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Rawr Cristina
Caldari Cult of Rawr
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Posted - 2008.02.28 10:38:00 -
[31]
Originally by: kublai The ideas you have brought forth are idiotic.
k 
Fight Piracy - Encourage PvP in Lowsec! |

kublai
Art of War
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Posted - 2008.02.28 10:43:00 -
[32]
Originally by: Rawr Cristina
Originally by: kublai The ideas you have brought forth are idiotic.
k 
I am sorry, that was not very helpful of me at all, I regret being so short, please, permit me to fill in with something more constructive.
Something more constructive, enjoy ------ Art of War is recruiting - Think you got what it takes? Buying sig - eve-mail "Jonny 101" |

Atila
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Posted - 2008.03.13 22:32:00 -
[33]
Originally by: kublai
Originally by: Rawr Cristina
Originally by: kublai The ideas you have brought forth are idiotic.
k 
I am sorry, that was not very helpful of me at all, I regret being so short, please, permit me to fill in with something more constructive.
Something more constructive, enjoy
you twunt - care to explain your views or u just gonna fling crap from on high
a bounty system that does not benifit the player with the bounty on their head is an excellent idea
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Nyabinghi
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Posted - 2008.03.13 22:43:00 -
[34]
On a more mature note...
The only thing that is standing in the way of anti-pirates and/or bounty hunters is CONCORD and how the bounty system currently operates...which leads us back to CONCORD. CONCORD protects the criminal as much as the good citizen. Fix the outdated and rather primitive CONCORD entity.
***
Please visit your user settings to re-enable images. |

Atila
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Posted - 2008.03.13 23:31:00 -
[35]
Edited by: Atila on 13/03/2008 23:33:58 what about - > a bounty thats placed on the negative sec status player by concord > the longer the player is able to remain alive the larger the bounty gets > the insurance value of the ship the player is flying is the max bounty pay out possible for its destruction (not his pod-podding=no bounty pay out as pods get you no insurance payout they are worthless in terms of bounty) > the bounty paid out is deducted from the insurance paid to the player for losing his ship
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Atila
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Posted - 2008.03.13 23:32:00 -
[36]
Edited by: Atila on 13/03/2008 23:32:14 oops double post
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Kahega Amielden
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Posted - 2008.03.13 23:45:00 -
[37]
I rather like those ideas.
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ALTERNATEFACE
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Posted - 2008.03.14 00:44:00 -
[38]
Edited by: ALTERNATEFACE on 14/03/2008 00:44:08 ----
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Feilamya
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Posted - 2008.03.14 00:44:00 -
[39]
The bounty system must be removed, so we get rid of such threads.
All this system does is encourage players to post stupid ideas about how the game has to be changed, under the excuse of fixing the bounty system. Some are asking to change the kill rights system, others want insurance nerfed. All of this for the good cause of fixing the bounty system of course.
Bounties don't need to be fixed. A working bounty system is already in the game. If you want to pay to make someone's life miserable, hire some mercs against him. Sounds like overkill, but this is EVE, you need this overkill to actually annoy or harm someone.
Note that the concept of mercs is in the game for a long time, and it works, and in order to make it work, CCP had to write a total of zero lines of code. Because it was not added to the game by CCP but by the players. Now if players created merc corps and employers hiring mercs, why doesn't it the same way with bounties? First of all, the whol merc system is based on trust. A merc corp can rip you off by just keeping the money and doing nothing. However, a merc corp will do this once and never again because it will ruin their reputation forever. This doesn't work with bounties because bounties are anonymous. An anonymous person places a bounty, which is paid out to other anonymous persons who claim they have caused some harm to the target (not killed the target - you can't kill anyone in EVE). The problem is that anonymous persons can scam other anonymous persons and get away with it.
Things would be a lot different if there was a 100% sure way to proof kills. This could be implemented by CCP. Actually this is what I expected them to do when they replaced killmails by the combat log, but they didn't. Killmails can still be passed to other players only by copying text, and text can be faked. Instead, we need a system which allows players to send killmails to other players throgh a special interface in the game that can be used for sending authentic killmails only. And as soon as we have this, one type of bounty scam has been eliminated. What remains is the possibility that the killer doesn't get the reward promised to him. However, this is the smaller problem because - He got the loot from the target - The employer doesn't have to be anonymous. The only requirement is that a bounty is claimable by anyone - including people you can't trust. That's why it is a bounty and not a merc contract.
So here is a simple solution: - Remove the bounty system - Make kills provable ingame If this doesn't cause players to place bounties on each other and encourage bounty hunting, then we have a proof that players don't want bounties in the game, and we should never talk about bounties again.
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Rach NiKunni
Royal Enterprise Infinite Innovation
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Posted - 2008.03.14 11:05:00 -
[40]
Edited by: Rach NiKunni on 14/03/2008 11:06:51 Two issues I see with the initial post: 1) making bounties grow without the ISK coming out of anyone's wallet would pump new money into the economy and possibly create inflation.
2) You don't want to change the bounty system enough that it discourages people from pirating. In fact, ideally you want lots of pirates around because that's the back-bone of PVP play.
To make bounty hunting a viable occupation you would need:
(a) To make having a bounty on you no big deal. We need lots of pirates in the game or it will get boring. There should be as few consequences as possible involved in having a bounty on you.
(b) make bounties grow faster so that it encourages bounty hunting as an occupation. As it is now, the pirates with the highest bounties aren't necessarily the most active ones and they're generally not the easiest ones to kill. The thing to do would be to pop up a screen to any player who has been killed asking if they would like to add to the killer's bounty. If it was a squad it would apply to the final blow. In the heat of the moment a lot of people will click on "yes". This way active pirates will almost automatically get higher bounties without pumping new money into the enconomy and it will automatically stimulate bounty hunting as a viable occupation because it will vastly increase the amount of money locked up in bounties and therefore the amount of money to be made by bounty hunting.
(c) no payout to alts or anyone blue to you.
(d) possibly add a feature to the overview or the local chat so you can see the size of the bounty with a mouse-over if you want. Also increasing the number of locator agents or adding skills to train to use bounty hunter scanner modules like insta-lock scan boosters that use more cpu than the normal ones or whatever .... Something along these kinds could create openings for new kinds of game play.
just a couple of ideas....
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Krabb Foot
Federal Navy Academy
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Posted - 2008.03.14 12:01:00 -
[41]
Thinly veiled attempt to Nerf Piracy and Suicide Ganking.
'Unlawful kills' lol
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Derek Brutor
Brutor tribe
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Posted - 2008.03.14 12:17:00 -
[42]
There is nothing wrong with the bounty system. There is nothing wrong with low sec pirating. There is nothing wrong with high sec pirating. Hmmm. Yup that about covers my comments for the day. --
Best of British |

