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Author |
Thread Statistics | Show CCP posts - 72 post(s) |

Karl Hobb
Stellar Ore Refinery and Crematorium
727
|
Posted - 2012.10.11 16:36:00 -
[1] - Quote
CCP Paradox wrote:Tiberious Thessalonia wrote:Yeah, this is a bad thing, and respectfully I would ask you to take a second look at it and its potential to be abused, especially since I can now place a bounty, anonymously, on anyone at all for any reason. The victim should at least know who did it, y'know? We have been actively discussing this for a while. This is one of the key reasons for the dev blog, we are asking you guys for your thoughts. And I see more and more people ask about this. So that is good to see. Personally, I think it's awesome that bounties are anonymous and I implore you not to change that. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
727
|
Posted - 2012.10.11 16:42:00 -
[2] - Quote
Dinsdale Pirannha wrote:Goons hate someone. They place a 10 billion bounty on them. That person is flying a freighter, somewhere in high sec. The ship has a load of say, 700M, which is well below the usual safe threshold of 1 billion to make it profitable to gank a freighter. At current prices that ship is worth about 1.5 billion. That makes the payout of the bounty about 300M, plus the potential payoff of the payload of the freighter makes the gank profitable.
Or another scenario. Same victim wants to fly a Marauder in missions. Hull cost is about 800M. Now, you tack on T2 rigs, some faction stuff, and you can easily hit 2 billion in value. The bounty payout is 400M, and you can gank a mission boat in 0.5 space with 2-3 Tornados. Suddenly, the mission runner who usually is ignored by gankers, will ALWAYS be attacked.
With the existing system, the average ganker would say, look at a PvE BS and say, nah, since I am getting no payout, and unsure the nice modules will drop, so not worth it. Now, not only is that person flagged as they stroll through the gate, ALL gankers will pounce, since the bounty guarantees that at worst they will recover their losses, and the modules are gravy. Solution: Stop making terrible posts and maybe the big bad Goonies won't place bounties on your head.
This is an excellent way for the playerbase to decide who is actually "bad" and it is completely awesome. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
728
|
Posted - 2012.10.11 16:49:00 -
[3] - Quote
Moraguth wrote:In regards to the bounty payout for blowing up someone's pod - not only include in your calculation the cost of implants, but also the cost of the clone itself. Do this, CCP. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
728
|
Posted - 2012.10.11 17:02:00 -
[4] - Quote
Dinsdale Pirannha wrote:And you wonder why people post with alts. Actually, I don't.
Do you know what's going to be awesome? Placing a bounty high enough to make it worth ganking a blinged out Marauder. Or visiting the local ice belt and punishing the AFK. Or putting bounties on botters. Or putting a bounty on some station humping gankers.
You now have the power to potentially punish anyone you want for virtually any reason. The price just needs to be right. Think on that. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
729
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Posted - 2012.10.11 17:07:00 -
[5] - Quote
Tippia wrote:Karl Hobb wrote:You now have the power to potentially punish anyone you want for virtually any reason. The price just needs to be right. Think on that. To be fair, they will kind of have to co-operate and choose to fly ships that generate high enough pay-outs to have people try to cash in the bounty on their headsGǪ but other than that, yes. I consider that punishment in certain cases; manipulating what people fly also determines how they can play. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
730
|
Posted - 2012.10.11 17:29:00 -
[6] - Quote
Sturmwolke wrote:CCP wrote:Bounties have no effect on who can be attacked legally where. This is vague. Whenever possible, please use plain English (bearing in mind your audiences' background). This is actually a very precise statement. Please read it again.
