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Thread Statistics | Show CCP posts - 5 post(s) |
Natsett Amuinn
GoonWaffe Goonswarm Federation
645
|
Posted - 2012.12.10 14:36:00 -
[31] - Quote
CCP SoniClover wrote:Natsett Amuinn wrote: The alts at the top would end up having to be people putting bounties on their own characters, and they'd have to compete with every person contibuting to the bounty system. It should result in a kind of competition, forcing the alt bounty to have to constantly dump more and more in.
At least that's what I speculate would happen with the bounty system.
Another thing to add here is that we're fully expecting to have to add a time period into the bounty lists. This is definitely needed for the bounty hunter list (so the default view only shows last 6 months activity or something like that), otherwise, the numbers in there are going to run into trillions at some point. The same could be the case for the Most Wanted list, where the default Most Wanted list only includes 'active' players. The tricky thing here of course is defining what 'active' means Just note, we're still in the early stages of looking into further iteration on the bounty system, so I can't say for sure what will be done. So these are all just speculations at this point I'm not a big fan of the idea of expiring bountes, however I do understand and see a lot of merit in it.
Hopefully it can be avoided though.
Reseting the hunter list after a period of time makes a lot of sense. I only ever considered someone with a lot of isk and boredom putting hug bounties on an alt and blowing the alt up to make themselves a top bounty hunter.
Would something like diminishing returns be practical? Not really to reduce payout, but more like a stat modifier, the equivilant of an asterik next to sports statistic that indicates some sort of special case. Killing the same guy 30 times in a row is probably not happening because someone is legitamately hunting bounties.
I wouldn't mind if a bounty is removed from someone that doesn't undock within 3 months. To me that would be the equivilant of "inactive". I don't even fly in space that often, but I have to undock at least once or twice over couple months. My alts on the other hand do not.
I'm also curious how come you guys decided to not allow us to withdraw a bounty, and put a transaction tax on placing and removing a bounty.
It would be nice if I placed a bounty on someone, and if none of it is collected in a month or so, I had the option to remove it. At that point I"m confident that the guy I bountied is an alt who doesn't undock. At least then if I put a bounty on someone for bad posting I would be able to get most of my money back if they turned out to be an alt.
Plus the transaction tax can work as a small isk sink. |
Natsett Amuinn
GoonWaffe Goonswarm Federation
645
|
Posted - 2012.12.10 14:37:00 -
[32] - Quote
Ager Agemo wrote:I completely agree that we need a small increase in payout the higher the wanted bounty is, but no more than 40% since once you get to 50% it become profitable to self destruct.
also enforce a SP limit so alts cannot have bounties, and if you wish to make it a really awesome ISK sink?
"make the bounty isk disappear over time if no more bounties are added to someone. so if you have a 10 bill bounty but no one adds a bounty to your char in 2 weeks, reduce 1 bill from it." this one is just an idea and I m quite sure a flawed one... Have to keep in mind that "alt" doesn't always mean a character on the same account.
I think most peoples alts are more likely seperate accounts. All of my alts log in every day, and have several million SP, but they never undock. |
Illest Insurrectionist
Angelic Insurrection Corp
25
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Posted - 2012.12.10 14:38:00 -
[33] - Quote
Ager Agemo wrote:I completely agree that we need a small increase in payout the higher the wanted bounty is, but no more than 40% since once you get to 50% it become profitable to self destruct.
also enforce a SP limit so alts cannot have bounties, and if you wish to make it a really awesome ISK sink?
"make the bounty isk disappear over time if no more bounties are added to someone. so if you have a 10 bill bounty but no one adds a bounty to your char in 2 weeks, reduce 1 bill from it." this one is just an idea and I m quite sure a flawed one...
I like that disappearing part. |
Natsett Amuinn
GoonWaffe Goonswarm Federation
645
|
Posted - 2012.12.10 14:47:00 -
[34] - Quote
Illest Insurrectionist wrote:Ager Agemo wrote:I completely agree that we need a small increase in payout the higher the wanted bounty is, but no more than 40% since once you get to 50% it become profitable to self destruct.
also enforce a SP limit so alts cannot have bounties, and if you wish to make it a really awesome ISK sink?
"make the bounty isk disappear over time if no more bounties are added to someone. so if you have a 10 bill bounty but no one adds a bounty to your char in 2 weeks, reduce 1 bill from it." this one is just an idea and I m quite sure a flawed one... I like that disappearing part. Doesn't really impact being able to put billions of isk worth of bounty on my alt to be in the top 10, if i only need to add to it's bounty every now and then to keep it active.
