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Gallandir
Dark Shadow Runners
1
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Posted - 2017.02.01 03:51:57 -
[1] - Quote
Broken Bounty System EvE Online
Instead of the current system of broken bounties I suggest a new system designed to be more interactive. First to collect bounties you must collect a body tag with that player's name on it. Having that tag in your cargohold makes you a valid target for that player and his corporation (unless it is an NPC corporation) and then it will be only that one pilot. The body tag must be purchased and the cost is set by the bounty holder and whoever turns in that body gets all of the ISK in the pool when that body is turned in. Players with the same body tag in their hold are valid targets for each other as well as their intended target which makes bounty hunting dangerous.
If Bob the Builder sets a bounty on Thomas the Train he sets the bounty price at 10,000,000 ISK by spending 10,000,000 ISK to set that price at a specific bounty office. Any player that wants to collect this bounty must pay 10,000,000 ISK to purchase a body tag from any bounty office which increases the bounty pool by 10,000,000 ISK. The original paid bounty is not part of the pool as it is a fee used to set the body tag price. Once those tags have been purchased they can actually be traded on the contract market but not the regular market.
This means that someone can set a bounty in hopes that others will buy tags and then have a friend kill them and collect it. This can be offset by camping the station they have to turn the body tag into as whoever killed the player causes an alert to go out to all tag holders giving the location of the death. Once a player is podded the tag holder must collect the body by placing it in their cargo. Only players with a tag can transport a body that has a bounty on it or they will be a valid target for anyone and Concord will destroy their ship in high security space. Once they have the body with the correct tag they can still be attacked by anyone who has the tag without Concord interfering. They must then deliver it to the specific bounty office where the bounty was placed to collect the money.
Personally this system feels more like what I would want from EvE as it allows people to blow up friends for a big payout but also gives a way to stop it. It also prevents constant abuse as players to choose if they want to risk any of their money on a chance to collect.
What do you think and how can I be made better? |
Neuntausend
Rens Nursing Home
1387
|
Posted - 2017.02.01 04:05:22 -
[2] - Quote
What would keep someone with a bounty on their head to use an alt or friend to collect the bounty themselves at the cost of only an empty pod? |
Gallandir
Dark Shadow Runners
1
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Posted - 2017.02.01 04:16:23 -
[3] - Quote
If they created the bounty someone would have to buy the tag for them to collect anything as the initial investment is lost. If only one player purchases the tag they would break even so they have to "sell" it to other players in order to collect.
It does not prevent abuse of the system, but they will not sell very many tags if they attempt to scam repeatedly. I assume there is risk involved because "someone" will collect the bounty but it will also create a system where hunters can get wise to the scams.
There is also the fact that they must turn it in to a specific bounty office and anyone with a body tag is a valid target for anyone else with the same tag.
I don't think we should eliminate abuse only make it less profitable.
You could also make purchasing a tag specifically linked to a single bounty office so anyone who wants one may find a nasty reception when they undock.
I am looking for ideas and suggestions that will make it work and feel like something that belongs in EvE.
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Frostys Virpio
Yet another corpdot.
3064
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Posted - 2017.02.01 04:29:58 -
[4] - Quote
1- place bounty on alt 2- Buy 1st token 3- Wait for more people to buy token while alt with bounty wait for weeks if needed safe in a station 4- ??????? 5- Collect bounty |
Scipio Artelius
Savage Moon Society
46747
|
Posted - 2017.02.01 04:36:06 -
[5] - Quote
What would stop me placing a small bounty on every freighter pilot I see using an alt, and then buying the tags very cheaply not because I want the bounty at all, but just because I want a cheap way to kill the freighters for the loot.
