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Shandir
Indigo Archive
149
 |
Posted - 2012.05.25 15:25:00 -
[151] - Quote
Let's stop crapping up the thread with further discussion of the worst idea in EVE history (no overstatement), and get back to the awesome ideas of giving bounty hunters a reason to exist.
Edit: In fact, I think we've mostly discussed the idea out - so perhaps the OP could be edited down to the summary of the concepts - broken down to the two parts we've compartmentalised it into ( 1st step - Bounties = % of loss, 2nd step - Detailed bounty contracts ) - for easy reading - followed by the existing detailed description of the reasons behind it. |

Ginseng Jita
Pator Tech School Minmatar Republic
281
 |
Posted - 2012.05.25 17:15:00 -
[152] - Quote
Yes, lets totally ignore that no bounty system you come up with that is ran completely by players can be circumvented easily - and when I mean easily - your system is no better than CCP's current system because it doesn't stop anyone with a bounty on their head from being taken out by a friend in game.
Also, this was merely a proposal, a proposal to actually add a layer by which players could not circumvent. I didn't work out the fine details and make a mega post about how all it would work and how much it might cost a player in the end if they pursued being a pirate. BTW who said it would cost a billion ISK to get of or staisis? Oh and about a noob placing a 1ISK bounty on a Goon. Rules - the bounty system would have, you know...rules about how it would work. A good bounty system would have rules so that people couldn't use it as a means of griefing. It would actually require a player to break one of games tenants in game before someone can just slap a bounty on you willy nilly, and also require a certain level of security rating. Rules regarding the bounty system would need written up.
Also, you people are always saying how *hardcore* and harsh this game is, but when someone actually submits an ideal that has a harsh undertone to it you toss it aside and scream - that's too mean.
For a bounty system to work - there has to be consequences and penalties - otherwise you're just pissing in the wind.
Malcanis I am sorry you think someone discussing the bounty system in a thread about the bounty system is a bad thing(even if you created it - when you posted in this forum - it opens it up to all for discussion. I was pointing out, and you said it yourself that even your system can be exploited, so that people can circumvent anyone other than someone close to you collecting the bounty and splitting it. I think it is silly to sit and type up a huge thing about reworking the bounty system, then say...oh yeah there is still loopholes that you can fly a Titan through...but hey, at least we have a new system - even if it is no better than the previous one. Come up with a serious bounty system and stop coddling players. |

Malcanis
Vanishing Point. The Initiative.
3954
 |
Posted - 2012.05.25 17:42:00 -
[153] - Quote
Ginseng Jita wrote:Yes, lets totally ignore that no bounty system you come up with that is ran completely by players can be circumvented easily - and when I mean easily - your system is no better than CCP's current system because it doesn't stop anyone with a bounty on their head from being taken out by a friend in game.
Nothing can totally stop that; you can only make it as difficult and uneconomic as possible, which is what the large majority of the propsal is concerned with.
As it stands with my proposal, you have to somehow get an alt into the specific corp which gets the bounty contract or be an individual who can socially engineer the aggrieved party to somehow assign the bounty contract to your "bounty hunter" alt.
As I said back around page 2, if you're smart and lucky enough to pull this off, then you probably deserve to be able to remove the bounty at ~50% of the cost to yourself. Mark that - even in the best (or, from your point of view, worst) case, the perp will at best be able to lose no more 50% of the ISK. And bounty hunting corps will have a very strong incentive to root out alts insinuated into their ranks for this purpose, since their reputation will be their primary asset.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Malcanis
Vanishing Point. The Initiative.
3954
 |
Posted - 2012.05.25 17:43:00 -
[154] - Quote
BTW I'd be interested to see you post 2 of these "loopholes you can fly a titan through" (there must be at least 2 if you can speak of them in the plural)
Detail them for us, please. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Ginseng Jita
Pator Tech School Minmatar Republic
281
 |
Posted - 2012.05.25 19:29:00 -
[155] - Quote
I think I know what kind of system you are describing now. You want an in game system of bounty contracts. You wish to be able to write up a bounty contract between yourself and a player or a corp to take someone out. In essence you just want to be able to pay someone of your choice to make a hit someone - you being able to transfer kill rights to that induvidual and or corp.
You're right....there is not much wiggle room with your system.
It's just a matter of putting the mechanics in place to trasnfer kill rights to a particular player or corp of players. This is the basis for your system - right?
Sorry, I was thinking of a built in game system that allowed anyone to pop a wanted person. My bad. A friend had to set me straight - she smacked me upside the head. :(
My bad...had this big ******* tree in front of my face. |

