claim: I roleplay a terrorist, I roleplay a serial killer, I roleplay a psychopath. And then they go: why am I not being rewarded? Boggles the mind doesn't it?
And others claim they got destroyed for no reason while asking for the reason they got destroyed. And then they go : it is not because you can play the way you want within the framework of the game rules that you should! Boggles the mind even more, doesn't it ?
 
Yes it is.
What kind of added reward would you like to see for random murder?

And others claim they got destroyed for no reason while asking for the reason they got destroyed. And then they go : it is not because you can play the way you want within the framework of the game rules that you should! Boggles the mind even more, doesn't it ?
As much I'd say.

If you're happy being as reasonable as those guys, whatever floats your boat :)
 
What kind of added reward would you like to see for random murder?

We already talked about it. In short, added reward would be Cr - mats/data or influence but it is more than that because regarding PvP aspect, this could be easily exploited.

The most important is, imho, making criminal activities (piracy, assassination, smuggling etc...) meaningful and engaging where, as an example, notoriety could be used as a multiplier : the more you have the better are rewards but harder are consequences and risks to get caught. System security should mean smth, being a criminal as well.
I think it is the same for any other activity in the game. A lot of elements are already present but lacks of gameplay mechanics and functionalities.
I am 100% sure you have plenty of ideas to make exploration gameplay more meaningful and more engaging with new mechanics/functionalities (probing/scouting caves or canyons or underwater, new and specific astronomical stuff etc...)
 
We already talked about it. In short, added reward would be Cr - mats/data or influence but it is more than that because regarding PvP aspect, this could be easily exploited.

The most important is, imho, making criminal activities (piracy, assassination, smuggling etc...) meaningful and engaging where, as an example, notoriety could be used as a multiplier : the more you have the better are rewards but harder are consequences and risks to get caught. System security should mean smth, being a criminal as well.
I think it is the same for any other activity in the game. A lot of elements are already present but lacks of gameplay mechanics and functionalities.
I am 100% sure you have plenty of ideas to make exploration gameplay more meaningful and more engaging with new mechanics/functionalities (probing/scouting caves or canyons or underwater, new and specific astronomical stuff etc...)
I'm all for creating good content for criminal lifestyles, and make them viable career choices. Even to the point that anarchy systems to them would be like high security systems to lawful players.

But that's not what we were talking about. We were talking about rewards for those who just go on murder sprees for the hell of it. Those who label themselves terrorist, psychopath, serial killers.

edit: Wrong, I was reacting to Pouty Pancake about that. I think I got some messages crossed there. Pologies for the confusion [ugh]
 
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We already talked about it. In short, added reward would be Cr - mats/data or influence but it is more than that because regarding PvP aspect, this could be easily exploited.

The most important is, imho, making criminal activities (piracy, assassination, smuggling etc...) meaningful and engaging where, as an example, notoriety could be used as a multiplier : the more you have the better are rewards but harder are consequences and risks to get caught. System security should mean smth, being a criminal as well.
I think it is the same for any other activity in the game. A lot of elements are already present but lacks of gameplay mechanics and functionalities.
I am 100% sure you have plenty of ideas to make exploration gameplay more meaningful and more engaging with new mechanics/functionalities (probing/scouting caves or canyons or underwater, new and specific astronomical stuff etc...)

You make a good point here, half the fun of an open ended game is being a baddie. Having mats drop from a player as well as NPCs is a design choice that could be implemented just as it is with the NPCs themselves. Have nothing drop from Harmless, if you kill me (non-newbie in an engineered ship) you pick up something consummate with the effort involved. So if I put up a decent fight for 20 minutes you get some G5 mats, if I just fall over with incompetence you get a few G1s.

Arguably it could work, I would play in that environment, but there are downsides too and that's a design decision based on where FDev want the game to go. I suppose it's the kind of thing that could happen with opt-in PvP type mechanisms.
 
Having mats drop from a player as well as NPCs is a design choice that could be implemented just as it is with the NPCs themselves. Have nothing drop from Harmless, if you kill me (non-newbie in an engineered ship) you pick up something consummate with the effort involved. So if I put up a decent fight for 20 minutes you get some G5 mats, if I just fall over with incompetence you get a few G1s.

The materials should depend on what the ship is made out of, not how it's flown.

Of course, there would also need to be increased insurance costs for engineered modules to prevent people from simply farming each other's ships for materials...as it's often faster to make tens of millions of cr than it is to find a single high-grade emission.
 
Notoriety should make more of a difference:

High notoriety makes NPC traders wet themselves in fear and drop cargo almost instantly (along with a "OMG its *playernamehere* type stuff).

Security should broadcast "this is a general warning to all traffic- *playernamehere* has been seen in system...do not approach as considered highly dangerous".

Certain mission types should *only* appear if you are wanted or have a notoriety of a certain level.

ATR should chase you about in SC and pop up at unwelcome times.

Bounty hunters need to scale better. If I'm notoriety 1 only tin foil G1 modded Eagles should be after me. At notoriety 10 in my G5 DeathBuggy the bounty hunters should be also equipped with G5 boomsticks and fly threatening ships.

Black market prices should scale with notoriety- if you are 'hot' they are low, while if your nose is clean black markets offer much, much higher prices (like 10x what they are now).

In low or anarchy sec levels having a high notoriety wards off low level sec or combat ships- "I'm not crazy enough to fight *playernamehere*" stuff.

When you hit notoriety level 10 (i.e. normal) the popo need to start laying traps for you in POIs, like honey traps (in essence the popo equivalent of pirate ambushes) and the player has to escape like the crim he is.

ATR deaths need to supercharge your notoriety, and also count towards the BGS.
 
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