Sturmwolke wrote: Putting the minimum bounty at 100K is too low imo, it will be abused. Try 50mil or above for personal bounties to cut down on the joyriders. Define "abuse", you're making a vague statement. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
730
|
Posted - 2012.10.11 17:31:00 -
[7] - Quote
MeBiatch wrote:just aslong as you can not profit from this (being the peron who has a bounty on him in FW)
then cool with me... otherwise it could be expoilted Does FW pay out LP for pod kills? Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
733
|
Posted - 2012.10.11 18:00:00 -
[8] - Quote
Sturmwolke wrote:Assumption(s) is the mother of all fuckups. It's was a fairly important point in the bounty system for CCP to clarify and that wasn't explained with clarity. So it would have been better written how? In all-caps? How about this:
CCP wrote:Bounties have NO EFFECT ON WHO CAN BE ATTACKED LEGALLY WHERE.
Honestly, what part of "no effect on who can be attacked legally where" do you not get? Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
733
|
Posted - 2012.10.11 18:14:00 -
[9] - Quote
Reticle wrote:I'm not sure either of you "gets it." Do the math. Do you have any idea what kind of bounty you'd have to place to make it worth it for a single gank? Remember, the gankers get paid only a portion of the total. So that portion must equal or exceed the cost of the gank. You're forgetting drops.
Reticle wrote:But here's the thing, it doesn't end there. Now the ganked player has kill rights on all of the gankers. Awesome, more **** blows up.
Reticle wrote:Or better yet, he sets up his own alts to get the bounty payout by getting a noob alt to kill his insured ship in some quiet corner of null sec. Insurance on the hull plus 20% of the value of the hull ?plus salvage? probably won't pay out in quite the spectacular fashion you imagine. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
733
|
Posted - 2012.10.11 19:24:00 -
[10] - Quote
Reticle wrote:You're forgetting that a pilot with a bounty on his head is highly unlikely to fit officer mods and such. But you keep dreaming of that awesome kill. 20% of the destroyed value of the hull and fittings (and the pod if you catch it!) up to the value of the bounty is a good chunk, you don't need an idiot pilot fitting officer mods to make a bounty gank profitable. But, you know, keep dreaming that you're safe with a bounty on your head.
E: Also, as I stated earlier, if you are restricting yourself to flying cheap ships because of a bounty the bounty placer might consider that "punishment" enough. Nothing Found |
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Karl Hobb
Stellar Ore Refinery and Crematorium
751
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Posted - 2012.10.12 23:43:00 -
[11] - Quote
Quote:I forsee a future where every EvE player has a bounty on their heads... And it's gonna be pretty awesome.
The new bounty mechanic provides all sorts of new gaming tools. You could put a bounty on a high-sec POS you want removed and then hire mercs to take it down; their final payment is delivered when the POS is destroyed. Corps and alliances can place bounties on other corps and alliances to incentivise action against them. Industrialists can make their competitors jucier gank targets. Bounty-up bad posters on the forums. And probably a ton of other meta-gaming **** I can't think of right now.
The real problem here is killrights purchasing and how it is done. This really needs to be iterated on NOW rather than after release. Bounty-hunting and killrights activation needs to be handled through the LE mechanic rather than some BS gangbang scenario where anyone can shoot at your target. Others have said it better than I can, but you need to make bounty-hunting a real contract profession. It can be so much better, why settle for a terrible, easily gamed mechanic? Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
752
|
Posted - 2012.10.13 04:16:00 -
[12] - Quote
None ofthe Above wrote:I am afraid you missed the point, pretty much completely. There is a financial incentive at that point to hound the person out of the game, by whatever means. I really want to know how putting a bounty on someone will run them out of the game. Please explain in detail because you're making no sense at all. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
752
|
Posted - 2012.10.13 04:40:00 -
[13] - Quote
None ofthe Above wrote:What I am saying is that once you've placed a bounty on someone, you can get all or at least some of that money back if you drive them out of the game, by whatever mechanism. tbh it's kind of the opposite of the current wardec mechanics, where you are "paying for targets" but those targets can leave corp or the corp can simply be dumped and reformed, and you don't get your money back. At least here you're pretty much guaranteed to get your money's worth. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
753
|
Posted - 2012.10.13 18:48:00 -
[14] - Quote
DaReaper wrote:did you read the blog?
