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Ogopogo Mu
Snickers Inc
28
|
Posted - 2011.10.27 20:31:00 -
[31] - Quote
Solo Player wrote:Ogopogo Mu wrote:Currently I believe bountying a pilot requires that the pilot have -1.0 or lower security. If, in the scenario you describe, New Bee goes around pissing people off and winding up with -1.0 security simultaneously, I don't see a problem with someone shoving a huge bounty on him. If that's a problem for him, he can stay in hisec where it's less likely that he will be killed by bounty hunters, until he winds up at -5.0 security status, at which point he knows what he's getting into, unless he's a complete idiot. In either case, I don't see the problem.  I can see how that makes sense for the case I specified. But I'm not sure I like it. There should be a way to place a bounty on anyone who crossed you. Maybe limit bounties to the net worth of the bountied (is that even a word?) player's assets? Or possibly, to not reveal actual net worth that way, to the average net worth of characters of the target toon's age. I'm sure the Good Doctor has a curve for just that lying about somewhere.
As paritybit pointed out, there's currently no heuristic for software to track many activities that **** people off, including scamming/being a jerk in local/corp theft. I think for the more abstract cases, counter-pissing-off or mercs are still viable, as is just ignoring the person. I'm not really looking at bounties as a catch-all for all behavioral problems in the game; I just want to propose a relatively simple mathematical solution to a long-broken system.
Regarding character age/assets: I unsubbed for a long time (twice), and so I don't have the SP or ISK/assets you might expect based merely on toon age. Some other characters are disproportionately rich/poor, for whatever reason, and you can always hide assets on a second account if you want. |

Solo Player
18
|
Posted - 2011.10.27 20:57:00 -
[32] - Quote
Ogopogo Mu wrote: I just want to propose a relatively simple mathematical solution to a long-broken system.
Regarding character age/assets: I unsubbed for a long time (twice), and so I don't have the SP or ISK/assets you might expect based merely on toon age. Some other characters are disproportionately rich/poor, for whatever reason, and you can always hide assets on a second account if you want.
That's why I suggested that limit - it's not perfect (heck, this toon is worth ~5000isk plus a noobship at a few years of age! ;) ), but it would restrict abuse of bounties to grief new players with a simple mechanic. I believe -1.0 sec is just too limiting and would reduce a bounty hunter's choice of targets significantly.
|

Golar Crexis
Broski Enterprises Elite Space Guild
10
|
Posted - 2011.10.28 00:10:00 -
[33] - Quote
Nice one op.
I like this idea of bounties being payed out by concord based on the value of the ship.
I'm not sure how well the bounty system itself would cope if this was introduced. By this I mean quite a few bounties will be placed on hi-sec griefers so the only real way to collect is to sucide gank them or (shudders) try and war dec them. But I guess you could leave that problem for the future and concentrate on solving the current one.
TL;DR A very good idea. I want to see more discussion and debate. |

Zircon Dasher
Zirconia Trade Group
6
|
Posted - 2011.10.28 05:05:00 -
[34] - Quote
Ogopogo Mu wrote: Dead ship: Everyone on the killmail splits 25% of the base value of the destroyed ship and destroyed fittings (not dropped), up to the amount in escrow. The killers also split the insurance payout, if for some reason the wanted pilot had insurance.
Dead pod: Everyone on the killmail splits 75% of the base value of the implants plus 75% of the cost of the clone*, up to the amount in escrow.
Someone places a 6.25mil bounty on Vile Rat
Vile rat buys a hurricane from a buy order in Verge Vendor for 20mil Vile platinum insures that hurricane for 23mil at a cost of 7mil Vile has now spent 27mil
Vile undocks and shoots himself with his alt The Mittani  The current Jita/ Index price used in determining bounty payout on a Hurricane is 25mil
Mittens recieves the 6.25mil for the bounty (25mil *25%) Mittens recieves the insurance payout of 23mil Vile placed on the ship Mittens has now recieved 29.25mil
29.25mil -27.0mil = 2.25mil in profit for Vile
The problem with things that try and "price" ships and modules is that they rely on homogenized prices or are location-centric. As we all know there can be wild price differences region to region.... especially when you can buy things from evac'ing corps.
Such a system also relys upon relative stagnation in prices. You might be able to mitigate this to an extent on hum-drum items, but contract items like deadspace and faction. If you bought a gistii-b SSB 2 years ago it is now valued at 2-3x the amount you paid for it. Moving it (in my case) isnt worth the time trasporting it to a hub. But if it meant I could collect a profit from a bounty by merely jump cloning... you see where I am going
Is the amount that can be gained significant? probably not. Is there still profit? Yes.
Can I haz 100M now? |