I could abuse the bounty tags to bypass CONCORD. |
mkint
1423
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Posted - 2017.02.01 06:49:43 -
[6] - Quote
OP was kind of all over the place, but instead of responding to the content (I wrote a wall of text and deleted it because really, idea posts are mostly masturbatory anyway) let's respond to the context:
I'm not a game designer. I doubt the OP is one either, as a game designer would know that game design doesn't happen on public forums. This thread isn't even in F&I where it should be. If you want your ideas to be legitimately considered, the process to do so is more about convincing the devs it's worth the financial investment rather than just presenting ideas (though the ideas would be a lot more persuasive if they were a lot more coherent.) A complete overhaul of the bounty system is needed, sure, because the current bounty system has no value, it was a waste of dev time and money. But why should they do a costly overhaul instead of just removing it entirely? After all, they say don't spend bad money after bad money.
Unless you can present an idea as a business proposal rather than a (probably broken) fantasy, don't expect to be taken seriously.
Maxim 6. If violence wasnGÇÖt your last resort, you failed to resort to enough of it.
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Natural CloneKiller
The Phoenix Rising Vendetta Mercenary Group
340
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Posted - 2017.02.01 07:28:45 -
[7] - Quote
You need a simple system. We often get hired to assassinate individuals but that comes through clients coming to us and paying a fee. We then go out and do the job. So say a client wants to get player x killed they could set a fee for their head. To collect the fee you accept the job and go hunt the player. We're going back to the old system here where an alt can cash in. I did not mind that as the bounty was still realistic.
So what I'm saying is this is still happening in game even though the mechanics don't support it.
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Jennifer Starblaze
Imperial Academy Amarr Empire
56
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Posted - 2017.02.01 08:03:23 -
[8] - Quote
I love bounty threads.
Everytime they come up, we get entertained by some Person claiming the current System is broken and then present a System which can be abused so easily that even a chimp can figure out in 5 seconds how to abuse it.
Even better are threads like tho one where someone points out how terribly broken the idea is, yet the op defends his idea of a completely broken bounty system that is easy to abuse, while not dodging from his point of view that the current system would be the one that I broken.
Is the current system great? No. Is it better than the old system which enabled my to cash in on lot's of my own bounties? Yes... Is it better than anything that has been proposed since the old bounty system was replaced? Hell yeah.
While bounties are pretty much meaningless on their own, any system that makes placing bounties more powerful, or profitable to kill yourself to cash in your own bounties is broken right from the start. |
Hello Meow Kitty
Pandemic Horde Inc. Pandemic Horde
11
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Posted - 2017.02.01 08:33:40 -
[9] - Quote
Alts are the main and underlying issue as to why it will never work. If anything it should be removed. |
Deckel
Black Thorne Corporation Black Thorne Alliance
34
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Posted - 2017.02.01 09:10:58 -
[10] - Quote
The only real thing that could be changed is the ability to hunt down bounties in highsec, and a more active means of getting a bounty reduced. This may also mean that stricter conditions would need to be applied in order to actually place bounties though, so as to discourage griefers.
I would suggest implementing a system where players actually register themselves as bounty hunters, and have this status show up on their icon when players are on grid or maybe even on local.
Next, implement a system to allow hunter to engage targets. One system for doing this could be similar to how kill rights work. Allow bounty hunters to be able to engage bounty targets without concord or gate gun intervention by paying a deposit. If the hunter destroys the target they get half the deposit back + the normal bounty proportion from ship value. If the target gets away, they lose their deposit and the target gets their bounty reduced by the amount of the deposit. The highers the security level the higher the deposit level.
Another type or complementary system could be to develop a specific bounty hunting module. This module would work the same as a warp disruptor except it will also temporarily disable a pod after the ship is destroyed. Once the pod is disabled the bounty hunter could then kill/capture and loot a clone of the player, which they could turn in for a bounty reward (assuming a bounty reward system is implemented)
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John 'Deadeye' Smith
Federal Navy Academy Gallente Federation
10
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Posted - 2017.02.01 09:23:43 -
[11] - Quote
Keep it simple.
I-¦d connect security status to the ammount of bounty somoene can get on his head. Example: -3.0 Security status = up to 100m (or so).
The bounty now has the same effect as the sec-status (meaning you cant move through those system where you-¦re banned for -3.0 sec status because you-¦re fair game to other players).
Now you can grind up your sec status again. But as long as you have 100m bounty on your head -> pewpew.
