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Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
8
|
Posted - 2012.12.27 21:02:00 -
[1] - Quote
I've created a formula for the new Bounty-System long ago: (here my old post but ill write it down again over here) https://forums.eveonline.com/default.aspx?g=posts&m=2007183#post2007183
The current system has a much too low Bounty-Payout-Percentage and makes it worthless to hunt for ppl with higher bounties. A person with a very high bounty should be more valuable to hunt down and it should be worth it to hunt those indivuals. Current state: 1. If the bounty on his head is 20% of his ships hull it's high enough, any higher bounty wont help the bounty-hunter. 2. If you fight with equal ships the bounty hunter needs to kill the target 4-5 times for each time the target destroys him. Only with killstats higher than 83% (battleclinic) does the bounty hunter not loose isk. This is NOT the foundation of a worthwhile profession. -> hunting players with bounties will only cost you isk unless you are one of the best pvpers on the server.
I tried to come up with a solution for these issues. Formulas are below. What do you think? If you dont care for explanations and formulas i posted a table on 5.1 which shows what would be happening.
1.1 Insurance: I felt the following was missing: Calculating in the insurance. Otherwise it will be less worth it or a way to generate free isk or even a way to "sell" insured ships If a thing A has a bounty on him/them and character B destroys his ship/pod the following formulas could aply:
]2.1 Variables: bountyPool = "Bounty-pool that has been placed on a character/corp/alliance" destroyedIsk = "The complete value of the destroyed ISK" bountyKill = "The amount of isk player B recieves for the kill" ratio = "some percentage below 100% that is assigned to the killer" destroyedShip = "Low-End-Market-Worth of the destroyed ship" payedInsurance = "Insurance payed to A" destroyedItems = "Low-End-Market-Worth of the destroyed items in that ship" destroyedImplants = "Low-End-Market-Worth of the destroyed implants"
3.1: This is what the killer gets: destroyedIsk = destroyedShip-payedInsurance+destroyedItems+destroyedImplants bountyKill = ratio*(destroyedIsk) If(bountyKill>bountyPool ){bountyKill=bountyPool} bountyKill should of course never exceed bountyPool
3.2: This is the remaining Bounty pool: bountyPool = bountyPool - bountyKill
4.1: Depending payout on Bounty on his/her head That would be some easy formula. However, with the above formulas it doesn't matter if u kill the T2-fitted Talos of the most hated player in the universe or just some minor player who happens to have just enough bounty to pay out for the Talos-Kill. ratio could be calculated instead of beeing a fix value. For example: ratio = -0.4 *destroyedIsk / bountyPool +0.7 If(ratio<0.3 ){ratio=0.3}) Less than 30% would be weak (: This formular for example would give a bounty-percentage between 30% and 70%
5. 1: Easy example: You attacked a player with a bounty on his head. He was flying a Talos worth 110mio. After u destroyed his ship he received an insurance of 20mio. 30mio worth of items dropped. That leaves a total of 60mio destroyed, which is gone for good. Using my above formulas that means the bounty will be a percentage of those 60mio. A theoretical maximum of 70% (42mio) will be received by the headhunter, depending on the bounty on the targets head. The following table shows the bounty u get depending on the bounty on the characters head. BountyPool has 10mio -> 10 mio payed (16% of the destroyed value) BountyPool has 20mio -> 18 mio payed (30% of the destroyed value) BountyPool has 30mio -> 18 mio payed (30% of the destroyed value) BountyPool has 40mio -> 18 mio payed (30% of the destroyed value) BountyPool has 50mio -> 18 mio payed (30% of the destroyed value) BountyPool has 60mio -> 18 mio payed (30% of the destroyed value) BountyPool has 80mio -> 24 mio payed (40% of the destroyed value) BountyPool has 100mio -> 27,6 mio payed (46% of the destroyed value) BountyPool has 500mio -> 39,12 mio payed (65% of the destroyed value) BountyPool has 1000mio -> 40,56 mio payed (67% of the destroyed value)
6.1 Notes - It is important that the received bounty NEVER exeeds the worth of the destroyed ship/implants. Otherwise people will claim their own bounties. - Displaying the received bounty on your profile/corp should be possible to show off your skills as a bounty-hunter - Not allowing to receive bounties for destroyed implants could be usefull to not favor "selling of plugged-in implants" this way
6.2 adjusting Formula - I'm trying to promote my formula here, because it should be more flexible and higher than it currently is. I'm NOT trying to promote the range from 30% to 70% i used in my formula. Those amounts can be easily adjusted if needed.
regards Destriouth Hollow |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
18
|
Posted - 2012.12.27 21:06:00 -
[2] - Quote
If you care for explanations and formulas i posted these here:
1.1 Insurance: I felt the following was missing: Calculating in the insurance. Otherwise it will be less worth it or a way to generate free isk or even a way to "sell" insured ships If a thing A has a bounty on him/them and character B destroys his ship/pod the following formulas could aply:
2.1 Variables: bountyPool = "Bounty-pool that has been placed on a character/corp/alliance" destroyedIsk = "The complete value of the destroyed ISK" bountyKill = "The amount of isk player B recieves for the kill" ratio = "some percentage below 100% that is assigned to the killer" destroyedShip = "Low-End-Market-Worth of the destroyed ship" payedInsurance = "Insurance payed to A" destroyedItems = "Low-End-Market-Worth of the destroyed items in that ship" destroyedImplants = "Low-End-Market-Worth of the destroyed implants"
3.1: Payout depending on Bounty on his/her head However, with the current formulas it doesn't matter if u kill the T2-fitted Talos of the most hated player in the universe or just some minor player who happens to have just enough bounty to pay out for the Talos-Kill. ratio could be calculated instead of beeing a fix value. For example: ratio = -0.4 *destroyedIsk / bountyPool +0.7 If(ratio<0.3 ){ratio=0.3}) Less than 30% would be weak (: This formular for example would give a bounty-percentage between 30% and 70%
4.1: This is what the killer gets: destroyedIsk = destroyedShip-payedInsurance+destroyedItems+destroyedImplants bountyKill = ratio*(destroyedIsk) If(bountyKill>bountyPool ){bountyKill=bountyPool} bountyKill should of course never exceed bountyPool
4.2: This is the remaining Bounty pool: bountyPool = bountyPool - bountyKill
5.1 Notes - It is important that the received bounty NEVER exeeds the worth of the destroyed ship/implants. Otherwise people will claim their own bounties. - Displaying the received bounty on your profile/corp should be possible to show off your skills as a bounty-hunter - Not allowing to receive bounties for destroyed implants could be usefull to not favor "selling of plugged-in implants" this way - I've created this formula for the new Bounty-System long ago: (here my old post but ill write it down again over here) https://forums.eveonline.com/default.aspx?g=posts&m=2007183#post2007183 -Using my formula will also prevent exploits because in order to get a good percentage out of a ship you will need to drop 10times its worth as bounty.
5.2 Adjusting the Formula - I'm trying to promote my formula here, because it should be more flexible and higher than it currently is. I'm NOT trying to promote the range from 30% to 70% i used in my formula. Those amounts can be easily adjusted if needed. - The needed formula is: ratio = (minimumPayout-maximumPayout) *destroyedIsk / bountyPool +maximumPayout (in my example minimumPayout=0.3 and MaximumPayout=0.7) - It's also possible to make the ratio converge against 0.7 much slower: ratio = (minimumPayout-maximumPayout) *squareroot(destroyedIsk / bountyPool) +maximumPayout
regards Destriouth Hollow |