Ogopogo Mu
Snickers Inc
33
|
Posted - 2011.10.28 05:40:00 -
[35] - Quote
Zircon Dasher wrote:Vile rat buys a hurricane from a buy order in Verge Vendor for 20mil Vile platinum insures that hurricane for 23mil at a cost of 7mil
Not sure what the insurance value of a hurricane is (I don't have one handy), but in this case the profit was realized when rat bought a 23m base value ship for 20m. He effectively profited 3m on the purchase.
Zircon Dasher wrote:The current Jita/ Index price used in determining bounty payout on a Hurricane is 25mil
I believe insurance values are derived from the base value of the typeID, not the market. I also intended for bounties to be paid on this same value, sorry that wasn't clear. The bounty value on the ship in question is (23m*25%)=5.75m.
Plat insurance costs 30% of the base value of the ship, so the policy costs 6.9m.
At base price, the profit (loss) for Vile rat/The Mittani is [-(BasePrice=23m)+(InsurancePayout=23m)-(PolicyCost=6.9m)+Bounty(5.75m)]=(1.15m), minus the opportunity costs of setting himself and his alt up to do it.
If he got the hurricane at a discount, then he nets 1.85m on the scheme, minus the additional opportunity cost of shipping the thing in from Verge Vendor, but the profit is still predicated on someone selling below base value, not the alt-killing. Even then, he might have just flipped/refined it right way and realized a greater profit.
I agree that insurance is really the big problem in the system. However, I still want Trebor's money.  |

Solo Player
19
|
Posted - 2011.10.28 06:49:00 -
[36] - Quote
How about you let Pend take the stance that a bounty increases their risk and thus have them reduce the base ship value the insurance payout is calculated from by the part of the ships's value the bounty hunter is to receive? If we let Pend handle bounties, they'd be in a good position to do just that.
Also, I'm not sure the insurance should go to the bounty hunter. Too much impact on newish players that are frivolously bountied (in relation to those that aren't. I still think insurance should take into account insured player's sec status and ship loss history when calculating insurance premium and possibly refuse payout for CONCORD-involved kills.). |

Ogopogo Mu
Snickers Inc
35
|
Posted - 2011.10.28 08:44:00 -
[37] - Quote
Solo Player wrote:How about you let Pend take the stance that a bounty increases their risk and thus have them reduce the base ship value the insurance payout is calculated from by the part of the ships's value the bounty hunter is to receive? If we let Pend handle bounties, they'd be in a good position to do just that.
Also, I'm not sure the insurance should go to the bounty hunter. Too much impact on newish players that are frivolously bountied (in relation to those that aren't. I still think insurance should take into account insured player's sec status and ship loss history when calculating insurance premium and possibly refuse payout for CONCORD-involved kills.).
Insurance is a whole other ball of fish guts. Previously I thought it would make sense to give ship insurance to the hunters, but that does nothing to players killing themselves with alts in order to void the bounty, so there's no reason to do that. I'm not quite willing to jump into the horror of the insurance system yet, but at 25% of ship value an alt-kill loses a little, instead of losing a lot. Voiding all insurance on a wanted player unfairly penalizes poorer players. Applying insurance to the remaining bounty (as I think was what VR had put forth) takes more money out of the game, but it trivializes the intent of the players who placed the bounty.
Rather than try and fix two incredibly broken systems at once, I'm in favor of using a 25% ship-blower-upper value to mitigate insurance exploits, and pray that someone looks at the insurance system as a whole. If that's not sufficient, then you can always lower the ship-blower-upper percentage, or even do away with it, but I'd like to keep some sort of incentive to go after a ship even if the pod is likely to get away.
As for CONCORD, they don't get a share of the bounty. Consider these situations:
1) A player jumps into Jan and two bountied pilots jump him in battleships, triggering the gate guns as expected. The target is in a plated baitship and scrams the attackers instead of trying to slowboat out, and his friends warp in and take down the wanted pilots. They should get their share of the bounties even though the gate guns aggressed the attackers.
2) A hulk pilot with his drones out gets targeted by bountied gankers. He loses his ship, but his drones attack the gankships before CONCORD destroys them. He should get the bounties, piddly as they might be. (I can imagine a bunch of frigs trolling around trying to slap on a sensor damp to leech some of the money, leading to more hilarious escalations...)
If you mean that players get no insurance when CONCORD is on their killmail, I think that makes sense but it's out of scope for this proposal. A complex set of calculations to determine insurance rates, ehh... maybe it makes sense, but it also discourages explosions, which is one of the benefits of insurance. Personally I'd like to see all insurance pay out less for everyone no matter what, but again, out of scope. |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
1034
|
Posted - 2011.10.28 11:54:00 -
[38] - Quote
Ogopogo Mu wrote:I agree that insurance is really the big problem in the system. However, I still want Trebor's money. 
***** moan, ***** moan. Okay, I've paid you off. Of course, if something like this system does get implemented, I will put a price on your head. CSM - because I have not yet plumbed the depths of my inherent masochism! CSM 6 Activities Summary | My CSM blog |