As bounty is only reduced by the ammount of Stuff(tm) lost people at least will have to pay an ammount for using alts to "grind down the bounty".
Well, not realy well thought - just a quick shot. I-¦m fan of the idea that bounty should affect someones freedom in highsec.
And sry for bad english. |
Merovee
Imperial Shipment Amarr Empire
206
|
Posted - 2017.02.01 10:40:05 -
[12] - Quote
Bounty should be a contract, should be put up for bid to be bid on by anyone, a time limit is set as well. Winning bidder must complete contract before time limit or the contract expires. No time limit contracts can be resold as a market item.
Empire, the next new world order.
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Frammasch Durin
UoC NightWing The Bastion
9
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Posted - 2017.02.01 11:44:01 -
[13] - Quote
Any bounty system that allows players to arbitrarily place bounties on other players needs to adhere to the following 2 restrictions:
1) Placing a bounty can not be used to void CONCORD protection. Since bounties issued by players are effectively "assassination contracts" as outlined by Natural CloneKiller rather than actual bounties isssued by state actors, all regular protections provided by the empires should remain unaffected. If you want to accept assassination contracts in empire space, expect reprisals from CONCORD. 2 )The full bounty payout can not be triggered by kill events that are not relative to the bounty payout amount. E.g. getting full bounty payout for killing a targets Velator. That would allow players to farm their bounties with alts or friends with little to no actual loss involved, as was done with the previous bounty system.
As such, the current bounty system does quite well to adhere to these 2 requirements; any "improvements" need to respect them as well.
Requirement 1) could be voided if the placing of bounties was removed from the hands of players entirely and moved to state actors (i.e. empire NPCs). Any action that reduces security status could be accompanied with a bounty from the corresponding NPC faction. In such a case, removing certain empire protections might be acceptable, though the current system does not remove CONCORD protection even for -10 players, so I'm not sure that would be the way to go. In addition, players could no longer place bounties and would be deprived of the satisfaction of getting notifications of their targets losses. And who would want that... :D
Maybe the current system just needs to be renamed to "Assassination Contracts" or something to reign in peoples expectations of bounties. |
Salvos Rhoska
2006
|
Posted - 2017.02.01 12:32:42 -
[14] - Quote
1) Hire mercs.
2) CCP should simplify the Killright activation process. ---Particularly so that Local graphically shows that there is a Killright available on a target. (Flashy skull of specific color) --So that activation of that Killright, and clear visual display of the cost to purchase, is as clear and quickly accessible as possible. --Reduce existing Bounty from the cost of activating that Killright. ------In this way, bounty equity is maintained, not as profit, but reduction in cost.
This means activation/purchase of a killright earns zero profit for an alt/friend of the target trying to capitalize on the bounty. This means aggressing the target by an unnaffiliated target is cheaper, depending on existing bounty invested on the target.
In this way bounties are reconciled into the killright system, without opportunity for exploitation.
PvE v PvP
<>
Old School Exploration
<>
CODE Licenses
<>
CODE Special Agent
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ISD Max Trix
ISD Community Communications Liaisons
1569
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Posted - 2017.02.01 13:47:19 -
[15] - Quote
Moved to Player Feature and Ideas.
ISD Max Trix
Lieutenant
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Frostys Virpio
Yet another corpdot.
3065
|
Posted - 2017.02.01 14:11:29 -
[16] - Quote
Deckel wrote:The only real thing that could be changed is the ability to hunt down bounties in highsec, and a more active means of getting a bounty reduced. This may also mean that stricter conditions would need to be applied in order to actually place bounties though, so as to discourage griefers.
I would suggest implementing a system where players actually register themselves as bounty hunters, and have this status show up on their icon when players are on grid or maybe even on local.
Next, implement a system to allow hunter to engage targets. One system for doing this could be similar to how kill rights work. Allow bounty hunters to be able to engage bounty targets without concord or gate gun intervention by paying a deposit. If the hunter destroys the target they get half the deposit back + the normal bounty proportion from ship value. If the target gets away, they lose their deposit and the target gets their bounty reduced by the amount of the deposit. The highers the security level the higher the deposit level.
