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Jim Steele
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Posted - 2005.12.16 14:38:00 -
[1]
Edited by: Jim Steele on 16/12/2005 14:43:03
So let me get this right,
If i have a bounty and a full set of implants all i need to do is switch to a implant free clone, get an alt, pod myself and viola free isk..
seems a tad like an exploit to me.
Author of "The Apoc Guide" |
Vishnej
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Posted - 2005.12.16 14:40:00 -
[2]
Edited by: Vishnej on 16/12/2005 14:42:53 Now the bounties(and your exploit, which is hard to deal with as long as people have friends and multiple accounts) works equally well on implanted and implant-free characters.
I expect in Kali you'll be able to put out a contract on someone's life, for a certain group of people (IE, a merc corp). The whole player mission system right now is pretty screwed up - courier, escrow, bounty. ---------------------------- T2 Destroyers: a proposal Requested Changes: An alphabet's worth |
Fester Addams
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Posted - 2005.12.16 14:43:00 -
[3]
The free isk comes from the bounty.
As was the bounty had to be higher than the implant costs to clear you a profit but as he can get himself a spare clone without implants to die in he will now be able to keep the implants.
I sincerely hope the devs have considered this and agree with Mr Steele that it needs clarification and possible alteration.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's
kieron Community Manager, EVE Online |
Ravenal
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Posted - 2005.12.16 14:43:00 -
[4]
thought you meant the "other" new clones...
without updating my clone, it all of the sudden holds 61 million skillpoints... . Ravenal - Fate is what you make of it. |
Baldour Ngarr
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Posted - 2005.12.16 14:45:00 -
[5]
Originally by: Fester Addams The free isk comes from the bounty.
As was the bounty had to be higher than the implant costs to clear you a profit but as he can get himself a spare clone without implants to die in he will now be able to keep the implants.
I sincerely hope the devs have considered this and agree with Mr Steele that it needs clarification and possible alteration.
No more than it ever did. It's always been possible to collect your own bounty by getting a friend/second account to kill you. The difference is only about whether or not you have implants, which is very much a side-issue.
"I tried strip mining, but I lost, and it's cold flying around in space naked." |
Jim Steele
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Posted - 2005.12.16 14:46:00 -
[6]
yeah you are right, this is why i dont add bountys, again i do think some changes to the system are needed and it would be cool if locator agents were a bit quicker, like
Some people i know actually add their own bountys to themselfs since they want to get on bulitin boards. A bit lame to me but the bounty system does need some love imho.
Author of "The Apoc Guide" |
Rells
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Posted - 2005.12.16 14:46:00 -
[7]
Implant insurance 4tw
◄ I must not fear. ◄ Fear is the mind-killer. ◄ Fear is the little death that brings total obliteration. ◄ -- Paul Atreides
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Fester Addams
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Posted - 2005.12.16 15:00:00 -
[8]
Originally by: Baldour Ngarr
Originally by: Fester Addams The free isk comes from the bounty.
As was the bounty had to be higher than the implant costs to clear you a profit but as he can get himself a spare clone without implants to die in he will now be able to keep the implants.
I sincerely hope the devs have considered this and agree with Mr Steele that it needs clarification and possible alteration.
No more than it ever did. It's always been possible to collect your own bounty by getting a friend/second account to kill you. The difference is only about whether or not you have implants, which is very much a side-issue.
Side issue?
Lets say player X has 500mil worth of implants and a 200mil bounty on his head.
In the old system he could collect his own bounty but it would in reality put him back 300mil plus the price of the clone.
Under the new system you could theoretically buy a new clone, hop into it, collect the 200mil bounty ending upp in your clone with 500mil worth of implants netting you a profit of 200mil minus the clone cost.
Now if that 500mil -2x clone cost is a side issue (the difference between the two situations) then please could you transfer a side issue lump of isk into my account?