Ogopogo Mu
Snickers Inc
36
|
Posted - 2011.10.28 12:36:00 -
[39] - Quote
If that dinosaur of a system ever gets improved, I'll gladly be bountied.
OT: Best wallet comment evar. |

Yeep
GoonWaffe Goonswarm Federation
20
|
Posted - 2011.10.28 15:50:00 -
[40] - Quote
I'll start by saying I'm a big fan of the general idea, but when I read the original post I was a little unhappy with assigning arbitrary value to implants and using them as part of the bounty (then again, I wasn't happy when dropped mods and implants appeared on killmails). On second read I'm really uncomfortable with the whole assigning arbitrary value to player produced items, especially things like faction mods.
And the insurance thing is just a ****** attempt to squeeze a controversial idea in on the back of a popular one. |

Solo Player
20
|
Posted - 2011.10.28 15:56:00 -
[41] - Quote
Ogopogo Mu wrote: If you mean that players get no insurance when CONCORD is on their killmail, I think that makes sense but it's out of scope for this proposal.
I did, and I agree about the scope. Best get this implemented as suggested for now and fix insurance later to make it even better.
...though it still grates badly that the bountied players will be able to get rid of the bounty at much lower cost than that of the guy who set up the bounty.  |

Ogopogo Mu
Snickers Inc
37
|
Posted - 2011.10.28 15:57:00 -
[42] - Quote
Yeep wrote:I'll start by saying I'm a big fan of the general idea, but when I read the original post I was a little unhappy with assigning arbitrary value to implants and using them as part of the bounty (then again, I wasn't happy when dropped mods and implants appeared on killmails). On second read I'm really uncomfortable with the whole assigning arbitrary value to player produced items, especially things like faction mods.
And the insurance thing is just a ****** attempt to squeeze a controversial idea in on the back of a popular one.
Player's don't produce faction mods. All the base values are indexed by typeID in the system, based on mineral value for t1 stuff (and probably for t2 stuff as badly as they insure). I'm not sure about how the base value of implants is indexed; I abstracted values based on ISK/LP cost in corp LP stores.
Deleted the note about insurance in the original post since I missed it before. Which insurance idea do you hate? I think insurance in general is crappy all around, but it's not within the scope of a bounty fix. |

Yeep
GoonWaffe Goonswarm Federation
20
|
Posted - 2011.10.28 17:38:00 -
[43] - Quote
Ogopogo Mu wrote:Player's don't produce faction mods. All the base values are indexed by typeID in the system, based on mineral value for t1 stuff (and probably for t2 stuff as badly as they insure). I'm not sure about how the base value of implants is indexed; I abstracted values based on ISK/LP cost in corp LP stores.
Yeah, I'm a bit rusty on the exact mechanics but I know this. I'm just very wary of anything which tries to apply a monetary value to a kill because it tends to result in people losing concern for any other value the kill might have (see, almost all killboards ever). Not to mention the cost of a ship is only tenuously related to its combat ability. I guess I'd be happier with a system that paid out based on clone and hull baseprice only because we already have absolute values for those things in game already.
As an afterthought, if I'm paid out based on the market cost of the mods on my ship, whats to stop me buying all of something rare but cheap (say T2 micro smartbombs), relisting at outrageous prices then having an alt kill me with a full rack on my ship?
Ogopogo Mu wrote:Deleted the note about insurance in the original post since I missed it before. Which insurance idea do you hate? I think insurance in general is crappy all around, but it's not within the scope of a bounty fix.
My language was probably a bit confrontational but my point was basically the same as yours. Bounties are a tiny part of the game and almost universally considered broken. Insurance spans almost all of it. People in this forum have a habit of trying to shoehorn their pet terrible idea into an otherwise good one by invoking the spectre of the current bogeyman (be it bots or goons or whatever) and it makes me really irationally angry. This idea stands on its own merit without needing to make extra concessions because a bunch of people have had their mining barges exploded recently. |