fukier
RISE of LEGION
417
|
Posted - 2012.12.27 21:17:00 -
[3] - Quote
i need a tldr.
something like its better and cant be exploited would be nice...
i dont care if the payouts increase just as long as it never = more then the price of the ship and that includes FW payouts... At the end of the game both the pawn and the Queen go in the same box. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
18
|
Posted - 2012.12.27 21:23:00 -
[4] - Quote
whats a tldr?
This system cannot be exploited! You can never get as much as the lost assets are worth. You would ALWAYS fair better if you just sold it (: (if CCP takes the correct-item-prices that is)
EDIT: Ill fix it so its easier to understand with reading just the essentials. |

fukier
RISE of LEGION
417
|
Posted - 2012.12.27 21:29:00 -
[5] - Quote
Destriouth Hollow wrote:whats a tldr?
This system cannot be exploited! You can never get as much as the lost assets are worth. You would ALWAYS fair better if you just sold it (: (if CCP takes the correct-item-prices that is)
EDIT: Ill fix it so its easier to understand with reading just the essentials.
tldr means Too Long, Didn't Read
as in give me a synopsis...
like the responce was a good tldr... At the end of the game both the pawn and the Queen go in the same box. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
18
|
Posted - 2012.12.27 21:48:00 -
[6] - Quote
It's mainly targeted at the DEVs but i'm trying to make it readable for everybody. Hope it's better now (: |

fukier
RISE of LEGION
417
|
Posted - 2012.12.27 21:51:00 -
[7] - Quote
Destriouth Hollow wrote:It's mainly targeted at the DEVs but i'm trying to make it readable for everybody. Hope it's better now (:
yes much better now... At the end of the game both the pawn and the Queen go in the same box. |

FoxBird Freir
Raven's Flight Nulli Legio
20
|
Posted - 2012.12.27 22:09:00 -
[8] - Quote
Removing the insurance system, now that would bring some interesting opportuneties to the bounty system. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
18
|
Posted - 2012.12.27 22:13:00 -
[9] - Quote
What does the insurance-system have to do with anything? It would reduce PvP in EVE by a lot. It would make minerals and therefore ships more expensive. That would reduce PvP even further. Sure it would hurt people with bounties on their heads but it would also hurt bountyhunters for the same amount. Don't think I like your idea (: |

FoxBird Freir
Raven's Flight Nulli Legio
20
|
Posted - 2012.12.27 22:36:00 -
[10] - Quote
I like it, put some risk back into the game aswell as letting the t1 ships see more use. It also allows for far greater payouts for opportunists and for the avrage carebear it won't matter much.
And i don't see the whole reducing pvp argument though you are welcome to elaborate on that.
Also i've never gotten a mineral insurance payout, unless you are refering to that 1 trit.. |

Arduemont
Rotten Legion Ops THE ROYAL NAVY
998
|
Posted - 2012.12.27 22:42:00 -
[11] - Quote
Supported. "In the age of information, ignorance is a choice." |

Lexmana
755
|
Posted - 2012.12.27 22:47:00 -
[12] - Quote
Destriouth Hollow wrote: (if CCP takes the correct-item-prices that is)
This I think is the main issue here. CCP is not really god at putting value on all items. Sure most items are OK but to be unexploitable ALL items need to be OK. I do agree they probably have too much margin today. But I also know of items in game with grossly inflated values that are probably being exploited as we speak. If CCP could come up with a better way to value items I think your idea is good. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
20
|
Posted - 2013.01.03 17:21:00 -
[13] - Quote
they could just take some very low border for the value. like the the most expensive market-sell-order of the 10% cheapest sell-orders in highsec (for everything but capitals) |

Ranger 1
Ranger Corp
3250
|
Posted - 2013.01.03 17:36:00 -
[14] - Quote
CCP has already said they are willing to look at modifications to the payout numbers. They started at a pretty modest point to let it run for awhile and make sure they hadn't overlooked ways to game the system... so your proposal isn't out of line.
Although, no matter how you look at it, you are still going to run into the hard cap of loss value that cannot be exceeded. Under the current system people with higher bounties really aren't "More Wanted" (unless they fly very expensive ships, in which case that higher bounty does make them worth more than someone with a low bounty), it is more the fact that they remain wanted for a much longer period of time than people with low bounties. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
20
|
Posted - 2013.01.05 11:43:00 -
[15] - Quote
I added the issue with disbanding corps/alliances to my thread. |

DSpite Culhach
Sebiestor Tribe Minmatar Republic
43
|
Posted - 2013.01.05 12:20:00 -
[16] - Quote
If you want my two cents on this - probably not :) - bounties on positive sec standing characters should not have a "Wanted" sign on it, and stay the way it is more or less, and for those that have been tagged as lawbreakers with neg sec status have a slightly modified system, like your idea sort of thing. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
20
|
Posted - 2013.01.06 21:07:00 -
[17] - Quote
Ganging someone in Highsec will never earn you isk, unless the target flies a really expensive ship without enough tank. Everybody else can be freely attked anyway (disregarding sentries). If someone wants to pay to see someone dead, why not let him? |