Malcanis
Vanishing Point. The Initiative.
3955
 |
Posted - 2012.05.25 20:05:00 -
[156] - Quote
In that case I retract my offer of a free wardec. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Shandir
Indigo Archive
149
 |
Posted - 2012.05.25 20:59:00 -
[157] - Quote
Plus - the idea of making it so anyone can pop them is not a bad idea as an in-game alternative.
If you put a 1B bounty on your target and they destroy 1B of their own stuff, and get a 500m (bounty + insurance) back - they still lost 500m ISK. That is not a cheap option. The fact that they blew it up with an alt is funny, and will look bad on a killboard.
Fact is, simply adjusting the payment ratio would change the likelyhood this would happen regularly.
If the ratio was 75% - 95% of the (real) loss value, then yes - this might be a good idea. But if it's at 50% of the (real) loss value, then it becomes quite harsh. Lower still, 33% would be stupid to self-destruct away - but would still be a valuable boon to a genuine enemy.
This is why I think that *both* options should be available. If you want to hurt someone and don't care too much how it happens, then an open bounty is just great.
(Perhaps the payout ratio could be adjustable, so that players themselves could police it - but then it gets complicated and the chance that CCP doesn't bother or screws it up increase) |

Arduemont
Malevolent Intentions Ineluctable.
114
 |
Posted - 2012.05.26 12:15:00 -
[158] - Quote
Mal, would you be able to update the OP to include that you think the Bounty payout system needs fixing first and keeping seperate from the contract system? It would be much easier to rally support if thats clear in the OP.
Lets face it, this thread is huge now. No one is going to read it from start to finnish just to get an idea of what we're talking about.
 |

Malcanis
Vanishing Point. The Initiative.
3961
 |
Posted - 2012.05.26 19:46:00 -
[159] - Quote
I know I should but I have some other projects competing for my limited time, and also I'm no longer confident that posting in here is a good return on invested effort. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Eiladies Teritrium
Survival Research Laboratories
0
 |
Posted - 2012.05.30 08:18:00 -
[160] - Quote
I can tell you the thoughts/ suggestions I have:
Firstly though, a caveat.
You have to read this with a thought to how this would work in the 'real world' in-game story line of EVE. To our characters, the world of EVE is not a computer game with mechanics, it is their real lives where they mine, sleep, eat, make love, fight, flee, work and steal. Concord and the Empire Navies are there to make sure that those that break the law would be punished, which would likely mean something more severe than losing your ship.
You can't read this thinking 'Oh, I don't like this simply because it would make things HARDER for my Pirate character." Too bad. In EVE, just as in the real world, a life of crime would have consequences. These would be conceived by the governments, Police, Navies, and other law enforcement agencies of the in game, in character, story line world of EVE in terms other than game mechanics such as GCC gate, negative sec status, etc.
Firstly,
1. Yes, Transferrable Kill rights are a very good idea.
That's the way bounties work in real life.The fact that there is a bounty on someone's head means they are too dangerous for the average person to handle, so the authorities need to place a cash reward for a kill or capture.
The way I would do it is this.
Let's say Blackbeard the two year old Pirate ganks Marty the Miner, a newer player. Marty now has kill rights, but not the skillpoints to take care of that pirate himself, so the 'kill rights' are useless to him.
Now, instead of paying a bounty on the pirate (which the Pirate will collect) Marty now has the option to file a complaint with the NPC DED corporation, (i.e. the Poiice) for a small fee. (like a war dec is bribing Concord). When DED collects enough of these killrights along with the filing fees, they start reassigning them through their agents to a registered bounty hunter player pilot.
-DED is the already existing in game NPC corporation that is -supposed- to be focusing their energy and efforts on the 'worst of the worst' pirates. In game of course they really do nothing except hand out missions.
-For aspiring DED 'bounty hunter agents' could be included in every station that has that bounty hunter button, with each tranferrable kill right being assigned through a DED agent. It won't be a random, assignment, there would probably be a way to match skill point levels of target and bounty, or levels of danger/ risk displayed.
-To become a bounty hunter, you would have to grind your standings with DED to a high enough point that you would be 'registered', or get a license. This would involve hunting down some NPC pirates in deadspace missions 1 through 5, before the DED agent would start assigning you kill rights. Those people who are truly dedicated to being bounty hunters would be willing to do this, but a Pirate would be unlikely to do with with an alt just to collect their own bounty.
-The bounty amount would be an amount fixed by DED, most likely something tied to skillpoints. You would also get LP points (and stores) for both bounty hunter missions and player kills.
-The target bounty would have NO way of knowing how much the bounty on them was, neither would anyone else. Only the 'Wanted' sign would appear on their profile. It might be possible that a registered/ licensed bounty hunter could still see the bounty amount, to allow for opportunistic kills.
I would also suggest that if a Pirate with a bounty gets podded, they lose their rights to use the 'legal' cloning vats.
Yes I know Pirates won't like this 'restriction', but it makes 'in game' sense.
If you are a criminal wanted dead or alive by the Police, you are shot dead in space, and if they know where all your clones are, don't you think those inanimate, stationary clones would either be arrested or destroyed before the Pirate got podded? If we discovered the exact location where clones of a condemned criminal were being grown, don't you think the Police would realistically seek out and destroy those clones?
There are of course, already illegal clone vats in the game. Pirates with a bounty on them would be restricted to using this handful of illegal, untraced cloning facilities, or possibly one in a cap ship. These illegal cloning facilities could all be placed in low sec, or null sec, or somewhere else slightly inconvenient.
I would even suggest their clones could reanimate 'already arrested' in a 'prison system', or penal colony.
The world of EVE is a 'real place', remember? DED and concord aren't computer controlled 'rats', they are actual thinking human people who would formulate a rational, logical plan to kill or capture those with a bounty.
I'm imagining something like an NPC station that has factories and a refining centre with BPCs for mining ships and modules so the pirates would have to mine, refine and build their own ships. Kind of like building your own 'shiv' in prison. Pirates could raise their sec status by killing each other. It would also be possible to do stuff like make drugs, meet other pirates and so on.
This limited access, 'dead-end' system would have it's jump-gate entrance guarded by powerful but destructible rats (like Navy) for things like jailbreaks and so on. Pirates could use their alts to haul things in and out of the system. It should be a challenge but not impossible to escape from the prison system.
What I am also thinking though is that the Pirates would have their own version of the bounty system, the 'Marked' system. While you can place a bounty on a low standings player through DED, you can place a 'Hit contract' on another player though an NPC Pirate corp. Grind standings with a pirate corp to become registered as a hitman or assassin. Then, you will be able to access assassination contracts against other players.
Same deal as with the bounty hunters, just on the other side of the law. |
|