Ogopogo Mu
Snickers Inc
38
|
Posted - 2011.10.28 19:33:00 -
[44] - Quote
Yeep wrote:Yeah, I'm a bit rusty on the exact mechanics but I know this. I'm just very wary of anything which tries to apply a monetary value to a kill because it tends to result in people losing concern for any other value the kill might have (see, almost all killboards ever). Not to mention the cost of a ship is only tenuously related to its combat ability. I guess I'd be happier with a system that paid out based on clone and hull baseprice only because we already have absolute values for those things in game already.
Killboard whoring is definitely annoying. BTW killboards do have the ability to periodically poll eve-central to get market averages for their kills, making a dead Dramiel's whoring value closer to what you'd pay for it than the crappy basevalue. AFAIK modules do have a basevalue, and it's usually way under market. I want to include some factor of the destroyed modules since they're usually worth more than the hull, unless it's a suicide boat or somesuch.
Yeep wrote:As an afterthought, if I'm paid out based on the market cost of the mods on my ship, whats to stop me buying all of something rare but cheap (say T2 micro smartbombs), relisting at outrageous prices then having an alt kill me with a full rack on my ship?
I don't want the market value to enter into it since that can be easily manipulated. If you get exploded and a bunch of oxytopes go up with you, the oxytope bounty contribution is base value, not panic-market price. You would only profit if you bought a bunch of ships below cost as per Zircon's post. (I might check tutorial systems for this, as I know I dumped a bunch of free ships just to get rid of them after fixing my standings.) I think most things in Eve have a base value; if they don't, easy enough to fix, or just ignore them in the calculation.
Yeep wrote:My language was probably a bit confrontational but my point was basically the same as yours. Bounties are a tiny part of the game and almost universally considered broken. Insurance spans almost all of it. People in this forum have a habit of trying to shoehorn their pet terrible idea into an otherwise good one by invoking the spectre of the current bogeyman (be it bots or goons or whatever) and it makes me really irationally angry. This idea stands on its own merit without needing to make extra concessions because a bunch of people have had their mining barges exploded recently.
Bounties are fairly tiny, but IMO they were set up sort of slapdash (a copy of the UO bounty system) and never fixed. Enough people seem to want to be bounty hunters that it makes sense to address it. I'd like to see it be a reasonable pursuit.
Insurance is fundamentally broken, though people don't seem to agree on what it's there for: (1) to help you get on your feet when you explode, or (2) to encourage explosions by softening the loss. For a cheap T1 gankboat the percentage-based payout is higher than a typical rifter, and much higher than a T2-fitted paper Mackinaw, so I can see a valid concern over the mechanics. But as soon as someone says GOON/ICE/THE MITTANI/IH8UCSM the argument trails into trololol.
OT:
Alternately, maybe a curved insurance value for ships can be introduced so that the value of it decreases as ship value increases. Newbies, roaming pirate rifters, and tacklers get the best value as they're more likely to die a lot (and need the ISK more), while BC's and BS's get less since you should probably be better at risk management by the time you jump into one. Yeah dictors and T2 logi/EW die a lot too, but they should be getting ship reimbursement and free exotic dancers from their corps for the roles they play in fleet.
That's probably a different thread though.
Long poasting, no sreeping. |

Ogopogo Mu
Snickers Inc
38
|
Posted - 2011.10.28 19:35:00 -
[45] - Quote
Gah double post. |

Ethilia
Freelance Excavation and Resistance United Outworlders
2
|
Posted - 2011.10.29 00:01:00 -
[46] - Quote
Three points:
1. In the event of a pod kill, the reward should include the cost of lost clothing, etc. (i.e., anything lost in the pod kill). I for one would pay a lot more for a pod kill that included a monocle. Also, I'd LOVE to have a collection of monocle clad corpses. 2. The actual cost of the clone involved in the pod kill should be used to calculate the reward. Since the isk was spent already there is no way to game it and players regularly 'over clone'. 3. Podding yourself via self destruct (for instance, to escape WH space) should not result in any reward payment. |