"This immediately puts a Suspect Flag on the target, thus allowing you and others in your vicinity to attack the target. If the target player is killed while under a Suspect flag, then the kill right is GÇÿspentGÇÖ. If the target manages to escape and the Suspect flag timer (15 minutes) lapses, the kill right is still available to be purchased (activated) later on."
as you can see if the person you got the kill right for evades death, then the kill right can be reclaimed again, untill it either expires or the bugger is dead Think.
Suspect escapes, ships to shuttle, gets killed by friends or alt within ~15 minutes, killright expended.
Also, if the killright is cheap enough just ship to shuttle, activate with alt, blow self up.
The mechanic is terrible and very easily gamed. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
753
|
Posted - 2012.10.13 20:31:00 -
[15] - Quote
non judgement wrote:It's the "kill right is still available to be purchased (activated) later on" that DaReaper was talking about. When it can happen any time during the next 30 days. How is it easily gamed? Why would blowing up your character in a shuttle change anything? If the suspect is killed while flagged, the killright goes away.
Rando activates killright, suspect escapes, ships to shuttle, has alt or friend kill them before 15 minutes of flagging is up, killright gets expended.
If you have a killright against you, ship to bait ship with stabs, etc... and wait for some dumb ******* to activate the killright.
If the killright is free, just have your alt "remove" it.
Literally killrights will be more useless than they are now. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
753
|
Posted - 2012.10.13 21:08:00 -
[16] - Quote
Sariton Xavian wrote:To combat this, the flagging that comes from buying a kill right should expire when the target switches ships. Moves some more weight to the problems of exactly what happens to money spent on purchased kill rights that fail to be executed upon, but that problem already needs to be solved regardless. Better idea: CCP should find a better ******* mechanic. The new suspect flagging is already terrible, using it for bounty hunting is downright criminal. Buying killrights starts an LE, transfer killrights to a corp or character through contracts, there are tons of better ways of handling it. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
754
|
Posted - 2012.10.13 21:41:00 -
[17] - Quote
Lord Zim wrote:Not if what you want to achieve is the complete and utter eradication of hisec "griefing". The system CCP is coming up with is perfect for that purpose. It's almost as if CCP had that in mind when they designed it. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
754
|
Posted - 2012.10.13 22:00:00 -
[18] - Quote
Iokasti palaiologou wrote:So.... OK if good players are less likely too be ransomed according to you. Now here comes my question. Are people who fell victims to Hulkagedon and the transporter-freighter hunts all people that had it comming? Sorry to say it seems that you are just giving more weapons to destroy the game to players that invest time in the game. People who enjoy security and stay oout of low sec for a reasson. Placing a bounty on someone does not enable anyone to kill them easier, it simply adds a reward for killing them. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
757
|
Posted - 2012.10.13 23:31:00 -
[19] - Quote
Lord Zim wrote:In reality, these changes make it so undesirable for anyone but the most dedicated person to spend their time doing any of these things that in effect he'll be getting as close to hello kitty online as he can, without actually removing aggression or griefing entirely. Considering that CCP has openly admitted they were going for the easiest thing to program when it came to a new crimewatch system, I'm not at all surprised we have this mess, intended or not. I predict silence, and resolute determination in the "rightness" of the proposed system from CCP, and I seriously hope I'm wrong in that prediction. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
765
|
Posted - 2012.10.15 16:24:00 -
[20] - Quote
Esker Sheep wrote:I'm not so sure about this. Sure the kill rights can be traded, but its only valid for 15 mins. Once your suspect flag gets tripped you will get a flag appearing, and no doubt an accompanying notification. Unless you are unfortunate enough to be near a bunch of insta-lockers you should be able to escape and either bounce safe spots, or some such until the flag has expired. Once this has happened that kill right is wiped. No, the kill right remains so someone can do it again. The kill right only expires when your ship explodes while you are suspect flagged from a kill right being activated.