Another type or complementary system could be to develop a specific bounty hunting module. This module would work the same as a warp disruptor except it will also temporarily disable a pod after the ship is destroyed. Once the pod is disabled the bounty hunter could then kill/capture and loot a clone of the player, which they could turn in for a bounty reward (assuming a bounty reward system is implemented)
Hold on a minute while I put a bounty on every single freighter pilot I spot getting out of Jita 4-4. |
Neuntausend
Rens Nursing Home
1390
|
Posted - 2017.02.01 14:13:36 -
[17] - Quote
Hello Meow Kitty wrote:Alts are the main and underlying issue as to why it will never work. If anything it should be removed. Even without alts it wouldn't work. Everything you can do with alts, you can do with friends (*gasp*) as well.
Bounty in Eve cannot work properly. The current system at least doesn't hurt. |
Frostys Virpio
Yet another corpdot.
3065
|
Posted - 2017.02.01 14:15:38 -
[18] - Quote
Merovee wrote:Bounty should be a contract, should be put up for bid to be bid on by anyone, a time limit is set as well. Winning bidder must complete contract before time limit or the contract expires. No time limit contracts can be resold as a market item.
What if I put bounties on my alt that never undock a single time in the bounty period? Or my friend I know is on vacation? |
Arthur Aihaken
CODE.d
5254
|
Posted - 2017.02.01 14:45:40 -
[19] - Quote
I think everyone can agree that the bounty system is inherently broken. "It is what it is" seems to be a common theme... To address its shortcomings, you first need to limit how bounties can be placed in the first place (suspect or criminal action only) and you need an upper limit on how much can be placed (no more than the actual loss). Second, bounties should augment security status so that players become eligible targets in high-sec. Third, the pay-out for bounties should be increased (and yes, there will probably be some abuse). And finally, players should have the option of paying down their bounties if they so choose.
I am currently away, traveling through time and will be returning last week.
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mkint
1424
|
Posted - 2017.02.01 15:23:18 -
[20] - Quote
Now that the thread is in F&I, my contribution in actual ideas.
Disclaimer: I expect the following idea to be relatively cheap to implement, relatively non disruptive to normal game play. Possibly in a dev's 20% time or whatever they call it. The key point is that it could make bounty hunting an actual thing without allowing the target to profit from it.
Split the bounty into two pools. Pool one is as is, the total bounty on a target. Any time a player dies to PVP, the bounty gets paid out exactly as it does now, except instead of going to the player, it goes into a jackpot pool for that player. The jackpot pool is only paid out on pod death. The value of a jackpot can accumulate to completely ridiculous amounts, worth going after a pod for, worth suicide smartbombing a pod for, but it still won't ever be profitable for the target or his alts because it still requires him to lose more than can be gained. He can still claim it himself to reduce his risk, but he can't profit from it.
Further iterations could be tools to provoke fights, more similar to things the OP talked about, such as:
-tying the bounty payout to the corpse itself, and holding a bountied corpse in cargo would grant a suspect flag -a possibly valuable tag (value determined by a bidding system) that puts the holder in suspect status to hopefully provoke a fight with his target and competitors.
The primary change in having a jackpot pool for the target could be a relatively cheap (I don't know the cost of development) way to test if it's worth doing (possibly) more expensive iterations. With the iterations, it would be a bounty system I'd actually look forward to get bountied for.
Maxim 6. If violence wasnGÇÖt your last resort, you failed to resort to enough of it.
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Lugh Crow-Slave
3673
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Posted - 2017.02.01 15:31:08 -
[21] - Quote
he is what you do
make them contracts
in the contract you can set
- how much you pay per kill
- min value of kill for payout
- who can accept the contract
- total isk pool for bounty
do this and bounty hunting can finally be made into a profession in eve
BLOPS Hauler
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Donnachadh
United Allegiance of Undesirables
1156
|
Posted - 2017.02.01 15:47:00 -
[22] - Quote
Jennifer Starblaze wrote:Everytime they come up, we get entertained by some Person claiming the current System is broken and then present a System which can be abused so easily that even a chimp can figure out in 5 seconds how to abuse it. Depending on point of view the current system is broken or we would not have a continuing string of topics asking for a bounty system overhaul. On the other hand there are those that claim the current bounty system is not broken because they want to be able to place a worthless bounty on anyone in the game.