Lord LazyGhost
Kadavr Black Guard Shadow Cartel
52
|
Posted - 2013.01.06 21:34:00 -
[18] - Quote
I think being able to filter the amount of the bounty. I ie only show pilots with X amount on overview so as to get ride of all the 100kwwasters out there so say I choose show only pilots with over 10m and only a hers with that or larger bounty will have icon.. I whT ya think? |

Katran Luftschreck
Royal Ammatar Engineering Corps
695
|
Posted - 2013.01.07 01:40:00 -
[19] - Quote
Bounty Time Limits
Just like when you place a recruitment ad for you corp, make people select a time frame for their bounty and tack on a service charge based on that.
1 day: 5% 7 days: 10% 30 days: 15% 90 days: 20%
If the bounty isn't collected by the time it expires then the money is refunded. Service fees are non-refundable. That should clear up about 95% of the pointless hi-sec bounties out there by the end of April. EvE Forum Bingo |

Bienator II
madmen of the skies
1388
|
Posted - 2013.01.07 02:20:00 -
[20] - Quote
the idea is great but the problem are the corner cases. In eve it is very difficult to say what something costs. Having a payout of 20% is simply a safety measure to make market manipulation difficult. If this problem would be solved, you could rise the payout to 70% by default without the scaling.
The scaling would still exclude the "alt kill" problem under IDEAL conditions (no open market) but would make market manipulation exploits easier. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Mars Theran
Red Rogue Squadron
1590
|
Posted - 2013.01.07 07:36:00 -
[21] - Quote
fukier wrote:Destriouth Hollow wrote:whats a tldr?
This system cannot be exploited! You can never get as much as the lost assets are worth. You would ALWAYS fair better if you just sold it (: (if CCP takes the correct-item-prices that is)
EDIT: Ill fix it so its easier to understand with reading just the essentials. tldr means Too Long, Didn't Read as in give me a synopsis... like the responce was a good tldr...
I actually go with Too long; direct response = required or provided. ..you're right of course; that just happened to be my interpretation of it. 
Personally, it didn't look to me like the formula solved any sort of exploit system with high bounty payouts. Insure the ship for 1/4 the insurance payout, add the ship kill bounty of 67% mentioned and you're making ISK for killing your ship with an alt. A little more trouble than collecting the whole bounty for a podkill maybe, but still an available exploit. zubzubzubzubzubzubzubzub |

Karak Terrel
As Far As The eYe can see Chained Reactions
148
|
Posted - 2013.01.07 07:52:00 -
[22] - Quote
Destriouth Hollow wrote: 2. Curentlly the bounty is a fix value. The killer gets 20% no matter how high the bounty on the targets head is. This discourages placing high bounties on people. People wih higher bounties are actually NOT more wanted.
While i in general agree with your points i think this is at least in part an invalid argument. A lower percentage also means there will be more ISK wise damage inflicted because of my bounty until the money runs out. So at the moment the guy that sets the bounty inflicts 5 times the ISK damage on the target. If you rise that percentage, the more you have to pay for revenge and the more unattractive it will get.
So there is a trade off there that has to be accounted for |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
23
|
Posted - 2013.01.07 12:18:00 -
[23] - Quote
Lord LazyGhost wrote:I think being able to filter the amount of the bounty. I ie only show pilots with X amount on overview so as to get ride of all the 100kwwasters out there so say I choose show only pilots with over 10m and only a hers with that or larger bounty will have icon.. I whT ya think? Totally supported I'll add that to my entry-post
Katran Luftschreck wrote:Bounty Time Limits
Just like when you place a recruitment ad for you corp, make people select a time frame for their bounty and tack on a service charge based on that.
1 day: 5% 7 days: 10% 30 days: 15% 90 days: 20%
If the bounty isn't collected by the time it expires then the money is refunded. Service fees are non-refundable. That should clear up about 95% of the pointless hi-sec bounties out there by the end of April. This wouldnt change the abuse-matter at all. It would only make it more convinient for them and open up for further exploits. Also I think, if you place a bounty on someone u need to be fully commited! Id only refund the bounty when the alliance or corp disbands.
Bienator II wrote:the idea is great but the problem are the corner cases. In eve it is very difficult to say what something costs. Having a payout of 20% is simply a safety measure to make market manipulation difficult. If this problem would be solved, you could rise the payout to 70% by default without the scaling.
The scaling would still exclude the "alt kill" problem under IDEAL conditions (no open market) but would make market manipulation exploits easier. We need better prices. They need to be low-end, because thats what u can buy it for in highsec anyways. I posted a solution for that above.
Mars Theran wrote: Personally, it didn't look to me like the formula solved any sort of exploit system with high bounty payouts. Insure the ship for 1/4 the insurance payout, add the ship kill bounty of 67% mentioned and you're making ISK for killing your ship with an alt. A little more trouble than collecting the whole bounty for a podkill maybe, but still an available exploit.
The formula solves this problem without any issues. insurance payout is subtracted from the bounty-viable amount. And from the rest you only get below 70%. And with the formula in the notes you would need to have a bounty of a above 10bil to even come close to these 70%. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
23
|
Posted - 2013.01.07 12:18:00 -
[24] - Quote
Karak Terrel wrote:Destriouth Hollow wrote: 2. Curentlly the bounty is a fix value. The killer gets 20% no matter how high the bounty on the targets head is. This discourages placing high bounties on people. People wih higher bounties are actually NOT more wanted.
While i in general agree with your points i think this is at least in part an invalid argument. A lower percentage also means there will be more ISK wise damage inflicted because of my bounty until the money runs out. So at the moment the guy that sets the bounty inflicts 5 times the ISK damage on the target. If you rise that percentage, the more you have to pay for revenge and the more unattractive it will get. So there is a trade off there that has to be accounted for
The problem is that currently there is NO isk-wise damage inflicted AT ALL. 20% bounty is just not high enough to risk your ship while hunting him. It's only a nice bonus for someone you wanted to kill anyway. Currently you dont encourage people to hunt ppl with bounties, but you just pay those that shoot at them anyway. And as soon as the bounty covers the next couple kills whats the meaning of putting a higher bounty on him? Nobody will care. You might as well just wait and bounty him when the current bounty ran out. Having the highest bounty in Eve just doesnt matter currently. |