It's not really a problem if I have billions of isk to spend, and nothing to spend it on.
Admittedly, nothing can really be done to stop it. However, simpler rules would be better then complex ones, if the complex ones aren't any better at preventing manipulation than the simple rules are.
Just have the isk return to the bounty issuer if the person doesn't undock in a given period of time. Undocking is the essential part of the problem, because you can't shoot what isn't in space, and in my opinion should therefore be the determining factor in a bounty being voided.
Edit: And to be honest, If you're someone that flies in space, and I can make you dock for an extended period of time because yo're afraid of the bounty on you, then I feel I deserve my money back. That should be MY rewrad.
If I can't be reward by causing you to explode, then i should be rewarded by getting my ISK back for making you dock for 3 months. |
Valari Nala Zena
Perkone Caldari State
46
|
Posted - 2012.12.10 14:50:00 -
[35] - Quote
Natsett Amuinn wrote: Keep in mind though.
Just knowing that a high enough bounty will push the payout amount on someone up, would entice some level of organized bounty placement to ensure certian individuals move to the top.
The alts at the top would end up having to be people putting bounties on their own characters, and they'd have to compete with every person contibuting to the bounty system. It should result in a kind of competition, forcing the alt bounty to have to constantly dump more and more in.
At least that's what I speculate would happen with the bounty system.
My own speculation would be that the people with to much isk on their hands would be able to stay on the top. Some people with a titan and super carrier, deciding the next cool thing to do is to be at the top of the bounty board just for fun.
By spending isk on their own alt-who-never-undocks the bounty never gets removed, and just keeps getting added, while people who actually undock with high bounty get hunted down and eventually lose some of that bounty.
And i do agree with the forum bounty system enticing more alt posters. But, a lot of people have been asking for some sort of a negrep button, and a bounty system on the forums sounds unique and fits exactly in the theme of EVE Online and what it stands for. Personally, i still think it's a very interesting idea, even though people will use alts to get around that.
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Krixtal Icefluxor
INLAND EMPIRE Galactic
1135
|
Posted - 2012.12.10 14:51:00 -
[36] - Quote
I fully support an increase in the bounty percentage payout. Of the 1.5 Billion I've placed, targets were hit 10 times so far, but only like 12,000,000 has paid out. RIP Vile Rat-á "The only thing worse than being talked about is not being talked about." - Oscar Wilde |
Natsett Amuinn
GoonWaffe Goonswarm Federation
645
|
Posted - 2012.12.10 14:56:00 -
[37] - Quote
Valari Nala Zena wrote: My own speculation would be that the people with to much isk on their hands would be able to stay on the top. Some people with a titan and super carrier, deciding the next cool thing to do is to be at the top of the bounty board just for fun.
By spending isk on their own alt-who-never-undocks the bounty never gets removed, and just keeps getting added, while people who actually undock with high bounty get hunted down and eventually lose some of that bounty.
And i do agree with the forum bounty system enticing more alt posters. But, a lot of people have been asking for some sort of a negrep button, and a bounty system on the forums sounds unique and fits exactly in the theme of EVE Online and what it stands for. Personally, i still think it's a very interesting idea, even though people will use alts to get around that.
Yeah, the alt thing can't really be fixed.
You can only hope to entice people to put bounties on the right people, those that actually undock. Then hope that that works well enough to push real bounties higher, and hopefully to the top.
Plus you can remove the bounty if they don't undock after a period of time.
They would probably have to have a minimum time required to be in space as well. Woudln't want someone undocking and then redocking to get around it. They may need to base it on amount of time in space in a given period of time.
Like you need to spend at least 20 hours in space in a 3 month period or the bounty is removed. Those alts would have to fly to keep the bounty, and when they don't, the guys that are flying would end up at the top. Even if it's for a short period of time, however long it takes all those alts to get the bounties relisted.
They could even make it so that if you have a bounty removed by the system you can't have another one placed on you for like a week. That way people that actually fly have an increased chance of taking the most wanted slots. |
MailDeadDrop
Rage and Terror Against ALL Authorities
112
|
Posted - 2012.12.10 14:58:00 -
[38] - Quote
CCP SoniClover wrote:Just note, we're still in the early stages of looking into further iteration on the bounty system, so I can't say for sure what will be done. So these are all just speculations at this point Well, while you're cogitating, throw this idea into the mix.
