Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Dev Update - 30.04.2015
30-04-2015, 12:53 PM
Post: #1
Dev Update - 30.04.2015
Hi everyone,

This week has seen the release of the latest Mac beta build and an accompanying PC build (it’s 1.2.07, the same as the current released game, but running on a different server setup), so even if you don’t have a Mac, and you have beta access, you can help the beta out as we’re focusing on looking for any issues playing between Mac and PC. This is an important step towards the Mac release and is the first time players from different platforms will interact with each other in the Elite: Dangerous universe. As always thanks for the feedback so far, it had been invaluable.

In last week’s Powerplay AMA David mentioned that I would be doing a crime special covering the changes relating to crime in the Powerplay update. We’ve covered a few in previous dev updates, but I’ll collate them all here in one place for easy reference.

Fines will now take seven days before they mature into bounties, so giving you more time to clear them off.

Active bounties are changing so that they are issued by minor factions only, even for systems owned by one of the three major factions. You won’t be able to pay these bounties for seven days. We’ll tweak the friendly fire to be a bit more forgiving and we can balance this number further if needed. We’ll also apply the friendly fire to hits on players in the same way they are for NPCs.

Whenever you commit a new bounty offence in a jurisdiction where you already have an active bounty then the bounty value is increased and the timer reset to seven days. If you gain a fine in the same jurisdiction then the bounty value is increased, but the timer is not reset.

An active bounty is resolved in one of the following ways: Firstly if a ship detects the bounty and destroys you then the bounty is claimed and removed. Secondly if your ship is destroyed, but the bounty is not detected then the following happens: The bounty becomes dormant and can only be detected by authority scans by agents of that jurisdiction and if detected will become an active bounty with a new seven day timer. If a dormant bounty is not detected within seven days then it is removed. If an active bounty is not claimed or made dormant within seven days then it will be cleared.

Note that when a bounty is removed, for whatever reason, it is added as a legacy fine for the same amount and for the same jurisdiction. Legacy fines never expire and are automatically added to the rebuy cost if you restart in a station or outpost owned by that minor faction.

We recently added caps to bounties per jurisdiction. These caps will remain although they do not apply to fines and legacy fines.

During the Powerplay beta we’ll also trial a new crime of ramming at speed within no fire zones. If travelling at over 100 m/s and you collide with another ship within the no fire zone then it will be considered a crime. There has been some vigorous debate on this so it will be interesting to hear peoples’ thoughts on this once it’s in place.

Something we’re looking at a bit futher down the line, but might not make the Powerplay update is the concept of interstellar bounties. These occur when fines and/or bounties for minor factions within a major faction cross a threshold then they are combined into an interstellar bounty. They work in the same way as normal bounties except that the jurisdiction is counted as the whole of the major faction. There will be legacy interstellar fines in a similar way to the legacy fines already described.

One last piece of news for Powerplay before I sign off for this week and that is an improvement to how we cache shaders, especially for celestial objects like planets and stars, which is one of the causes for stutters that have been identified. We’ll continue to investigate other causes.

Thanks!

Michael

Don't underestimate me.

I know more than I say, think more than I speak, and notice more than you realise.

Follow my exploration on http://www.twitch.tv/wishblend

[Image: Forum%20Signiture.jpg]

http://www.alisonlauragoodman.co.uk
Find all posts by this user
Quote this message in a reply
30-04-2015, 01:02 PM
Post: #2
RE: Dev Update - 30.04.2015
Quote Originally Posted by roza3436 View Post

Sorry I am just a little confused. When you say, "You won’t be able to pay these bounties for seven days", does that mean we won't be able to cash in the bounties for seven days or does it mean we cannot pay off our own bounties for 7 days? Thanks for the update anyhow

-----------------

You can't pay off bounties for seven days, you can still claim them immediately.

Michael

--------------

Hello Commander roza3436!

If a bounty is issued against you, you will not be able to pay it off for seven days.

*NINJA'd, bah humbug!*

Ah hah!

Hello Commander JeffRyan!

I think we'll have to wait and see what kind of impact these crime changes have, as they're quite significant. Also, the idea is not to prevent attacks (there is an adversarial element to this game) but to make the consequences appropriate.

Don't underestimate me.

I know more than I say, think more than I speak, and notice more than you realise.

Follow my exploration on http://www.twitch.tv/wishblend

[Image: Forum%20Signiture.jpg]

http://www.alisonlauragoodman.co.uk
Find all posts by this user
Quote this message in a reply
30-04-2015, 03:18 PM
Post: #3
RE: Dev Update - 30.04.2015
I go out for a couple of hours and the comments just explode, this is a quick run down of them.