Arduemont
Malevolent Intentions Ineluctable.
152
 |
Posted - 2012.05.30 14:45:00 -
[161] - Quote
Eiladies Teritrium wrote:Stuff
Well, its a well thought out idea, I give you that. But, like I have said before in other threads, I hate getting NPCs involved in new features. Why make an NPC do something a player can do? There are some issues aswell.
The restriction of the cloning vats for pirates is daft though. Eve isn't like the real world where the police get a degree of respect from official establishments. In Eve, the corporations rule. If a corporation wants to let a pirate have a clone bay somewhere, they arn't going to stop doing it just because the DED say so. The corporations regularly go behind each others back, their sovereigns back, CONCORDs back, DED's backs... So from your lore perspective that doesn't make sense. Also, in the game lore DED dont concern themselves with pod pilot affairs unless they absolutely have to, and if they do, they are encroaching on CONCORD's territory.
From a computer game perspective (probably more important than a lore perspective in most instances I would say) its unrealistically restrictive, especially with the whol prison system (which is even more restrictive and isn't fun for anyone). There is also the issue that you want to make people who want to be bounty hunters, run missions, to be able to do it... So the people who dont want to PvP (carebears) are going to be the only people with access to the system. And the people who will want to do it (PvPers) will be forces to run missions, which they probably don't want to do. |

Malcanis
Vanishing Point. The Initiative.
3999
 |
Posted - 2012.05.30 15:02:00 -
[162] - Quote
You were much nicer about that than I was going to be. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Amun Khonsu
3-Prong Operational Resources The Fendahlian Collective
41
 |
Posted - 2012.05.30 15:26:00 -
[163] - Quote
+1 for the OP Fight them until turmoil is no more and strike terror into their hearts. |