CCP wisely chose to limit the bounty payout to a maximum of 20% of the ship/pod loss in order to forestall exploiting of the bounties by the target using insurance. But as a consequence, the bounties are widely perceived as not being enough of an inducement for bounty hunters to go after the individual (with the notable exception that bounties *may* induce bounty hunters to declare war on the target's corp in order to take CONCORD out of the mix).
So, why not reduce the insurance payout? Insurance is supposed to cushion the blow, especially for newer players. So leave the current mechanics in place for T1 frigate deaths. But as the target's ship class moves up the scale (indicating that they are no longer "newbies"), reduce the insurance payout and increase the bounty percentage in lockstep. So, for example, a T1 cruiser/industrial hull can pay out a maximum of 25% of loss, a BC 30%, a T2 frigate/cruiser/BC/indy 35%, a T1 BS 40%, Marauder or Black Ops BS 45%, and anything bigger 50%. That keeps *some* insurance for the target, but also increases the payout for bounty hunters when hunting juicier targets WHICH ARE NOT NEWBS. Again, as the bounty percentage increases, the insurance payout reduces. That means being the target (and losing) stings just a little bit more.
MDD
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CCP SoniClover
C C P C C P Alliance
281
|
Posted - 2012.12.10 15:22:00 -
[39] - Quote
Natsett Amuinn wrote: I'm not a big fan of the idea of expiring bountes, however I do understand and see a lot of merit in it.
I didn't mean that the bounty would be removed, just that the list would be culled/adjusted based on time. The bounty would still be there, but the Most Wanted list would have some rules making it as up-to-date and relevant as possible. This is similar to how the actual FBI top 10 most wanted list works, where people can be removed if there are no leads for some amount of time.
Natsett Amuinn wrote: I'm also curious how come you guys decided to not allow us to withdraw a bounty, and put a transaction tax on placing and removing a bounty.
Withdrawing a bounty is actually something we're looking into whether we should add (note that if we do this it would always come at a cost, i.e. you can never get 100% returned). We decided to not have a transaction tax but increase the minimum bounty instead. While this is not a direct ISK sink, the bounty system is already acting as an indirect ISK sink as the valuables lost are always higher than the ISK changing hands (this isn't ISK sink per se, more of an economic lubricator, but it amounts to pretty much the same). The same reasoning applied to Kill Right selling. |
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Valari Nala Zena
Perkone Caldari State
46
|
Posted - 2012.12.10 15:23:00 -
[40] - Quote
CCP SoniClover wrote:Another thing to add here is that we're fully expecting to have to add a time period into the bounty lists. This is definitely needed for the bounty hunter list (so the default view only shows last 6 months activity or something like that), otherwise, the numbers in there are going to run into trillions at some point. The same could be the case for the Most Wanted list, where the default Most Wanted list only includes 'active' players. The tricky thing here of course is defining what 'active' means Just note, we're still in the early stages of looking into further iteration on the bounty system, so I can't say for sure what will be done. So these are all just speculations at this point
Not sure if i like the idea of a time peroid, you could argue that the bounty system will lose it's value, imagine someone putting a big bounty on someone, the person doesn't undock for 6 months, then the money disappears. I'd feel kinda cheated, it's a billion wasted.
If you like the idea of the bounty being reimbursed to the player who put it up, this doesn't stop the player to put the bounty on his alt again as soon as he gets reimbursed. So that doesn't solve much either.
A solution could be that the top bounty person has to be active if not, he doesn't appear on the top bounty list, but the bounty will never expire.
The problem here now is, how do you define, active and inactive.
For example, Person A, active, has a trillion bounty and has the most bounty in EVE Online. Person B, less bounty, second on the list. Person A gets flagged inactive for not flying or online in space, or is just sitting in space cloaked all the time. Person B will now be on top of the list because A was flagged inactive. To get to the active list again it would require more than logging on for a brief moment.
The problem here would be, how do you get flagged inactive or active? Requiring person A to generate a killmail could be a solution, but killing an alt would be a way to cheat the system. Requiring person A to generate a lossmail isn't much of a solution either, blowing yourself up in a rookie ship every 6 months would be a way to cheat this system.