Bienator II
madmen of the skies
1388
|
Posted - 2013.01.07 20:21:00 -
[25] - Quote
Bienator II wrote:the idea is great but the problem are the corner cases. In eve it is very difficult to say what something costs. Having a payout of 20% is simply a safety measure to make market manipulation difficult. If this problem would be solved, you could rise the payout to 70% by default without the scaling.
The scaling would still exclude the "alt kill" problem under IDEAL conditions (no open market) but would make market manipulation exploits easier. We need better prices. They need to be low-end, because thats what u can buy it for in highsec anyways. I posted a solution for that above. [/quote] there is no solution for that. what does an abbadon cost? what does a b-type mwd cost? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
24
|
Posted - 2013.01.07 21:13:00 -
[26] - Quote
For everything below officer-stuff it should be easy. and for the rest it should be fairly easy to design a save low border thats worth less than the module. Well hell: If you are so worried about it the price of a t2-module can be taken for the ones that arent obvious.
This is nowhere a problem that cant be solved.
And it doesn't matter for the fact that my formula would be better than the current static one, even if u take just the hulls. |

Bienator II
madmen of the skies
1388
|
Posted - 2013.01.07 21:33:00 -
[27] - Quote
so tell me how you want to solve it? you think you can't buy all abbadons in the area as an alliance and make it to a big bounty payout event once a month? Or with much easier to manipulate items. It has been done already with FW LP which uses the same system.
the only defense are low payouts. Otherwise you will just kill yourself to get rid of the bounty or make even profit from it if you do it right. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Karrl Tian
Brutor Tribe Minmatar Republic
146
|
Posted - 2013.01.07 21:52:00 -
[28] - Quote
Here's a better formula.
Player #1 "I want X player/shiptype/corpmember killed."
Player #2 "Give me money and I'll do it."
Player #1 "Okay."
Player #2 kills Player #3, gets paid by Player #1, then kills him and gets paid by Player #3.
WTF is so hard about that?  |

Marlona Sky
D00M. Northern Coalition.
2839
|
Posted - 2013.01.07 22:57:00 -
[29] - Quote
Karrl Tian wrote:Here's a better formula. Player #1 "I want X player/shiptype/corpmember killed." Player #2 "Give me money and I'll do it." Player #1 "Okay." Player #2 kills Player #3, gets paid by Player #1, then kills him and gets paid by Player #3. WTF is so hard about that?  Something that struggles to find a place in this game - trust.
Remove local, structure mails and revamp the directional scanner! |

Rellik B00n
Lethal Death Squad
203
|
Posted - 2013.01.07 23:24:00 -
[30] - Quote
Karrl Tian wrote:Here's a better formula. Player #1 "I want X player/shiptype/corpmember killed." Player #2 "Give me money and I'll do it." Player #1 "Okay." Player #2 kills Player #3, gets paid by Player #1, then kills him and gets paid by Player #3. WTF is so hard about that? 
hehe.
You get a like for the twist  qfmjt-1 |

Lord Leftfield
The Society Calyxes
75
|
Posted - 2013.01.08 00:25:00 -
[31] - Quote
There should be a automatic bounty placement system for posting on GD!
1 mill per post 100k per number used in a post 250k per letter used in a quote
:) |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
24
|
Posted - 2013.01.08 11:58:00 -
[32] - Quote
Bienator II wrote:so tell me how you want to solve it? you think you can't buy all abbadons in the area as an alliance and make it to a big bounty payout event once a month? Or with much easier to manipulate items. It has been done already with FW LP which uses the same system.
the only defense are low payouts. Otherwise you will just kill yourself to get rid of the bounty or make even profit from it if you do it right.
IF it would be sovleable you would not need your formula. Just set the payout to 70%... done
There is no problem in getting a save low value. If the current save value isnt enough, take the lowest save value in the last 6 months. That would be pretty impossible to manipulate, as you would need to buy all items of one type for 6 months to make this happen. And when u take the cheapest of the prices those items were sold for you lost all meaning of manipulating anything. It would still be billions for officer modules though. It's not a matter of beeing possible or not, it's just a matter of the right formula and savety messures. |

Buhhdust Princess
Mind Games. Suddenly Spaceships.
390
|
Posted - 2013.01.08 12:12:00 -
[33] - Quote
Being an actually Interesting and intelligent post, I read all of it.
This idea is what I imagined when CCP introduced the new bounty system, and I was actuallly excited. to find out that the bounty system was just a base 20% really disappointed me.
+1 Signed etc etc, Make it happen CCP. It will be ace! :D |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
228
|
Posted - 2013.01.08 14:28:00 -
[34] - Quote
What this bounty program incentivises is 'not dying'.
If you are stalking a large alliance with a large bounty, 10 kills and no deaths is laughing all the way to the bank. If you are stalking one dude with a 5 million isk bounty and you die 5 times before you gank him while he is afk, you're going to have a bad time.
I don't see any compelling reason to change the system to favour your style of play over the other.
|

Othran
Route One
365
|
Posted - 2013.01.08 14:33:00 -
[35] - Quote
Bounties are somewhat underwhelming at present - for example I got 8 bounty payouts at the weekend and they didn't even cover the cost of (small hybrid) ammo used on the roam 
While its nice to get some iskies its still not enough to create a functional bounty system.
Something needs to change. |

Riedle
Paradox Collective Choke Point
254
|
Posted - 2013.01.08 14:40:00 -
[36] - Quote
Ranger 1 wrote:CCP has already said they are willing to look at modifications to the payout numbers. They started at a pretty modest point to let it run for awhile and make sure they hadn't overlooked ways to game the system... so your proposal isn't out of line.
Although, no matter how you look at it, you are still going to run into the hard cap of loss value that cannot be exceeded. Under the current system people with higher bounties really aren't "More Wanted" (unless they fly very expensive ships, in which case that higher bounty does make them worth more than someone with a low bounty), it is more the fact that they remain wanted for a much longer period of time than people with low bounties.
Not necessarily. What about a % value lower than the ship price and a lotto like calculation on a 'bonus' for characters with high bounty amounts?
Would not be worth to try and exploit for the individual with the bounty but would, at the same time, make it more lucrative for the bounty hunter professional.
Riedle |