Interesting. Does the system make that distinction or will any ship death during any Suspect flagging remove the kill right? Nothing Found |
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Karl Hobb
Stellar Ore Refinery and Crematorium
773
|
Posted - 2012.10.16 14:08:00 -
[21] - Quote
CCP Paradox wrote:Kagumichan wrote:Just a quick question...
Will this system also operate with Dust players? If my Khanid sniper is in a match with someone who's EVE corp or alliance has a bounty on it, then do I get a small ISK payout every time I blow their head off?
New bounty system sounds awesome btw <3 Makes people more conscious of who they're shooting at. At this moment in time, no. You also won't be able to place Bounty on DUST characters. I can't speak for the future however. Can we get a response to the blatant loopholes in the killrights system? Or is that something that needs to be discussed more in-house? Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
773
|
Posted - 2012.10.16 14:37:00 -
[22] - Quote
Lord Zim wrote:Karl Hobb wrote:Can we get a response to the blatant loopholes in the killrights system? Or is that something that needs to be discussed more in-house? Silly wabbit, those aren't loopholes, those are key features. C'mon, man, I'm actively trying to be naive enough to think I'll get an answer... Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
773
|
Posted - 2012.10.16 15:37:00 -
[23] - Quote
CCP Tallest wrote:Karl Hobb, please list the loopholes that you find blatant in the killrights system. I will answer you the best I can. I thought you people actually read these threads...
I suppose there's only one real "loophole": 1. Please explain why, if I have gained a kill right, I can activate that kill right with an alt and shoot myself to clear it.
This whole issue would have not been if kill rights were handled through the contract system from the start rather than through some later iteration (FW, I'm looking at you).
The rest is merely "WTF was your thinking?": 2. Please explain why a "bounty hunter" would pay to activate a kill right in order to collect a bounty. 3. Please explain why a "bounty hunter" would want other people able to shoot the target they're trying to collect a bounty on. 3a. Why the Suspect flag rather than starting a "legal" LE, or some other mechanic?
The thinking behind the questions above being that a bounty hunter gets paid to kill someone (collecting a bounty) and, short of ganking them, is likely doing it through kill right mechanics which, if the cost is low enough, anyone can activate at any time and anyone can shoot the target at any time, potentially collecting the bounty.
It seems pretty damn silly.
4. Please explain why penalties are front-loaded in the new system.
This paradigm causes real problems for (anyone who still does) low-sec ransoming because merely putting a point on someone's pod gains a kill right. At that point, why not just pod someone anyway? That question probably goes in the CW 2.0, but it is pretty heavily tied in with how kill rights are generated.
That's all of my talking points for now (I actually have work to get to), others may be able to elaborate on their own. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
774
|
Posted - 2012.10.16 16:27:00 -
[24] - Quote
Bodega Cat wrote:Karl Hobb, since no one has yet, i'll take a stab.... I'm waiting for CCP, but thanks. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
775
|
Posted - 2012.10.16 19:21:00 -
[25] - Quote
CCP Tallest wrote:Of course we read the devblog feedback threads. To suggest otherwise is kind of insulting. We reply to some things to clarify, we reply to other things to have a back and forth discussion, but mostly we just read the discussion that is happening between players. It does help us a lot, so please keep posting even when you don't see devs replying.
I wanted you to clarify which "loopholes" you were referring to, because several things have been called out as "loopholes" in the thread (most of them wrongly so). First off, the intent was not to insult, but rather bring attention to a communications disconnect between CCP devs and the paying players, that being the definition of what constitutes a "loophole".
CCP Tallest wrote:Transfering kill rights directly is still on the agenda, but we could not fit both into the winter expansion. That's fair, but if you hadn't noticed there is a lot of skepticism regarding iteration on this feature, so maybe that needs to be addressed in big, bold letters with multiple assurances and possibly even a time-frame. The feature as it stands is very poor.