Hello Meow Kitty wrote:Alts are the main and underlying issue as to why it will never work. If anything it should be removed. This seems to be the basis for most arguments against changing the bounty system, and yet it would be extremely easy to set up a bounty system that CANNOT be farmed for ISK by using alts or friends. Remove the full amount of the bounty from the wallet of the character at the time they place the bounty and the profit from killing your own aspect is completely removed. Sure character A could place a 100 million ISK bounty on character B, but in the process character A has 100 million ISK removed from their wallet. When your character C kills your character B and collects the bounty you as a player simply get you 100 million ISK back, no one has profited because you could simply transfer the ISK from A to C and avoid the whole bounty hassle.
Now if character A and B are controlled by the same person and C is controlled by a different player we actually have what we want and that is a system where players can profit by collecting bounties. And yet because A is required to put up the entire amount of the bounty when they place that bounty we are not creating ISK out of thin air we are simply moving it from one character to another. |
Frammasch Durin
UoC NightWing The Bastion
9
|
Posted - 2017.02.01 18:16:47 -
[23] - Quote
Donnachadh wrote: Now if character A and B are controlled by the same person and C is controlled by a different player we actually have what we want and that is a system where players can profit by collecting bounties.
And if character B and C are controlled by the same person, character A's bounty is pointless as player B/C just earned 100M instead of getting punished.
Also, the bounty amount is already removed from character As wallet at the moment of placing the bounty, so this idea does not actually change anything... |
Frostys Virpio
Yet another corpdot.
3068
|
Posted - 2017.02.01 19:06:17 -
[24] - Quote
Donnachadh wrote:Jennifer Starblaze wrote:Everytime they come up, we get entertained by some Person claiming the current System is broken and then present a System which can be abused so easily that even a chimp can figure out in 5 seconds how to abuse it. Depending on point of view the current system is broken or we would not have a continuing string of topics asking for a bounty system overhaul. On the other hand there are those that claim the current bounty system is not broken because they want to be able to place a worthless bounty on anyone in the game. Hello Meow Kitty wrote:Alts are the main and underlying issue as to why it will never work. If anything it should be removed. This seems to be the basis for most arguments against changing the bounty system, and yet it would be extremely easy to set up a bounty system that CANNOT be farmed for ISK by using alts or friends. Remove the full amount of the bounty from the wallet of the character at the time they place the bounty and the profit from killing your own aspect is completely removed. Sure character A could place a 100 million ISK bounty on character B, but in the process character A has 100 million ISK removed from their wallet. When your character C kills your character B and collects the bounty you as a player simply get you 100 million ISK back, no one has profited because you could simply transfer the ISK from A to C and avoid the whole bounty hassle. Now if character A and B are controlled by the same person and C is controlled by a different player we actually have what we want and that is a system where players can profit by collecting bounties. And yet because A is required to put up the entire amount of the bounty when they place that bounty we are not creating ISK out of thin air we are simply moving it from one character to another.
Self farming for bounty is prevented by the low payout ratio on the kills. Many people who ask for change to the system usually think it would be ok to clear the bounty in one go no matter what ship you kill. This mean you can shoot yourself in a shuttle with your alt and cash in all the money that was on your head at the cost of a shuttle + a little bit of effort.
The other change line usually proposed is enabling engagement in HS of people under bounty. This only turn into people putting bounty on all freighter pilot they ever see for example.