Othran
Route One
369
|
Posted - 2013.01.08 15:30:00 -
[37] - Quote
While its not going to happen due to the number of people with trivial bounties on their heads I think it'd simplify matters a lot if you simply couldn't insure yourself when you had a bounty.
Hindsight is a fine thing but the decision to allow placing bounties on anyone for no reason has seriously restricted what "tweaks" CCP can make.
Might have been better to restrict bounty placement to global criminals (-5 to -10) and on people who have killed your ship/pod.
Having insurance in the mix means less bounty per kill to ensure no exploiting can take place.
Too late now anyway. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
24
|
Posted - 2013.01.12 22:37:00 -
[38] - Quote
Buhhdust Princess wrote:Being an actually Interesting and intelligent post, I read all of it.
This idea is what I imagined when CCP introduced the new bounty system, and I was actuallly excited. to find out that the bounty system was just a base 20% really disappointed me.
+1 Signed etc etc, Make it happen CCP. It will be ace! :D Thanks for the support (:
Doctor Ungabungas wrote:What this bounty program incentivises is 'not dying'.
If you are stalking a large alliance with a large bounty, 10 kills and no deaths is laughing all the way to the bank. If you are stalking one dude with a 5 million isk bounty and you die 5 times before you gank him while he is afk, you're going to have a bad time.
I don't see any compelling reason to change the system to favour your style of play over the other.
I don't have a certain "style". All I'm saying is that the current bounty system affects pvp in exactly 0 ways. The same amount of ppl and actually excactly the same ppl would die without the current bounty system. It just doesn't matter.
Othran wrote:Bounties are somewhat underwhelming at present - for example I got 8 bounty payouts at the weekend and they didn't even cover the cost of (small hybrid) ammo used on the roam  While its nice to get some iskies its still not enough to create a functional bounty system. Something needs to change. I'll count this as support (:
Riedle wrote:Not necessarily. What about a % value lower than the ship price and a lotto like calculation on a 'bonus' for characters with high bounty amounts?
Would not be worth to try and exploit for the individual with the bounty but would, at the same time, make it more lucrative for the bounty hunter professional.
Riedle If you know the percentages and exploit it with a ton of small stuff instead of one big one it won't change anything. Anything that was exploitable before still is and anything that wasn't is still good.
Othran wrote:While its not going to happen due to the number of people with trivial bounties on their heads I think it'd simplify matters a lot if you simply couldn't insure yourself when you had a bounty.
Hindsight is a fine thing but the decision to allow placing bounties on anyone for no reason has seriously restricted what "tweaks" CCP can make.
Might have been better to restrict bounty placement to global criminals (-5 to -10) and on people who have killed your ship/pod.
Having insurance in the mix means less bounty per kill to ensure no exploiting can take place.
Too late now anyway. This would have changed everything indeed. But I think i like the current system more. If someone robbs my corp-hangar or pisses me off in local and want to be able to pay ppl to hunt him down. You could still do this the old fashioned way but by recruting well known hunters for this task, but I like the idea of putting a global bounty. After all in reality that's just the way it works. If you want someone dead and are willing to pay for it no matter who does it's just that. You don't care who does it, as long as it happens.
|

Arronicus
Vintas Industries Mistakes Were Made.
48
|
Posted - 2013.01.12 23:25:00 -
[39] - Quote
I don't like this system. While you are attempting to make bounty hunting a viable profession, which I agree could be nice, I don't think this is the appropriate way to do it. 20% was selected as a happy medium between paying out a nice sum of isk, and making it nowhere near worthwhile for people to blow up their ships with an insurance payment. In some cases, with ships that dont fluctuate much in price, insurance will cover something like 60-70% of the value of the ship hull.
Under your proposed system, you could quite easily remove bounties off your head with very little loss, by getting in a battleship, completely unfitted, insuring it, then killing yourself. The small 20% payout prevents that.
Also, M or Mil for Million. Not Mio, or KK. Both of the latter make you look like a dirty russian. |

Rakshasa Taisab
Sane Industries Inc.
1086
|
Posted - 2013.01.12 23:44:00 -
[40] - Quote
Destriouth Hollow wrote:What does the insurance-system have to do with anything? That's the only thing people need to know about your great suggestion for reforming the bounty system. Nyan |

MortisLegati
Caldari War Materiel
16
|
Posted - 2013.01.14 12:37:00 -
[41] - Quote
There's very little way to manage this system without a good system upon which to base values. CCP has some trouble with that and it's pretty much all that's causing the issues with bounty payouts. Even a contract-based system would only cover some of the cases. It would work for 'professional' bounty hunters who are known to not be someone's alt, though public contracts of that type would be exploitable as all hell. (Theoretical criteria would be similar to "Minimum ISK Lost" "Number of kills" "Pod?" and payouts held in escrow until failure or successfully completed.) |

Doddy
Dark-Rising
830
|
Posted - 2013.01.14 12:55:00 -
[42] - Quote
Destriouth Hollow wrote:It's mainly targeted at the DEVs but i'm trying to make it readable for everybody. Hope it's better now (:
If its targetted at devs why post it here?
|