Wu Jiun
State War Academy
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Posted - 2008.03.14 13:11:00 -
[43]
Gaahh. Forums eat my reply so if this is a double post don't be confused.
Ok: Making part time pirates life more dangerous a good thing. Longer flagging, kos with -1.0, longer killrights etc. all sounds okay to me.
Taking the bounty from insurance is not good imo. If i want to see someone dead i pay for it. For me its just that easy. Whats keeping me from putting 100m on everyones head because it will only hurt them anyway?
You say you want to boost antipiracy. But this mechanic is a crystal clear nerf of piracy. Anyone who uses t1 ships for piracy will have a good deal less money to spare. Thats not encouranging antipiracy except if you'd like to make antipirates out of the pirates. If you find ways to actually produce worthwile "vigilantes" this will add a lot to the risk of piracy no need to also detract from the pirates possibility to engage in his chosen profession.
Now you could argue that a pirate should not receive insurance in the first place and from a rl point of view that only makes sense. Unfortunatley from an rl point of view carebears or vigilantes who venture out to kill pirates (be it player ones or red crosses in motsu) wouldn't receive insurance either. Actually the whole insurance mechanic is just that. A game mechanic and that corporation would have gone bankrupt on day 1 of its existence in real life so these discussions really lead nowhere. My next concern is the security status that increases by itself. NO. Seriously. Its nearly impossible to get pure -10.0. Only a few players have actually done this so far as stated by one of the econ dev blogs. Killing a single rat can set you back 50 pods in reaching this. I don't want to lose weeks of work only because i was on holiday or had an exam to pass, seriously this is just borked to hell.
So basically i see a minor boost to vigilantes and two major nerfs to piracy as it stands. I don't really see the number of decent antipirates go up considerably after these changes. I can see some pirates working even harder to get even though.
You said you've pirated yourself so you should know you won't get rich out of it. Now someone will jump me and say noob you're doing something wrong i can pull eleventy gazillion out of one day of piracy. But frankly this is bull****. I've seen a lot of quality pirates with incredible good kill/death ratios and most of them still don't bathe in money. Everyone gets a nice faction kill here and there but 99.99999% of kills are stupid noobs that cannot fit their ships at all. They drop nothing and unless you are really absolutely running from everything that could remotely kill you you are going to lose a good deal of ships also. The best loot i get out of other pirates or random pvp gangs that are up for a fight and killing them is a risky business as it is.
I for one like to pvp for fun. Piracy is just the category people put me into because i kill people in lowsec instead of 0.0. If there is someone who wants to break our camp and doesn't bring 3 times the numbers we try to get a good fight and i imagine many think the same way. Killing noobs at gates is only daily task but at the end of the day its the thrilling fights that are fun to have. Nerfing insurance will only make it worse. So, well thats it. Basically if you find a way of boosting vigilantes without nerfing pirace i am all for it. But this just doesn't look like it will accomplish it imo.
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