I think the best way i can think of on the spot, it to require the person to travel a minimum of X amount of systemjumps in a certain time-peroid to be considered active. People who are actually hunting the top target could run locators and try to catch the active person jumping into another system. |
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CCP SoniClover
C C P C C P Alliance
281
|
Posted - 2012.12.10 15:25:00 -
[41] - Quote
MailDeadDrop wrote:CCP SoniClover wrote:Just note, we're still in the early stages of looking into further iteration on the bounty system, so I can't say for sure what will be done. So these are all just speculations at this point Well, while you're cogitating, throw this idea into the mix. CCP wisely chose to limit the bounty payout to a maximum of 20% of the ship/pod loss in order to forestall exploiting of the bounties by the target using insurance. But as a consequence, the bounties are widely perceived as not being enough of an inducement for bounty hunters to go after the individual (with the notable exception that bounties *may* induce bounty hunters to declare war on the target's corp in order to take CONCORD out of the mix). So, why not reduce the insurance payout? Insurance is supposed to cushion the blow, especially for newer players. So leave the current mechanics in place for T1 frigate deaths. But as the target's ship class moves up the scale (indicating that they are no longer "newbies"), reduce the insurance payout and increase the bounty percentage in lockstep. So, for example, a T1 cruiser/industrial hull can pay out a maximum of 25% of loss, a BC 30%, a T2 frigate/cruiser/BC/indy 35%, a T1 BS 40%, Marauder or Black Ops BS 45%, and anything bigger 50%. That keeps *some* insurance for the target, but also increases the payout for bounty hunters when hunting juicier targets WHICH ARE NOT NEWBS. Again, as the bounty percentage increases, the insurance payout reduces. That means being the target (and losing) stings just a little bit more. MDD
Adjusting the insurance payout is a possibility, but it's tricky as the insurance amount is so drastically different as a portion of total worth based on ship type. But I like the idea of making it so that new players are less affected here than more experienced players. Just a question of how to accomplish this. The insurance system needs a bit of an overhaul anyway and maybe when someone gets around to look at it, then this is one of the areas that can be adjusted. |
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Ronan Connor
11
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Posted - 2012.12.10 15:31:00 -
[42] - Quote
Couple the bounty payout to the standings as well.
Meaning standing of 5 gives you only 5%, standing of 0 = 20%, standing of -5 = 30%, below -5 = 40%.
I dont like placing bounties on positive with a sec status at all, but make a positive sec status at least count for something! |
Warde Guildencrantz
TunDraGon
376
|
Posted - 2012.12.10 15:37:00 -
[43] - Quote
Ronan Connor wrote:Couple the bounty payout to the standings as well.
Meaning standing of 5 gives you only 5%, standing of 0 = 20%, standing of -5 = 30%, below -5 = 40%.
I dont like placing bounties on positive with a sec status at all, but make a positive sec status at least count for something! I think hunting pirates and such should be relegated to a low sec activity and thus defined by constructs within lowsec rather than the bounty structure. |
Dracones
Tarsis Inc
1
|
Posted - 2012.12.10 15:51:00 -
[44] - Quote
It'd be fairly interesting to see 20% as the base and create new social skills that can increase that. Also...
Concord should be placing bounties on players from time to time.
There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
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LHA Tarawa
Pator Tech School Minmatar Republic
99
|
Posted - 2012.12.10 16:00:00 -
[45] - Quote
Yes, make it more than 20% so that I can blow up my ships with my alts to collect the bounty that someone has put on me.
Right now, that salvage just isn't enough to make it profitable to self-gank. Make it 60% of my loss so that after I salvage my own T2 wreck, the self-gank for bounty will be profitable.
Once self-gank becomes profitable, no on will bother putting bounties on anyone because that person you bounty will no longer have to lose 5x the bounty to remove the bounty.
Great idea! |
Ocih
Space Mermaids Somethin Awfull Forums
346
|
Posted - 2012.12.10 16:01:00 -
[46] - Quote
Dracones wrote:It'd be fairly interesting to see 20% as the base and create new social skills that can increase that. Also...
Concord should be placing bounties on players from time to time.
There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
Bounty Hunter skills is a good idea. They still face the same problem. Anything that's good for you, is good for my Alt and who do you think will get to me first? You or my alt? |
LHA Tarawa
Pator Tech School Minmatar Republic
99
|
Posted - 2012.12.10 16:01:00 -
[47] - Quote
Dracones wrote: There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
You mean, like a locator agent? |
Krixtal Icefluxor
INLAND EMPIRE Galactic
1135
|
Posted - 2012.12.10 16:04:00 -
[48] - Quote
Dracones wrote:
There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
They show up just fine on my overview....and their icon even flashes on Local. RIP Vile Rat-á "The only thing worse than being talked about is not being talked about." - Oscar Wilde |
Natsett Amuinn
GoonWaffe Goonswarm Federation
648
|
Posted - 2012.12.10 16:07:00 -
[49] - Quote
CCP SoniClover wrote: I didn't mean that the bounty would be removed, just that the list would be culled/adjusted based on time. The bounty would still be there, but the Most Wanted list would have some rules making it as up-to-date and relevant as possible. This is similar to how the actual FBI top 10 most wanted list works, where people can be removed if there are no leads for some amount of time.