Whitehound
345
|
Posted - 2013.01.14 13:02:00 -
[43] - Quote
The proposed idea centres too much on a 1v1 scenario and is therefore bad, because many fights are not 1v1 fights.
The purpose of a bounty is not to pay just a bounty hunter, but to put the bountied player into more fights. With higher payouts does the balance shift more towards a gratification of the bounty hunter and relieves the bountied player too fast of the bounty. Corporation and alliance bounties of several billions, which are meant to place a bounty onto many players will then get paid out too fast.
I see no reason why bounty hunters need a higher gratification. If you are bad at your job then you won't get better by going after higher bounties and your greed will likely only cause you more losses than you can currently imagine. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
25
|
Posted - 2013.01.15 22:09:00 -
[44] - Quote
MortisLegati wrote:There's very little way to manage this system without a good system upon which to base values. CCP has some trouble with that and it's pretty much all that's causing the issues with bounty payouts. Even a contract-based system would only cover some of the cases. It would work for 'professional' bounty hunters who are known to not be someone's alt, though public contracts of that type would be exploitable as all hell. (Theoretical criteria would be similar to "Minimum ISK Lost" "Number of kills" "Pod?" and payouts held in escrow until failure or successfully completed.)
It's not hard to find a save value that's not exploitable. I made quite a few suggestions and all of them would would work if you do it right. This is NOT an issue. 20% of the ship is nowhere close exploitable. 20% of just the hull is rediculous (:
Doddy wrote:Destriouth Hollow wrote:It's mainly targeted at the DEVs but i'm trying to make it readable for everybody. Hope it's better now (: If its targetted at devs why post it here?
Where else would I post it?
Whitehound wrote:The proposed idea centres too much on a 1v1 scenario and is therefore bad, because many fights are not 1v1 fights.
How does my idea focus on a 1v1 scenario in any way? It does NOT. Splitting the bounty to the people on the killmail is in no way anything I'd dislike.
Whitehound wrote:The purpose of a bounty is not to pay just a bounty hunter, but to put the bountied player into more fights. With higher payouts does the balance shift more towards a gratification of the bounty hunter and relieves the bountied player too fast of the bounty. Corporation and alliance bounties of several billions, which are meant to place a bounty onto many players will then get paid out too fast.
I see no reason why bounty hunters need a higher gratification. If you are bad at your job then you won't get better by going after higher bounties and your greed will likely only cause you more losses than you can currently imagine.
Well yes, thank you for your comment. And 20% bounty will NOT put the bountied player into more fights. Therefore it has abolutly no meaning in the current state. If you put several billions on a corp or alliance would you not actually want bounty hunters to go after them? Currently they don't! I would want them to be in constant danger and loosing ships instead of not caring. And it would in no way be payed out fast. The only way to remove a few billions from your head is by loosing an incredible amount of isk. And if that happens the bounty did it's job.
People with high bounties got them because they are a) very annoying, which is mostly possible if they are awesome in pvp b) not easy to catch, otherwise the bounty would be gone already. So yes: catching a high-bounty-target needs a good bounty hunter or you will only loose your ship. People with high bounties are either hated a lot or very challenging to kill. But why do I have to explain this over and over: Would you attk someone you would usually not attk just because you may earn 20% of his hulls worth? Answer this for yourself and only continue suggesting "20% is enough" if your answer is "yes". I however doubt this (: |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
25
|
Posted - 2013.01.15 22:15:00 -
[45] - Quote
I don't see why people here are arguing. I can't see how anybody would find the current system ok. Why is this even a question? The only people that wouldn't like my proposal should be those that either don't understand it or are afraid of high bounties on their heads. |

Xen Solarus
Inner 5phere
259
|
Posted - 2013.01.15 22:39:00 -
[46] - Quote
I personally thought bounties would have been better as how contracts currently work. Far more personalised to assign a bounty to someone that i know is going to go and actually kill them. The current system lacks this, and the fact that everyone now has bounties kinda kills it. Now everyone just gets a pointless extra 20% isk from their kills. Not exactly bounty hunting. I see the kills from bounties i've assigned on people, and think meh, another random kill. Hardly the satisfaction i was looking for in my desire for revenge.
My problem has always been that EvE has advertised TO DEATH that people can be bounty hunters. And even now with the system far better than it was, the bounty hunter profession is still dead. I highly doubt those in the top ten bounty hunters actually went out of their way to hunt down good targets, but rather just lucked out in who they randomly exploded. I also feel that by making it so broad, making everyone wanted from the filthiest pirate scum to the the most innocent highsec carebear, makes little sense. Sure those that flaunt the law in highsec should be the ones that bear these wanted signs? Rather than everone who plays eve?
The only good thing from the new system is as a meaningful way to get back at highsec gankers. Transferable killrights are awesome, and a great way to introduce consequences to players that live off risk-free ganking. Lets face it, those highsec carebears have no other way to get back at the players that gank them.
As a player with a significant bounty, i can't personally say its made me more desirable to kill. I'm pretty sure most people will still try to kill me on sight in lawless space anyways. But if the percentage stays at 20%, i'm pretty sure i'm going to be wanted till the end of time.  |

Natsett Amuinn
GoonWaffe Goonswarm Federation
1479
|
Posted - 2013.01.15 22:44:00 -
[47] - Quote
I made a thread just after the expansion about the top bounties not being worthwhile to hunt down because of the way the bounty system works.
A dev responded that they intended to make the payout on bounties scale in some way based on the top 10 list, but that they didn't have time to do it prior to retributions release.
At some point the top bounties will pay out more than 20%. That is the only thing I personally feel needs to be done with the bounty system. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
26
|
Posted - 2013.01.15 22:49:00 -
[48] - Quote
Yep. In addition to my dynamic and higher bounty-percentage I also suggested that everyone should be able to select the bounty-minimum that a player needs to apear "blacklisted". 100.000K isk shouldnt make someone black for everybody. (:
100.000isk * 45.000 = 4.500.000.000 For just 4,5bil one could mark everyone that is currently online black for everybody (: Hell, I could do this myself if it wasnt so much clicking (:
Natsett Amuinn wrote:I made a thread just after the expansion about the top bounties not being worthwhile to hunt down because of the way the bounty system works.
A dev responded that they intended to make the payout on bounties scale in some way based on the top 10 list, but that they didn't have time to do it prior to retributions release.
At some point the top bounties will pay out more than 20%. That is the only thing I personally feel needs to be done with the bounty system.
10 people from 400.000? And nobody cares aslong as you'r number 11 from 400.000? hmmmmm (: |

Natsett Amuinn
GoonWaffe Goonswarm Federation
1479
|
Posted - 2013.01.15 22:53:00 -
[49] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=181188&find=unread
Well not my thread, but a response to my suggestion to make the top 10 guys pay out more.
Soniclover wrote: I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more.
|

