As we continue growing closer to Alpha 3.11, teams are putting the final touches on their work that you’ll be able to see in the ‘verse come patch day. We wanted to take the opportunity to highlight some of the polish and bug fixing work we’re doing that doesn’t necessarily result in a card on the Roadmap.
It’s been great watching everyone interact with the Law System in the past couple updates, and we’re excited to let you know that we’re going to be making a good amount of improvements and fixes to the system in Alpha 3.11 in line with your feedback. We wanted to give you a sneak peak of what’s to come and explain some of our reasons for making the changes, so we caught up with Luke Pressley and the design team to break it down:
- Players attacked by any NPC or player valid to arrest them should have a start/reset arrest timer started on them. If the player then dies by any means whilst this timer is active, they will be arrested. This timer is ended should the player manage to quantum travel, and will be between one and three minutes, extended by level of engagement with the NPC. This is to get around the unfairness of being arrested simply because an actor valid to arrest you is nearby as now that actor would have had to have attacked you recently.
- Players are now briefly offered the option to press charges/forgive on crimes committed against them. This is defaulted to press charges for crime committed by non-party members and defaulted to forgive for party members should the notification be ignored. This allows player lured into a party only to be killed to press charges after the fact. Organizers of massive PVP battles, this change is for you too! Assuming all parties involved are willing to forgive offenses, you can duke it out without the fear of a Crimestat ruining the fun. We’ll be keeping a close eye on this particular change to see how we can improve it based on how you use it in the PU.
- We have converted the indirect killing of players from homicide to the lesser crime of manslaughter in some cases. This includes crushing players with a vehicle, killing via triggering an explosion such as an explosive barrel or a ship-self-destruct. We have also made it manslaughter for every kill aboard a ship other than the pilot.
- Locking a missile on a ship will now count as hostility and allow that ship to attack you in self-defense. It will cause AI to attack and trigger an “Assaulting an Officer of the Law” infraction if done to law enforcement. This feature will be developed in line with future changes to the missile locking system.
- Quantum snaring now only gives the player an infraction should they snare a ship and it will give one for every ship snared. Previously it would give an infraction the moment the device was enabled.
- Quantum dampening an actor the player has the right to arrest should no longer be a crime.
- Players should no longer be able to avoid security scans by getting out of their seat.
- We have fixed several ATC/pad loitering and impounding bugs to ensure the experience is more reliable and consistent.
- Pad ramming will now be ignored as a crime if committed by a party member. This is mainly to not punish party members for small bumps along the way. You’ll still be able to give a party member a crime stat if the pad ramming is so severe it ends with your death or ship destruction.
Hope you enjoyed this look into some of the changes coming in the upcoming patch! While we can’t promise a regular schedule for these types of updates, we’ll be following up with other teams in the coming weeks to see what additional 3.11 fixes and improvements we’re able and ready to share early with y’all, so stay tuned!
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