Only thing I could see implemented are player generated kill contract where money is being paid for a kill potentially with a collateral to prevent it from just begin used for scams... This might be extremely hard to effectively implement tho so I would not hold my breath for it. |
Neuntausend
Rens Nursing Home
1390
|
Posted - 2017.02.01 22:59:18 -
[25] - Quote
Donnachadh wrote:This seems to be the basis for most arguments against changing the bounty system, and yet it would be extremely easy to set up a bounty system that CANNOT be farmed for ISK by using alts or friends. Remove the full amount of the bounty from the wallet of the character at the time they place the bounty and the profit from killing your own aspect is completely removed. Sure character A could place a 100 million ISK bounty on character B, but in the process character A has 100 million ISK removed from their wallet. When your character C kills your character B and collects the bounty you as a player simply get you 100 million ISK back, no one has profited because you could simply transfer the ISK from A to C and avoid the whole bounty hassle.
Now if character A and B are controlled by the same person and C is controlled by a different player we actually have what we want and that is a system where players can profit by collecting bounties. And yet because A is required to put up the entire amount of the bounty when they place that bounty we are not creating ISK out of thin air we are simply moving it from one character to another. Let's say character A is the party that has a grudge with character B. So, A puts a bounty on Bs head. Now B talks to C, who is his friend or even Alt, and C blows up B, and transfers the bounty payout to him. If the bounty payout is not tied to the kill value, then B can get blown up in a rookie ship, and make a lot of money. Clearly not what A intended. If the payout is the killed ships value minus insurance, then B can still remove the bounty with the help of C for no cost at all. If the payout is just a little lower than the ships value minus insurance, then B can just get rid of the bounty for a little fee, still making the whole bounty system completely useless.
This is why the bounty payout in the current system is not worth going bounty hunting for. You will only get maybe 10 million if you are really lucky and find your mark in an expensive ship.
The current bounty system is not broken in the sense that it can be exploited. CCP tried there best to make it non-exploitable, and at least as far as that is concerned, it works. It's just not very interesting for players to use, because of the low payouts.
The solutions proposed so far do not seem all that great either. Tying bounty and killrights to sec status means trying to fix one bad system by making it depend on another bad system. A negative sec status only says that whoever doesn't give enough f\\ks to go and fix it. It's not like fixing your sec status is difficult in any way shape or form. Sec status would need to be fixed to even consider this.
Besides - sec status only takes illegal aggression into account. Not however corp theft, sabotage, espionage or being an *******. But those are far more interesting reasons to actually put a bounty on someones head.
Tying bounty/killrights to actions that would trigger a criminal flag would be pretty useless. Most people ganking in highsec fly cheap, disposable ships and are fully prepared to loose them. More often than not they have -10 sec already, so all they do is insta undock, warp to a target, fire a couple of rounds and die. Good luck catching them often enough to actually deal some damage to them they will care about. There's no point to putting a bounty on their head. Tying bounty/killrights to actions that trigger a suspect flag would maybe help a little with the neutral logi station games some mercenaries like to play, but that would be a very specific niche, and not really a bounty system.
A bounty hunter is required where the law enforcement cannot or will not act. If I just randomly blow up your ship, then law enforcement will make sure that I loose mine, and they give you the right to make me loose another one if you so desire. If I rack up enough negative sec, then the faction police will already come after me if I show my face on their turf. This is not where we would need a bounty/killright mechanic.
Tying bounty payouts to the corpse will not work, since pods don't cost anything. I'd just have a friend or alt pod me on the station undock, scoop my corpse, dock, deliver it and transfer the bounty. Thanks for the donation, bro!
I'm with Jennifer Starblaze:
Jennifer Starblaze wrote:Everytime they come up, we get entertained by some Person claiming the current System is broken and then present a System which can be abused so easily that even a chimp can figure out in 5 seconds how to abuse it. Admittedly, not all ideas are that terrible, but even the better ones are no better than what we have already, or completely misunderstand the concept of what a bounty hunter is. |
Jennifer Starblaze
Imperial Academy Amarr Empire
58
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Posted - 2017.02.01 23:19:04 -
[26] - Quote
mkint wrote:Now that the thread is in F&I, my contribution in actual ideas.
Disclaimer: I expect the following idea to be relatively cheap to implement, relatively non disruptive to normal game play. Possibly in a dev's 20% time or whatever they call it. The key point is that it could make bounty hunting an actual thing without allowing the target to profit from it.