That makes a lot of sense.
Quote: Withdrawing a bounty is actually something we're looking into whether we should add (note that if we do this it would always come at a cost, i.e. you can never get 100% returned). We decided to not have a transaction tax but increase the minimum bounty instead. While this is not a direct ISK sink, the bounty system is already acting as an indirect ISK sink as the valuables lost are always higher than the ISK changing hands (this isn't ISK sink per se, more of an economic lubricator, but it amounts to pretty much the same). The same reasoning applied to Kill Right selling.
I hope you guys decide to do this.
I'd really like to be able to remove isk I put on someone if they aren't getting blown up. It kind of sucks to put a bounty on someone and never see any of it paid out.
And not getting all my money back is perfectly fine with me. It's better than seeing my isk wasted on a bounty that no one ever collects. |
Lolar55
Titan Core
20
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Posted - 2012.12.10 16:10:00 -
[50] - Quote
Never raise the bounty payout to more than 30% its a wonderfull isk sink and 40% is already too big. |
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Natsett Amuinn
GoonWaffe Goonswarm Federation
648
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Posted - 2012.12.10 16:11:00 -
[51] - Quote
LHA Tarawa wrote:Dracones wrote: There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
You mean, like a locator agent? There needs to be something that directs players to them.
Like a tab in the bounty window that will allow you to find locator agents like you can with mission agents. I'm willing to bet that most people don't even know that there is such a thing. It took a few years before I understood that's how people could find you. Even today I still have no idea how to locate a locator agent. If they're listed under a different name in the agent finder then maybe they need to be clearly listed as locator agents.
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Escomboli
Hammer Holding Wrong Hole.
15
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Posted - 2012.12.10 16:15:00 -
[52] - Quote
Payouts should rise substantially with how high a person's bounty is. I would like to see 100% pay out for people on the top 10. This would make sure that they are actually hunted, and decent payout is given. Either that or put percentage points based on how high a bounty it is. Personally I like it going by rank. Top 10 = 100% payout, 11-20 = 90%, and on down the line. 20% of the hull just doesn't make it seem worth while.
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Natsett Amuinn
GoonWaffe Goonswarm Federation
648
|
Posted - 2012.12.10 16:15:00 -
[53] - Quote
Krixtal Icefluxor wrote:Dracones wrote:
There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
They show up just fine on my overview....and their icon even flashes on Local. Flying around random systems, waiting for someone to show in in the overview or local, isn't bounty hunting. That's more like bounty scavaging.
Locator agents aren't covered in any tutorials that I'm aware of, and they'll be the bounty hunters primary means of locating idividual bounties.
They need to make a little more obvious that such an agent exists in the game, and direct you to them if you want to hunt bounties. |
Valari Nala Zena
Perkone Caldari State
46
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Posted - 2012.12.10 16:15:00 -
[54] - Quote
Natsett Amuinn wrote: There needs to be something that directs players to them.
Like a tab in the bounty window that will allow you to find locator agents like you can with mission agents. I'm willing to bet that most people don't even know that there is such a thing. It took a few years before I understood that's how people could find you. Even today I still have no idea how to locate a locator agent. If they're listed under a different name in the agent finder then maybe they need to be clearly listed as locator agents.
I always used this website to find locator agents. Higher level ones find people faster.
http://eve-agents.com |
Renier Gaden
Marvin the Martian's Militia Anarchy.
38
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Posted - 2012.12.10 16:18:00 -
[55] - Quote
Bounties, as close as Logistics Pilots can get to a kill mail without pretending to be DPS.
I flew Logistics on a roam last night. We poked an obvious cyno trap in order to get a fight and got hot dropped (as expected) by a large Black Ops fleet. We lost 4 Hurricanes, but I managed to keep them up long enough to take out 2 Recon ships and three Stealth Bombers, so we won from an efficiency standpoint. Our 2 Scimitars and a Tangu got away because their Falcons had prevented us from taking hostile action for the last 60 seconds so once the Hurricanes went down we were able to jump out.