***************

Originally Posted by xondk View Post

This actually sounds pretty solid, any word on a fix for assassination branching or perhaps 3d over under support?

----------------

The branching should be fixed in the new mission system. There are no changes for 3D support at the moment.

Michael

-----------

Quote Originally Posted by DrSpin View Post

This one is really interesting - presumably the fine cap still applies? If so it's a bit of a shame - I like the idea of a pirate with a 1billion credit bounty getting killed, and finding out that they have a 1billion extra added to the rebuy cost... ;-) Nevertheless, it's a really nice addition I think.

---------------

They could still build up a legacy fine that would then be applied to the rebuy cost in that jurisdiction.

Michael

----------------

Hello Commander DrSpin!

The idea is that the non-expiring fine a criminal is left with after a bounty ends will not be capped, which means they could still rack up enormous bills.

What. The Heck! Again with the Ninja-ring. Gimme' a break Mike, I'm a slow reader!

Ok:

Hello Robert Maynard!

If both ships are moving faster than 100 m p/s then both will have committed the crime, and both will feel the lash of a bounty and starport broadsides.

Hello Commander Sandmann!

With a live game like this, we have to reserve the right to tweak and change if we see something going wrong.

[B][/Hello Commander Schlack!B]

With these crime changes we'll be keeping an eye on all aspects of this game play, including system response.

---------------------

Quote Originally Posted by Poseidal View Post

100 m/s for ramming speed seems rather low.

I think 150 m/s is my standard 'safe' entry speed for the mailslot in my Clipper (haven't docked in a while though, being a few thousand light years away from the nearest station).

-----------------

It'll be trialed in the Powerplay beta and we'll adjust if needed.

Michael

---------------

Originally Posted by Urbanski101 View Post
Bump!!

I have this issue as well....not seen a federation mission since I got the SOL invite which I can't accept or complete as I already have the SOL permit.

FD can you give us an official answer please.....even if it's a "wait for 1.3 when we overhaul the mission system."

Thanks

-------

The naval progression missions are being reworked for the Powerplay update.

Michael

----------

Originally Posted by Tusken View Post
Maybe theres a misunderstanding here, shooting a target that is not scaned fully and thus not yet cleared as wanted also falls under FF to me.

Now there is 0 tollerance for that.

Will this change?

I keep it in mind but in hairy situations it still happends regularly.

-----

If they're targeted then it's not accidental fire.

Michael

------------

Hello Commander Sandmann!

Once you get a bounty issued against you, you will *always* end up with a legacy fine for it - there's not getting away from that.

So:

Bounty is claimed (a ship detects your bounty and destroys your ship) - bounty is removed and replaced with an equal value legacy fine (or a bigger fine if you had capped your bounty value).

Bounty is not claimed (your ship is destroyed without anyone detecting your bounty) - bounty becomes dormant.

Bounty timer expires (you survive without losing your ship for seven days) - bounty is removed and replaced by an equal value legacy fine (or a bigger fine if you had capped your bounty value).

Dormant bounty timer expires (after losing a ship with an active bounty, you then survive seven days with a dormant bounty) - bounty is removed and replaced by an equal value legacy fine (or a bigger fine if you had capped your bounty value).

The legacy fine is expressly to mitigate against exploits as well as to proved consequence.

Sandro Sammarco

-----------

Sandro Sammarco

Hello Commander Aidan Patrick!

The thing to remember about interstellar bounties (when they go live, which will be after 1.3), is that once they become a legacy fine, as they will after seven days of not being added to, the legacy fine will be applicable to *every* starport of the major faction. I'd suggest that this is fairly significant.

---------

Hello Commander Sandmann!

If you have a dormant bounty for a jurisdiction and you are scanned by the cops the dormant bounty will become active and the timer will reset to seven days.

If you are detected committing a fine offence the dormant bounty will become active, the timer will be reset to seven days and the fine will be added to its value.

If you are detected committing a bounty offence the dormant bounty will become active, the timer will be reset to seven days and the new bounty value will be added to it.

In short: if you have a dormant bounty, don't get scanned or detected committing crimes!

---------

Hello Commander PatrickW!

Correct: when a bounty "ends" (it is claimed, ot times out) the criminal is left with a legacy fine which *never* goes away.

The primary function of the KW-scanner is to maximize profits for active bounties. The idea behind dormant bounties is to have a very soft criminal history element. It's certainly a valid suggestion to all KW-scanners to reactivate dormant bounties, but we'd want to chew over the idea, and only after we're confident the crime system changes are working as intended.