Lets round it off to 450mil and not bother about wich clone is involved.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's
kieron Community Manager, EVE Online |
Vishnej
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Posted - 2005.12.16 15:03:00 -
[9]
In the old system, you didn't know if the person you were bountying had implants or not - from the bountyer's perspective, nothing's changed, the target can still redeem the bounty if they want. ---------------------------- T2 Destroyers: a proposal Requested Changes: An alphabet's worth |
Rod Blaine
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Posted - 2005.12.16 15:04:00 -
[10]
Originally by: Jim Steele Edited by: Rod Blaine on 16/12/2005
So let me get this right,
If i have a a full set of implants all i need to do is switch to a implant free clone, pod myself and voila free limitless travel.
seems a tad like a godmode to me.
There; utrned it into the real issue that having two new clones at the same point opens up. _______________________________________________
Power to the players !
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Fester Addams
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Posted - 2005.12.16 15:11:00 -
[11]
Originally by: Vishnej In the old system, you didn't know if the person you were bountying had implants or not - from the bountyer's perspective, nothing's changed, the target can still redeem the bounty if they want.
This is however not the point of this thread, the point we are discussing is the possibility for a person with bounty to collect the bounty himself while not loosing very expensive implants.
In short, its not about if random player Y manages to pod player X, its a matter of player X intentionally getting a second clone to die in while his implants are safe in another clone.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's
kieron Community Manager, EVE Online |
Minsc
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Posted - 2005.12.16 15:32:00 -
[12]
They could always fix it by attaching the bounty to the clone, so if said baddie went pirating in his expensive clone then in order to get the payout he would have to blow that clone up.
At least until they can implement something better.
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Doltish
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Posted - 2005.12.16 15:40:00 -
[13]
Originally by: Minsc They could always fix it by attaching the bounty to the clone, so if said baddie went pirating in his expensive clone then in order to get the payout he would have to blow that clone up.
At least until they can implement something better.
And how would it be determined which clone gets the bounty? I suppose you could just have it choose the most expensive clone, but this is getting complicated, and diminishes the usefulness of the bounty system even further.
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Fester Addams
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Posted - 2005.12.16 15:47:00 -
[14]
Best way would be to implement the bounty payout based on destroyed value that has been proposed time and time again.
That way the bountied player can never gain any isk from suiciding as he will only be getting back what he lost.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's
kieron Community Manager, EVE Online |
Maggot
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Posted - 2005.12.16 15:51:00 -
[15]
simple solution but very unpopular - Do not allow clone jumps for players with bounty on their heads.
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Aodha Khan
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Posted - 2005.12.16 15:57:00 -
[16]
I have to say I don't like this feature at all.
Now I can get myself into the middle of enemy territory at the flick of a switch.
So in war, the way is to avoid what is strong and to strike at what is weak. |
Avon
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Posted - 2005.12.16 16:06:00 -
[17]
I mentioned this in one of the re-birth threads prior to the patch.
Can't remember which otherwise I'd linky it. ______________________________________________
The Battleships is not and should not be a solo pwnmobile - Oveur |
Vishnej
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Posted - 2005.12.16 16:12:00 -
[18]
Originally by: Maggot simple solution but very unpopular - Do not allow clone jumps for players with bounty on their heads.
Simple, but incredibly annoying counter: Maintain a list of your enemies, insert 1 isk bounties on them daily. ---------------------------- T2 Destroyers: a proposal Requested Changes: An alphabet's worth |
Calenth
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Posted - 2005.12.16 16:20:00 -
[19]
The only time bounty systems have ever "worked" -- whatever they're supposed to work "for" -- was when in old Ultima Online they put in a stat penalty if you died while under the bounty, to prevent collusion.
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Jim Steele
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Posted - 2005.12.16 20:43:00 -
[20]
Originally by: Maggot simple solution but very unpopular - Do not allow clone jumps for players with bounty on their heads.
That would solve it but very unpopular with the naughty one's
i still think the bounty feature is awesome i just wish it was more dynamic.
Author of "The Apoc Guide" |
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Sergio Ling
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Posted - 2005.12.16 21:15:00 -
[21]
Originally by: Aodha Khan Edited by: Aodha Khan on 16/12/2005 16:02:11 I have to say I don't like this feature at all.