Now to bring this back on topic, the Bounty payouts I got are the only proof that I was actually there. It is hardly a substitute for a kill mail, but at least it shows that I was in fleet and in the same system when the kills happened.
Question: Are Bounty payouts given to members of the fleet that makes the kill who are a) on grid, or b) in system? |
Natsett Amuinn
GoonWaffe Goonswarm Federation
648
|
Posted - 2012.12.10 16:18:00 -
[56] - Quote
Valari Nala Zena wrote:Natsett Amuinn wrote: There needs to be something that directs players to them.
Like a tab in the bounty window that will allow you to find locator agents like you can with mission agents. I'm willing to bet that most people don't even know that there is such a thing. It took a few years before I understood that's how people could find you. Even today I still have no idea how to locate a locator agent. If they're listed under a different name in the agent finder then maybe they need to be clearly listed as locator agents.
I always used this website to find locator agents. Higher level ones find people faster. http://eve-agents.com Exactly.
They should have some sort of option in the bounty window to look them up like you can with other agents.
If you don't know they exist, you won't know to look for them.
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Natsett Amuinn
GoonWaffe Goonswarm Federation
648
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Posted - 2012.12.10 16:21:00 -
[57] - Quote
Renier Gaden wrote:Bounties, as close as Logistics Pilots can get to a kill mail without pretending to be DPS.
I flew Logistics on a roam last night. We poked an obvious cyno trap in order to get a fight and got hot dropped (as expected) by a large Black Ops fleet. We lost 4 Hurricanes, but I managed to keep them up long enough to take out 2 Recon ships and three Stealth Bombers, so we won from an efficiency standpoint. Our 2 Scimitars and a Tangu got away because their Falcons had prevented us from taking hostile action for the last 60 seconds so once the Hurricanes went down we were able to jump out.
Now to bring this back on topic, the Bounty payouts I got are the only proof that I was actually there. It is hardly a substitute for a kill mail, but at least it shows that I was in fleet and in the same system when the kills happened.
Question: Are Bounty payouts given to members of the fleet that makes the kill who are a) on grid, or b) in system? I would expect them to payout to anyone that engages in a hostile action against the individual, that is also in the fleet that destroyed the bountied individual.
You shouldn't get a payout for sitting around watching youtube while the other guys in your fleet blow things up, even if they're doing it right next to you.
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LHA Tarawa
Pator Tech School Minmatar Republic
99
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Posted - 2012.12.10 16:28:00 -
[58] - Quote
Natsett Amuinn wrote:LHA Tarawa wrote:Dracones wrote: There needs to be a way for bounty hunters to get intel on player location(last seen in X type of thing) and to have better overview controls for bounty targets.
You mean, like a locator agent? There needs to be something that directs players to them. Like a tab in the bounty window that will allow you to find locator agents like you can with mission agents. I'm willing to bet that most people don't even know that there is such a thing. It took a few years before I understood that's how people could find you. Even today I still have no idea how to locate a locator agent. If they're listed under a different name in the agent finder then maybe they need to be clearly listed as locator agents.
You mean like "EVE agents dot com" that lets you quickly see all the locator agents, even filtering by system, region, corp they work for, ect.? |
Ginger Barbarella
State War Academy Caldari State
293
|
Posted - 2012.12.10 16:30:00 -
[59] - Quote
Eliminate bounties, unless it's the game NPCs (not CONCORD) who come after the player. Otherwise, it's (still) a joke mechanic. Fly Minmatar Air --- "Trust in the Rust!" |
LHA Tarawa
Pator Tech School Minmatar Republic
99
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Posted - 2012.12.10 16:32:00 -
[60] - Quote
Escomboli wrote:Payouts should rise substantially with how high a person's bounty is. I would like to see 100% pay out for people on the top 10. This would make sure that they are actually hunted, and decent payout is given. Either that or put percentage points based on how high a bounty it is. Personally I like it going by rank. Top 10 = 100% payout, 11-20 = 90%, and on down the line. 20% of the hull just doesn't make it seem worth while.
Self gank to remove bounty. Someone puts a huge bounty on me, I have my alt blow up my shuttle so that he (I) can collect that bounty.
The % payout is to prevent exploit via self-gank.
Also, the need to lose 5x the bounty to remove said bounty, is a reason to bounty someone. Why would I pay ISK to put a bounty on someone if I lose as much as he does? Or worse, via a self-gank exploit, he's able to lose less ISK than I do? |
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