Natsett Amuinn
GoonWaffe Goonswarm Federation
1479
|
Posted - 2013.01.15 22:57:00 -
[50] - Quote
Destriouth Hollow wrote:
10 people from 400.000? And nobody cares aslong as you'r number 11 from 400.000? hmmmmm (:
Yes, because being one of the top 10 most wanted people in EVE should come with an incentive for people to hunt you down.
A billion isk bounty isn't worth hunting down any more than a 1 million isk bounty.
Keep in mind that most of those 400k people have insignificant bounties levels to start with, but why hunt the guy with 5 million when that guy with 1 million in the system your in is worth as much.
There needs to be a worthwhile incentive, and being able to blow them up more isn't worthwhile to travel to the other side of EVE for. Bounty hunters should want to. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
26
|
Posted - 2013.01.15 23:07:00 -
[51] - Quote
Did you even read my post? It solves that dynamic payout in a much better fassion.
With your "top 10 or not" system it wouldnt matter if someone has 1mil or 5mil. neither one will be top10 (: Actually there would just be 10 funny rich people that put extreme bounties on their inactive alts and you have changed a whole lot of nothing (: |

Natsett Amuinn
GoonWaffe Goonswarm Federation
1481
|
Posted - 2013.01.15 23:49:00 -
[52] - Quote
Destriouth Hollow wrote:Did you even read my post? It solves that dynamic payout in a much better fassion.
With your "top 10 or not" system it wouldnt matter if someone has 1mil or 5mil. neither one will be top10 (: Actually there would just be 10 funny rich people that put extreme bounties on their inactive alts and you have changed a whole lot of nothing (: CCP isn't going to go over a 30% payout. I'm betting on that sinse that was a number soniclover put forth as being something they considered.
They won't go to 67% of the value becaue it would be exploitable.
I would love if they did your idea, they wont though.
The top 10 payout is something that is likely going to happen though, and that's better than nothing. They also said that they're considering a means of moving the top 10 around so that we don't get in a situation where it's just people pushing themselves to the top 10 for epeen. |

Bienator II
madmen of the skies
1428
|
Posted - 2013.01.15 23:49:00 -
[53] - Quote
Destriouth Hollow wrote:Bienator II wrote:so tell me how you want to solve it? you think you can't buy all abbadons in the area as an alliance and make it to a big bounty payout event once a month? Or with much easier to manipulate items. It has been done already with FW LP which uses the same system.
the only defense are low payouts. Otherwise you will just kill yourself to get rid of the bounty or make even profit from it if you do it right.
IF it would be sovleable you would not need your formula. Just set the payout to 70%... done There is no problem in getting a save low value. If the current save value isnt enough, take the lowest save value in the last 6 months. That would be pretty impossible to manipulate, as you would need to buy all items of one type for 6 months to make this happen. And when u take the cheapest of the prices those items were sold for you lost all meaning of manipulating anything. It would still be billions for officer modules though. It's not a matter of beeing possible or not, it's just a matter of the right formula and savety messures.
again. if there would be a formula to solve the problem you could always pay the max amount. But there is no such thing in a player driven, regional fragmented market like we have it in eve. You will always find a way to exploit it if the payout is not conservative enough. Once its exploitable the new system is not better as the original pay everything system.
so just take the lowest sell order in the whole universe you say? Perfect. Let me quickly set up some sell orders in a nullsec outpost which will effectively reduce the payout of my favorite fittings to almost 0. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Solosky
Express Hauler
1
|
Posted - 2013.01.16 00:10:00 -
[54] - Quote
This thread made me sad (again) about fact EVE players have much better ideas than devs.
Right now those 20% flat bounties seems like wasting of development resources. |

Whitehound
347
|
Posted - 2013.01.16 00:28:00 -
[55] - Quote
I understand that you want more ISKs, everyone wants more all the time, but why do you think you deserve them?
I very much like the way it works for several reasons:
- My bounties require the bountied player to make a 5 times higher loss before he losses the "Wanted" sign. - My bounties stay less important than the victory itself and so the victory stays the main motivator for a fight. - I do not want my bounties to be paid out to players who try to get lucky. - Nor do I want my bounties to be paid out to those who only look at the ISKs, then fail and thereby give the bountied player several victories before the actual loss.
Higher payouts defeat these points.
If you then cannot win 5 times, and you do get loot each time as well, then why would you deserve a higher payout? |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
27
|
Posted - 2013.01.18 19:53:00 -
[56] - Quote
Solosky wrote:This thread made me sad (again) about fact EVE players have much better ideas than devs.
Right now those 20% flat bounties seems like wasting of development resources. thx
Whitehound wrote:I understand that you want more ISKs, everyone wants more all the time, but why do you think you deserve them?
I very much like the way it works for several reasons:
- My bounties require the bountied player to make a 5 times higher loss before he loses the "Wanted" sign. - My bounties stay less important than the victory itself and so the victory stays the main motivator for a fight. - I do not want my bounties to be paid out to players who try to get lucky. - Nor do I want my bounties to be paid out to those who only look at the ISKs, then fail and thereby give the bountied player several victories before the actual loss.
Higher payouts defeat these points.
If you then cannot win 5 times, and you do get loot each time as well, then why would you deserve a higher payout?
But with some ppl II feel like arguing with a bunch of..... ah.... I shouldn't say it......
No I don't want more ISK for myself. I know I'm not good enough at PvP to hunt down seasoned PvPers with high bounties.
1. "- My bounties require the bountied player to make a 5 times higher loss before he loses the "Wanted" sign."
5 times higher than what? Nobody said anything about 100%. 100% would just lead to ppl removing their own bounties with 0 gain or loss. If you just want ppl to have the "wanted" sign for a long time: Just put 100.000 ISK on them everytime they loose it. Nobody will care and it will be very cheap. Yet, it won't change much for that guy. -> Bounties are currently useless
2. - My bounties stay less important than the victory itself and so the victory stays the main motivator for a fight.
Exactly my reasoning. Bounties currently don't matter. You only attk those you would attk anyway to achieve victory. -> Bounties are currently useless
3. "- I do not want my bounties to be paid out to players who try to get lucky."
If you don't want to pay out the bounties to ppl that would usually not attk the target, then why do you even put it? Everybody will always do save kills, you don't need to put a bounty for that. -> Bounties are currently useless
4. "- Nor do I want my bounties to be paid out to those who only look at the ISKs, then fail and thereby give the bountied player several victories before the actual loss."
You don't want to give ISK to those that care about it? You only want to give ISK to people that don't care for ISK? They by defintion won't change they behavior for ISK, as they don't care about it. -> Bounties are currently useless
It's very hard to show you the flaws in your reasoning without becoming offensive. I hope you appreciate me trying. ................. |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
27
|
Posted - 2013.02.03 02:16:00 -
[57] - Quote
*my very first bump ever* |