Now I can get myself into the middle of enemy territory at the flick of a switch. Kinda defeats the purpose of having territory and defending it in the first place.
how many sations in enemy territory have your corp set at +8 or more? and in how many of those stations can you mount a well-equipped attack? i mean, you got kit there? ammo? friends?
Originally by: Lluthiunne Atalaron He's too busy adjusting his leather pants and mullet to worry about petty things such as physics.
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Bahnny
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Posted - 2005.12.16 21:51:00 -
[22]
Originally by: Doltish And how would it be determined which clone gets the bounty? I suppose you could just have it choose the most expensive clone, but this is getting complicated, and diminishes the usefulness of the bounty system even further.
Just make it place a bounty on whatever -active- clone that player is using. Theres still a possibility they clone jumped right away.. But you can only clone jump once every 24 hours.. Not too many people are gonna do that just to avoid getting a bounty.
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Drutort
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Posted - 2005.12.16 22:03:00 -
[23]
what if the bounty would stay with the current clone, its a lame solution but it would mean that if you get bounty on current clone and switch, that it would be grayed out or so stating that you will not get the bounty if you pod this clone? or you would only get a % of it... because the bounty is some what on the body not on the character, as the character/persona never really dies in the game.
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Lady Thanatos
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Posted - 2005.12.16 22:09:00 -
[24]
Why does anyone bother with or use the bounty system??? It's been broken since it was implemented for just that reason (bounty exceeds clone cost = pod & collect).
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Deovina
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Posted - 2005.12.16 22:13:00 -
[25]
just tie the bounty to the clone not the character
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Baldour Ngarr
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Posted - 2005.12.16 22:19:00 -
[26]
Originally by: Fester Addams [ Side issue?
Lets say player X has 500mil worth of implants and a 200mil bounty on his head.
In the old system he could collect his own bounty but it would in reality put him back 300mil plus the price of the clone.
Under the new system you could theoretically buy a new clone, hop into it, collect the 200mil bounty ending upp in your clone with 500mil worth of implants netting you a profit of 200mil minus the clone cost.
Now if that 500mil -2x clone cost is a side issue (the difference between the two situations) then please could you transfer a side issue lump of isk into my account?
Ok, since you failed to read what I posted the first time, let me try again.
It's always been possible to collect your own bounty by getting a friend/second account to kill you
When bounty > cost of dying, then kill yourself and collect. Whether you have implants or not only alters the point at which that happens, it does NOT make any difference whatsoever to the problem. The problem is that people can collect their own bounty. Implants being involved is a side issue.
"I tried strip mining, but I lost, and it's cold flying around in space naked." |
Fester Addams
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Posted - 2005.12.17 15:39:00 -
[27]
Originally by: Baldour Ngarr
Originally by: Fester Addams [ Side issue?
Lets say player X has 500mil worth of implants and a 200mil bounty on his head.
In the old system he could collect his own bounty but it would in reality put him back 300mil plus the price of the clone.
Under the new system you could theoretically buy a new clone, hop into it, collect the 200mil bounty ending upp in your clone with 500mil worth of implants netting you a profit of 200mil minus the clone cost.
Now if that 500mil -2x clone cost is a side issue (the difference between the two situations) then please could you transfer a side issue lump of isk into my account?
Ok, since you failed to read what I posted the first time, let me try again.
It's always been possible to collect your own bounty by getting a friend/second account to kill you
When bounty > cost of dying, then kill yourself and collect. Whether you have implants or not only alters the point at which that happens, it does NOT make any difference whatsoever to the problem. The problem is that people can collect their own bounty. Implants being involved is a side issue.
I did read your post and I did understand it, the problem is that you have not graped the simple point of the original point of the thread or my point.
Yes you have always been able to cash in on bounties yourself (by using a second account or a buddy) but untill now cashing in on your own bounty has always ment the destruction of all the implants.
With the current system you can save the implants AND cash in on the bounty.
That clear enough?
The break even point, the ability to do it and so on is not the issue, the issue is that now you can if the bounty gets high simply create a second clone, have it die to collect the bounty and be back in your body with the implants still intact.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's
kieron Community Manager, EVE Online |
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