CCP Tallest wrote:We are using the suspect flag for 2 reasons: One is to allow your fleet to help you with your revenge. Two is that we are trying to move away from single player to single player aggression flags, as you can see with the new crimewatch mechanics. In other words, we should be raging against the CW mechanics and the "let's do it as simply as possible" thinking behind them? Why not fleet to individual LEs? What bounty hunter in his right mind would pay for a kill right activation in order to collect a bounty in high-sec while at the same time providing the target a chance, however miniscule, of escaping and clearing the kill right on the bounty hunter's dime while at the same time providing some other rando in-system the chance, however slim, of collecting that bounty before the bounty hunter could?
Suspect flagging and paying for activation is the problem; it's a terrible mechanic. Better to scrap it and go straight for transferable kill rights. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
775
|
Posted - 2012.10.16 19:38:00 -
[26] - Quote
Singulis Pacifica wrote:I don't know about you, but I would probably give my kill-rights free to anyone who wishes it. The problem is the alt blowing up the main to get rid of the kill-right though. That's the problem with public kill rights.
Singulis Pacifica wrote:Suppose a target with multiple killrights is being smacked on and is destroyed. Are all kill-rights gone then? Or just one? Just the cheapest one, as I understand it. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
781
|
Posted - 2012.10.16 22:47:00 -
[27] - Quote
Villani Capelli wrote:- Technically eliminate 1x1 flagging from the software. AFAIK there isn't any 1v1 flagging in the system at this point either, it's 1vcorp, which works perfectly fine, CCP just needed to make a nice chart like they did for the new system. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
782
|
Posted - 2012.10.17 00:18:00 -
[28] - Quote
Villani Capelli wrote:Good point, I think its a tech decision, to eliminate LE from the software. LE aren't being removed the from the software, they're simply being used elsewhere.
Look, CCP has taken a reasonably complex system that said "You and your mates are responsible for your own ****" and turned it into "LOL BOOLEAN GANGBANG". And that works out okay so long as you're not using it to manage a kill rights mechanic that bounty hunters will want to use in a very fine-grained manner. It's pretty much useless except for catching the terminally stupid or trolling someone right now.
Destiny Corrupted wrote:All they have to do is make kill rights result in a Limited Engagement between the owner of the kill rights (can be player OR corporation) and the target. That's it. If they were to do that, then every single ******* person would get on board with these changes. It would be the best thing ever. Literally. This. I mean really, the Suspect flag has sort of grown on me and the new system isn't nearly as bad as it's made out to be. Part-time gank-tards and wannabe criminals like me will adapt, and probably have more fun as a result. Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
785
|
Posted - 2012.10.17 14:21:00 -
[29] - Quote
CCP SoniClover wrote:The Suspect flag option is not set in stone, but at least right now the order of options is: limited engagement < corp engagement < suspect flag < fleet engagement. With the last one not being possible right now for technical reasons, we chose what we feel is the next best one (suspect flag). You've got the ordering wrong there, unless it's for technical reasons (which it doesn't seem to be). Suspect flag should be the LAST option you'd want to use. This falls into the same vein as war decs: I'm paying for a target, potentially with a bounty on their head, why the **** would I want everyone and their mother, including my target, able to shoot the target and possibly remove the kill right?
Regarding bounty hunting not being a corporate goal, well, puff puff give, man, I want whatever you're smoking! Nothing Found |

Karl Hobb
Stellar Ore Refinery and Crematorium
785
|
Posted - 2012.10.17 14:49:00 -
[30] - Quote
CCP SoniClover wrote:Karl Hobb wrote:You've got the ordering wrong there, unless it's for technical reasons (which it doesn't seem to be). Suspect flag should be the LAST option you'd want to use. This falls into the same vein as war decs: I'm paying for a target, potentially with a bounty on their head, why the **** would I want everyone and their mother, including my target, able to shoot the target and possibly remove the kill right? Which is why you want to be smart about when and where to activate it. This feels exactly like a case where you all make this certain new mechanic and then are like "wouldn't it be cool to use this for EVERYTHING?" Instead of trying to find something that is playable. Nothing Found |
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