Split the bounty into two pools. Pool one is as is, the total bounty on a target. Any time a player dies to PVP, the bounty gets paid out exactly as it does now, except instead of going to the player, it goes into a jackpot pool for that player. The jackpot pool is only paid out on pod death. The value of a jackpot can accumulate to completely ridiculous amounts, worth going after a pod for, worth suicide smartbombing a pod for, but it still won't ever be profitable for the target or his alts because it still requires him to lose more than can be gained. He can still claim it himself to reduce his risk, but he can't profit from it.
Further iterations could be tools to provoke fights, more similar to things the OP talked about, such as:
-tying the bounty payout to the corpse itself, and holding a bountied corpse in cargo would grant a suspect flag -a possibly valuable tag (value determined by a bidding system) that puts the holder in suspect status to hopefully provoke a fight with his target and competitors.
The primary change in having a jackpot pool for the target could be a relatively cheap (I don't know the cost of development) way to test if it's worth doing (possibly) more expensive iterations. With the iterations, it would be a bounty system I'd actually look forward to get bountied for.
The way you describe it, it is quite possible to profit by killing yourself with. Sure, you won't be able to fill the jackpot pool yourself, but once you have been killed often enough you can still cash in the jackpot by just podding yourself. |
Jennifer Starblaze
Imperial Academy Amarr Empire
58
|
Posted - 2017.02.01 23:24:30 -
[27] - Quote
Donnachadh wrote:Jennifer Starblaze wrote:Everytime they come up, we get entertained by some Person claiming the current System is broken and then present a System which can be abused so easily that even a chimp can figure out in 5 seconds how to abuse it. Depending on point of view the current system is broken or we would not have a continuing string of topics asking for a bounty system overhaul. On the other hand there are those that claim the current bounty system is not broken because they want to be able to place a worthless bounty on anyone in the game.
If you use the number of times something pops up on the forums as indicator if something is broken, pretty much everything in the game is broken. Just because ppl regularly complain about something, it's not broken. |
Lugh Crow-Slave
3685
|
Posted - 2017.02.01 23:26:03 -
[28] - Quote
Donnachadh wrote:Jennifer Starblaze wrote:Everytime they come up, we get entertained by some Person claiming the current System is broken and then present a System which can be abused so easily that even a chimp can figure out in 5 seconds how to abuse it. Depending on point of view the current system is broken or we would not have a continuing string of topics asking for a bounty system overhaul. On the other hand there are those that claim the current bounty system is not broken because they want to be able to place a worthless bounty on anyone in the game. Hello Meow Kitty wrote:Alts are the main and underlying issue as to why it will never work. If anything it should be removed. This seems to be the basis for most arguments against changing the bounty system, and yet it would be extremely easy to set up a bounty system that CANNOT be farmed for ISK by using alts or friends. Remove the full amount of the bounty from the wallet of the character at the time they place the bounty and the profit from killing your own aspect is completely removed. Sure character A could place a 100 million ISK bounty on character B, but in the process character A has 100 million ISK removed from their wallet. When your character C kills your character B and collects the bounty you as a player simply get you 100 million ISK back, no one has profited because you could simply transfer the ISK from A to C and avoid the whole bounty hassle. Now if character A and B are controlled by the same person and C is controlled by a different player we actually have what we want and that is a system where players can profit by collecting bounties. And yet because A is required to put up the entire amount of the bounty when they place that bounty we are not creating ISK out of thin air we are simply moving it from one character to another.
what if a puts the bounty on B then B gets his alt in C and thats why alts are the issue
BLOPS Hauler
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mkint
1424
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Posted - 2017.02.02 01:56:53 -
[29] - Quote
Jennifer Starblaze wrote:mkint wrote:Now that the thread is in F&I, my contribution in actual ideas.
Disclaimer: I expect the following idea to be relatively cheap to implement, relatively non disruptive to normal game play. Possibly in a dev's 20% time or whatever they call it. The key point is that it could make bounty hunting an actual thing without allowing the target to profit from it.