Aren Madigan
EVE University Ivy League
26
|
Posted - 2013.02.03 05:37:00 -
[58] - Quote
Whitehound wrote:I understand that you want more ISKs, everyone wants more all the time, but why do you think you deserve them?
I very much like the way it works for several reasons:
- My bounties require the bountied player to make a 5 times higher loss before he loses the "Wanted" sign. - My bounties stay less important than the victory itself and so the victory stays the main motivator for a fight. - I do not want my bounties to be paid out to players who try to get lucky. - Nor do I want my bounties to be paid out to those who only look at the ISKs, then fail and thereby give the bountied player several victories before the actual loss.
Higher payouts defeat these points.
If you then cannot win 5 times, and you do get loot each time as well, then why would you deserve a higher payout?
Because expecting a player to be 5 times better than anyone else is an unreasonable expectation. Anyways, in terms of calculating the costs, is there any particular reason that it can't be calculated from the market data directly in somewhat real time or recalculated at each downtime? |

Whitehound
603
|
Posted - 2013.02.03 09:14:00 -
[59] - Quote
Aren Madigan wrote:Because expecting a player to be 5 times better than anyone else is an unreasonable expectation. Anyways, in terms of calculating the costs, is there any particular reason that it can't be calculated from the market data directly in somewhat real time or recalculated at each downtime? You are not expected to be 5 times better. You are only not meant to receive the entire amount, because the bountied player could just take an alt and trade his ship for the bounty. In order to avoid this needs the bounty to be significantly lower than a ship's value.
Why all the greed on the bounty? What has changed since Retribution that this is suddenly not enough ISKs when before you got nothing? Who shall take your demands serious? It is like you are being given a piece of chocolate cake and then start yelling you want the whole cake, ALL CAKE, MOOOAARRR CAKE!, CAKE NOW NOW NOW!!1!11!, ...
How about this:
- Reduce the bounty payout down to 5%. - Add a Bounty Negotiation skill to increase it by 4% per level to a maximum of 25%.
Those who don't train the skill will get less and it leaves more to those who do. SCAM CAT - Titan Jump - I was there - Goon Dog |

Destriouth Hollow
Star-Destroying-Warlords Destiny's Call
27
|
Posted - 2013.02.04 11:47:00 -
[60] - Quote
Whitehound wrote: Why all the greed on the bounty? What has changed since Retribution that this is suddenly not enough ISKs when before you got nothing?
Well nothing has changed. The mechanic didn't work before and it still doesn't.
Whitehound wrote: Who shall take your demands serious? It is like you are being given a piece of chocolate cake and then start yelling you want the whole cake, ALL CAKE, MOOOAARRR CAKE!, CAKE NOW NOW NOW!!1!11!, ...
This is just childish. The given cake is one, that is tasty to noone. I don't care if we have no cake on the shelve or a microscopic piece of garlic-booger-cake. Nobody would eat either one. It's just sitting there.
Whitehound wrote: How about this:
- Reduce the bounty payout down to 5%. - Add a Bounty Negotiation skill to increase it by 4% per level to a maximum of 25%.
Those who don't train the skill will get less and it leaves more to those who do.
This would be far better than the current system, as one could specialize towards bounty-hunting. It would still not be enough to be feasable though and the bounty-amount on someones head still wouldn't matter. All in all: My system would help Eve much more, but I could see a skill affecting it beeing usefull.
|

Whitehound
633
|
Posted - 2013.02.04 12:01:00 -
[61] - Quote
Destriouth Hollow wrote:Well nothing has changed. The mechanic didn't work before and it still doesn't. And with such a comment do you disqualify all your demands for a change.  SCAM CAT - Titan Jump - I was there - Goon Dog |

Aren Madigan
EVE University Ivy League
28
|
Posted - 2013.02.04 14:13:00 -
[62] - Quote
Whitehound wrote:Aren Madigan wrote:Because expecting a player to be 5 times better than anyone else is an unreasonable expectation. Anyways, in terms of calculating the costs, is there any particular reason that it can't be calculated from the market data directly in somewhat real time or recalculated at each downtime? You are not expected to be 5 times better. You are only not meant to receive the entire amount, because the bountied player could just take an alt and trade his ship for the bounty. In order to avoid this needs the bounty to be significantly lower than a ship's value. Why all the greed on the bounty? What has changed since Retribution that this is suddenly not enough ISKs when before you got nothing? Who shall take your demands serious? It is like you are being given a piece of chocolate cake and then start yelling you want the whole cake, ALL CAKE, MOOOAARRR CAKE!, CAKE NOW NOW NOW!!1!11!, ... How about this: - Reduce the bounty payout down to 5%. - Add a Bounty Negotiation skill to increase it by 4% per level to a maximum of 25%. Those who don't train the skill will get less and it leaves more to those who do.
You pretty much are if you only get a fifth of the value, or to gather a team and make a point to avoid any larger forces. Otherwise being a bounty hunter isn't profitable if you're using an equal value ship. I suppose one could go with a really high value like a T3, but then losing that can destroy all the profit you made up to that point. This isn't greed so much as it is pretty basic math. Now I agree there needs to be something to prevent abuse, but come on. Its also gotta be reasonably profitable. Gotta be some reason to chase those high bounties. I mean, right now the top 10 bounties are pretty much to show who the most hated is that aren't abusing the current system as much as others might be, because they ARE already being abused to some extent to dampen the cost of a gank, despite it being fixable in most situations. |
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