Adunh Slavy
Ammatar Trade Syndicate
59
|
Posted - 2011.10.29 00:20:00 -
[47] - Quote
For ships kills, why not just the ship values and not worry about all the ins and outs of the modules and cargo? The values are calculated quarterly already for insurance purposes. Modules ... meh, does it really matter? The killer is going to scoop them and the victim will loose them.
For Pods, base it off the cost of the clone's SP retention level, that value is known too, why make t any more complex than that. |

Ogopogo Mu
Snickers Inc
38
|
Posted - 2011.10.29 02:35:00 -
[48] - Quote
Ethilia wrote:Three points:
1. In the event of a pod kill, the reward should include the cost of lost clothing, etc. (i.e., anything lost in the pod kill). I for one would pay a lot more for a pod kill that included a monocle. Also, I'd LOVE to have a collection of monocle clad corpses. 2. The actual cost of the clone involved in the pod kill should be used to calculate the reward. Since the isk was spent already there is no way to game it and players regularly 'over clone'. 3. Podding yourself via self destruct (for instance, to escape WH space) should not result in any reward payment.
I don't think monocles, etc. are actually destroyed unless it's in your cargo, although I do think a monocled corpse would be awesome. Clone cost could be derived from the actual clone used, but that's an extra bit of data to keep track of; and if for some reason someone did not buy a med clone it would result in no ISK to the killer. (I could only see this happening in the case of player stupidity or as an alternative to biomassing a grief alt, for instance.) I didn't think about self-podding to travel, but that's an interesting consideration.
Adunh Slavy wrote:For ships kills, why not just the ship values and not worry about all the ins and outs of the modules and cargo? The values are calculated quarterly already for insurance purposes. Modules ... meh, does it really matter? The killer is going to scoop them and the victim will loose them.
For Pods, base it off the cost of the clone's SP retention level, that value is known too, why make t any more complex than that.
Well, I was going on the base value of destroyed modules/cargo only (dropped stuff is scoopable and wouldn't count) to make it worth blowing up someone in a Rifter, as the base values would result in almost nothing for the killers, reducing the incentive to hunt.
Pods as stated I would just base on the retention threshold of the minimum clone used to cover SP. The implant value is in there as incentive to kill people with a head full of Snakes.
If destroyed module/implant/cargo value is removed from the equation, then the payouts become relatively tiny, disincentivizing bounty hunting to the point of not making it worthwhile, and keeping a 1B bounty on the character forever. It's a balance between overpaying (thus resulting in profit for an alt-suicide) and giving a bounty hunter the equivalent of a waiter's gratuity for his trouble.
|

Adunh Slavy
Ammatar Trade Syndicate
61
|
Posted - 2011.10.29 21:31:00 -
[49] - Quote
Good points |

Manfred Sideous
Body Count Inc. Pandemic Legion
128
|
Posted - 2011.10.30 05:40:00 -
[50] - Quote
K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen K ugutsumen |

Solo Player
45
|
Posted - 2011.10.30 15:47:00 -
[51] - Quote
*bump*
@Trebor, Vile: You posted your support for this - how are you planning to proceed? Thing is, not much discussion is forthcoming since interested parties are mostly in agreement that this would be a good thing, and no discussion means the issue will be lost in oblivion (page 2 of the Hall) soon. |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
1040
|
Posted - 2011.10.30 23:51:00 -
[52] - Quote
I've already pointed people to the thread. If it gets a few more pages of discussion, I'll push harder.
One issue is that it's a "game design" proposal, ie: a specific change proposal as opposed to "fix bounties". Certain people inside CCP hate such direct "do this, dumbasses" proposals. CSM - because I have not yet plumbed the depths of my inherent masochism! CSM 6 Activities Summary | My CSM blog |

Ogopogo Mu
Snickers Inc
41
|
Posted - 2011.10.31 04:53:00 -
[53] - Quote
Trebor Daehdoow wrote:One issue is that it's a "game design" proposal, ie: a specific change proposal as opposed to "fix bounties". Certain people inside CCP hate such direct "do this, dumbasses" proposals.
... srsly? "Fix bounties" gets more attention than a specific mathematical system?
So much for the module value database query I was tossing together... 
|