Split the bounty into two pools. Pool one is as is, the total bounty on a target. Any time a player dies to PVP, the bounty gets paid out exactly as it does now, except instead of going to the player, it goes into a jackpot pool for that player. The jackpot pool is only paid out on pod death. The value of a jackpot can accumulate to completely ridiculous amounts, worth going after a pod for, worth suicide smartbombing a pod for, but it still won't ever be profitable for the target or his alts because it still requires him to lose more than can be gained. He can still claim it himself to reduce his risk, but he can't profit from it.
Further iterations could be tools to provoke fights, more similar to things the OP talked about, such as:
-tying the bounty payout to the corpse itself, and holding a bountied corpse in cargo would grant a suspect flag -a possibly valuable tag (value determined by a bidding system) that puts the holder in suspect status to hopefully provoke a fight with his target and competitors.
The primary change in having a jackpot pool for the target could be a relatively cheap (I don't know the cost of development) way to test if it's worth doing (possibly) more expensive iterations. With the iterations, it would be a bounty system I'd actually look forward to get bountied for. The way you describe it, it is quite possible to profit by killing yourself with. Sure, you won't be able to fill the jackpot pool yourself, but once you have been killed often enough you can still cash in the jackpot by just podding yourself. You could still cash in on the jackpot yourself, but it still won't be more than what you lost to fill up the pool. That would be exactly the same as it is now. They might clear it out themselves every so often to keep it down to a manageable level, but at least then there would be a decision to make as opposed to now, there is no decision.
I do still stand by my original stance though... that game development doesn't happen on public forums. This is all self indulgent fantasy. Is there an emoji for the wanking gesture?
Maxim 6. If violence wasnGÇÖt your last resort, you failed to resort to enough of it.
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Jennifer Starblaze
Imperial Academy Amarr Empire
58
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Posted - 2017.02.02 03:57:46 -
[30] - Quote
mkint wrote:Jennifer Starblaze wrote:mkint wrote:Now that the thread is in F&I, my contribution in actual ideas.
Disclaimer: I expect the following idea to be relatively cheap to implement, relatively non disruptive to normal game play. Possibly in a dev's 20% time or whatever they call it. The key point is that it could make bounty hunting an actual thing without allowing the target to profit from it.
Split the bounty into two pools. Pool one is as is, the total bounty on a target. Any time a player dies to PVP, the bounty gets paid out exactly as it does now, except instead of going to the player, it goes into a jackpot pool for that player. The jackpot pool is only paid out on pod death. The value of a jackpot can accumulate to completely ridiculous amounts, worth going after a pod for, worth suicide smartbombing a pod for, but it still won't ever be profitable for the target or his alts because it still requires him to lose more than can be gained. He can still claim it himself to reduce his risk, but he can't profit from it.
Further iterations could be tools to provoke fights, more similar to things the OP talked about, such as:
-tying the bounty payout to the corpse itself, and holding a bountied corpse in cargo would grant a suspect flag -a possibly valuable tag (value determined by a bidding system) that puts the holder in suspect status to hopefully provoke a fight with his target and competitors.
The primary change in having a jackpot pool for the target could be a relatively cheap (I don't know the cost of development) way to test if it's worth doing (possibly) more expensive iterations. With the iterations, it would be a bounty system I'd actually look forward to get bountied for. The way you describe it, it is quite possible to profit by killing yourself with. Sure, you won't be able to fill the jackpot pool yourself, but once you have been killed often enough you can still cash in the jackpot by just podding yourself. You could still cash in on the jackpot yourself, but it still won't be more than what you lost to fill up the pool. That would be exactly the same as it is now. They might clear it out themselves every so often to keep it down to a manageable level, but at least then there would be a decision to make as opposed to now, there is no decision. I do still stand by my original stance though... that game development doesn't happen on public forums. This is all self indulgent fantasy. Is there an emoji for the wanking gesture?
The point is, it's only natural to lose ships in eve and it will happen once in a while no matter if you have a bounty or not. If you can however cash in on your bounty jackpot, it means you can kill yourself for ISK that you would never get otherwise -> profit for podkilling yourself. |
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