Sandro Sammarco

--------

Sandro Sammarco

Hello Commander Sandmann!

Once you get a bounty issued against you, you will *always* end up with a legacy fine for it - there's not getting away from that.

So:

Bounty is claimed (a ship detects your bounty and destroys your ship) - bounty is removed and replaced with an equal value legacy fine (or a bigger fine if you had capped your bounty value).

Bounty is not claimed (your ship is destroyed without anyone detecting your bounty) - bounty becomes dormant.

Bounty timer expires (you survive without losing your ship for seven days) - bounty is removed and replaced by an equal value legacy fine (or a bigger fine if you had capped your bounty value).

Dormant bounty timer expires (after losing a ship with an active bounty, you then survive seven days with a dormant bounty) - bounty is removed and replaced by an equal value legacy fine (or a bigger fine if you had capped your bounty value).

The legacy fine is expressly to mitigate against exploits as well as to proved consequence.

-------------

Sandro Sammarco

Hello Commander Sandmann!

You can't really "get rid" of a legacy fine - you simply pay it or avoid re-spawning at starports where it is valid. It's purely a personal fine that you may have to pay at some point.

-----

Quote Originally Posted by Angus View Post

So those people that beat the customs by forgetting stealth and just scorching in at full speed will have to be careful, right Michael?

----------

Yes we will.

Michael

----------

Sandro Sammarco

Hello Commander RobFisher!

The whole concept behind the crime system is to enable Commanders to be villains and heroes at the same time.

The KW-scanner is the bounty hunter's tool to see through this deception, but even then, it does not provide them with the right to kill a target if it is not wanted locally.


Hello Commander Mad Mike!

You *could* stop playing for a week to avoid being hunted for a bounty, though that's a bit extreme. And regardless, you will end up with a legacy fine to worry about (or not depending on where you travel).

Hello Commander Poseidal!

Yes, once a legacy fine is paid it is removed. It is simply permanent *until* it is paid. Even I'm not that cruel

Hello Commander Silex!

Yes, in essence, you will no longer pay off bounties, you will always be paying fines and legacy fines)

-----------------

Sandro Sammarco Sandro

Hello Commander Mephane!

Interstellar bounties will hopefully answer the issue of consequence across major factions: when you have annoyed enough Federal minor factions, your criminal status will be upgraded to cover the entire Federation. Only now there will be better pacing (no more insta-Federal bounties).

Don't underestimate me.

I know more than I say, think more than I speak, and notice more than you realise.

Follow my exploration on http://www.twitch.tv/wishblend

[Image: Forum%20Signiture.jpg]

http://www.alisonlauragoodman.co.uk
Find all posts by this user
Quote this message in a reply
30-04-2015, 09:36 PM
Post: #4
RE: Dev Update - 30.04.2015
Sandro Sammarco
Hello Commanders!

I haven't managed to get to the end of this thread yet, but here are a few responses to issues that have been raised:

Ramming is a bounty offence, not a fine. If it was a fine, it would not be a real consequence to boost-ramming, as you could destroy ships then pay off the fine straight away. It's tough, though no tougher than other starport offences.

The 100 m p/s liability limit is *may* change. Whatever limit we have, we want to ensure that it's not possible to destroy a stock sidewinder travelling under it.

When interstellar bounties arrive - they will trigger based on a credit value threshold for all bounties and fines added together for minor factions associated with a major faction.

We'll hopefully make the docking computer immune from the ramming crime, allowing it to retain its current speeds.

We will be looking to make sure that turrets don't trigger crimes by attacking innocent/un-scanned vessels.

Basic scans *should definitely* be shared among a wing, as long as both ships were present when the target was scanned. If this is not happening it is a bug and should be ticketed.

EDProtestgoat: I'll need to check with some clever coder folk on this, but I'm hopeful that we can have this crime not squawked with "don't report crimes against me": as long as all participants use this functionality then they would be safe to race near each other - though hitting spectators would still trigger the crime.


Hope these nuggets help.

Don't underestimate me.

I know more than I say, think more than I speak, and notice more than you realise.

Follow my exploration on http://www.twitch.tv/wishblend

[Image: Forum%20Signiture.jpg]

http://www.alisonlauragoodman.co.uk
Find all posts by this user
Quote this message in a reply
Post Reply 



Forum Jump:


User(s) browsing this thread:

Contact Us | The First Great Expedition | Return to Top | Return to Content | Light (Archive) Mode | RSS Syndication