Juwi Kotch
KOTCH Construction and Anchoring
1
|
Posted - 2011.10.31 14:14:00 -
[54] - Quote
Great idea! I like it. Seems to be easy in both, working in game and designing it for the game.
I too would prefer something that factors in killrights (and probably skills, to make a true profession out of it) but with regard to simplicity I very much accept this proposal. |

Sepheir Sepheron
FL4SH GITZ
7
|
Posted - 2011.10.31 14:20:00 -
[55] - Quote
I can see locator agents becoming more and more popular already. |

Solo Player
53
|
Posted - 2011.11.01 14:41:00 -
[56] - Quote
Trebor Daehdoow wrote:I've already pointed people to the thread. If it gets a few more pages of discussion, I'll push harder.
One issue is that it's a "game design" proposal, ie: a specific change proposal as opposed to "fix bounties". Certain people inside CCP hate such direct "do this, dumbasses" proposals.
I feel a strong urge to loudly yell certain angry words at reading this.
Why the hell have an "ideas and suggestions" board and then a dedicated "assembly hall" board for pushing proposed changes further if you hate them?? If they just want to assess the relative frustrations of players regarding different areas of the game ("fix bounties" vs. "fix insurance" or the like), they could do this a lot easier for both us and themselves. This makes no sense!
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Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
1041
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Posted - 2011.11.01 15:01:00 -
[57] - Quote
Hey, I never said I agreed with the philosophy, and it is by no means held by everyone in CCP. So these discussions have a purpose. CSM - because I have not yet plumbed the depths of my inherent masochism! CSM 6 Activities Summary | My CSM blog |

Ogopogo Mu
Snickers Inc
48
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Posted - 2011.11.04 05:18:00 -
[58] - Quote
Trebor Daehdoow wrote:Hey, I never said I agreed with the philosophy, and it is by no means held by everyone in CCP. So these discussions have a purpose.
I've run into this before; it can stem from reasonable causes (takes too many resources/interferes with other stuff in the pipe) and not-so-reasonable causes (NotMyIdea=Value(0)). Not going to speculate which it might be, but it doesn't matter as long as someone can take a look at it.
I don't think the system as proposed would eat that many clock resources; the only thing that might be a pain is calculating the mineral index values of all the exploded stuff, but that can be done effectively offline (like recalcs for insurance values, I didn't know about that until recently). Hell, you could do it in an excel sheet and import a comma delimited file into the DB once a quarter.
Likewise, there's no need to hammer the server with a payout calc request every time someone goes boom. It can always be delayed like rat bounties.
Trebor Daehdoow wrote:I've already pointed people to the thread. If it gets a few more pages of discussion, I'll push harder.
Not sure how many more pages could come out of this. There's not a lot of disagreement here, just some concerns over the mechanics involved (details). I haven't run into anyone who thinks the bounty system as-is actually works. |

Juwi Kotch
KOTCH Construction and Anchoring
2
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Posted - 2011.11.04 15:13:00 -
[59] - Quote
Ogopogo Mu wrote:I haven't run into anyone who thinks the bounty system as-is actually works. That's the point and the problem. Obviously, those who are in power are not very interested in a working bounty system, nearly everything has a higher priority. The question is, why is this so, who profits from that game mechanic being broken and useless?
As I mentioned before, your proposal has charme, because it is simple and seem to be able to do what it is meant to do. It would not be that much investment to design it and to implement it. With this a whole new profession would be introduced to the game, and finally there would be a means to pay back the rampant high-sec killers and the low-sec highwaymen.
I get the impression, that it is a CCP policy to protect the griefers. |

Dil'e Mahn
The Bastards The Bastards.
1
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Posted - 2011.11.05 14:15:00 -
[60] - Quote
I'm a pirate. I might be on the receiving end of bounties, and I still approve. As it stands now, the guys that most often collect bounties from pirates are other pirates (or alts if it's a nice & juicy bounty). That's just not how it should work. It'd be awesome if there were groups of players who specialised in bounty hunting; that could result in plenty of gudfites.
I heartily approve of anything that unbreaks the bounty system, even if it might be just partly. There may not be a perfect solution, but this one sure is a LOT more perfect-ish than what we currently have.
+1 |
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