Anna Shoul
5
 |
Posted - 2012.06.01 06:04:00 -
[164] - Quote
+100500. This needs to have been done years ago. Corp thieves and other miscreants that do not produce kill rights will just need a completely different system, is all, but this one will already fix numerous problems.
Mind if I offer a tiny tweak though?
At the moment a bounty contract is created, and the kill rights are revoked from the aggrieved party, the kill right timer goes on hold until the contract is accepted by an eligible party. Should the contract be cancelled before acceptance, the kill rights revert to the original owner and the timer starts ticking again. This way, considerably more contracts will actually produce bounty hunting and there's no need to extend the kill rights timer too much to ensure the kill rights are used.
And a few questions:
1. So assume I went ratting and got lowsec ganked by a concerted action of corp X. Unfortunately the killing blow was laid by their new recruit, so I only got kill rights on him. Will I be able to address my grievance against the entire corp X, instead of the new recruit? Or, I'm wrong, and I get kill rights on the entire list of people who shot me? (and if I don't, why not?) Can I bulk multiple killrights into one contract under a total bounty, then? Are there any good reasons not to allow this that you can think of?
2. Assume I'm a new player, mining in a cruiser while my support skills train and I'm doing my homework, (let's avoid discussion of how reckless this is, people just do it) until I abruptly get highsec ganked. Enraged, I go buy a PLEX and place a bounty on my killer. Only, I don't know which bounty hunter corps are reputable, and there's nobody nearby to tell me, and the killer has a conveniently advertised bounty hunter corp right in this station, which happily takes my contract and proceeds with laundering the money... So, how can this sort of thing be prevented? |

Arduemont
Malevolent Intentions Ineluctable.
162
 |
Posted - 2012.06.01 13:59:00 -
[165] - Quote
Anna Shoul wrote:+100500. This needs to have been done years ago. Corp thieves and other miscreants that do not produce kill rights will just need a completely different system, is all, but this one will already fix numerous problems.
If you keep this contract system separate from the bounty system as it is now (except with changes to how the ISK is payed out to prevent alts collecting bounties), then that problem is already solves.
Anna Shoul wrote:1. So assume I went ratting and got lowsec ganked by a concerted action of corp X. Unfortunately the killing blow was laid by their new recruit, so I only got kill rights on him. Will I be able to address my grievance against the entire corp X, instead of the new recruit? Or, I'm wrong, and I get kill rights on the entire list of people who shot me? (and if I don't, why not?) Can I bulk multiple killrights into one contract under a total bounty, then? Are there any good reasons not to allow this that you can think of?
I dont see any reason why not. It would create more consequences for shooting at people illegally. I always like that.
Anna Shoul wrote:2. Assume I'm a new player, mining in a cruiser while my support skills train and I'm doing my homework, (let's avoid discussion of how reckless this is, people just do it) until I abruptly get highsec ganked. Enraged, I go buy a PLEX and place a bounty on my killer. Only, I don't know which bounty hunter corps are reputable, and there's nobody nearby to tell me, and the killer has a conveniently advertised bounty hunter corp right in this station, which happily takes my contract and proceeds with laundering the money... So, how can this sort of thing be prevented?
Nothing it stopping them. I don't think it should be stopped. If someone is resourceful enough to pull something like this off they deserve to reap the benefits. |

Anna Shoul
5
 |
Posted - 2012.06.01 15:09:00 -
[166] - Quote
Arduemont wrote:Anna Shoul wrote:1. So assume I went ratting and got lowsec ganked by a concerted action of corp X. Unfortunately the killing blow was laid by their new recruit, so I only got kill rights on him. Will I be able to address my grievance against the entire corp X, instead of the new recruit? Or, I'm wrong, and I get kill rights on the entire list of people who shot me? (and if I don't, why not?) Can I bulk multiple killrights into one contract under a total bounty, then? Are there any good reasons not to allow this that you can think of? I dont see any reason why not. It would create more consequences for shooting at people illegally. I always like that.
Actually, upon reflection, I do see a potential problem. Consider this scenario:
Character X is a corp spy. He joins a corp, gains trust, then steals everything not nailed down, and before he's kicked, to add insult to injury, he suicide ganks everyone he can get his hands on in hopes of gaining bounties on his head. Assuming that one can invariably place the bounty on the entire (player) corporation the criminal is a member of, this would more often than not be the default way of handling things. Once X is kicked from the corp the next day, everyone ends up with bounties they did nothing to deserve, in addition to the theft losses, and they can do pretty much nothing to prevent that particular problem, no matter how well they secure their assets or vet members. It's more problematic than awoxing.
I believe that the current corp landscape is plenty paranoid enough already, so the only solution that seems reasonable to me is to produce kill rights on everyone who shot the aggrieved party at all (and their logi!) and make it possible to bulk package them in a single bounty contract.
|

Arduemont
Malevolent Intentions Ineluctable.
162
 |
Posted - 2012.06.02 21:27:00 -
[167] - Quote
Anna Shoul wrote: I believe that the current corp landscape is plenty paranoid enough already, so the only solution that seems reasonable to me is to produce kill rights on everyone who shot the aggrieved party at all (and their logi!) and make it possible to bulk package them in a single bounty contract.
When I said I dont see why not, I meant for this. Rather than killrights against an entire corp, which is silly. |

Xen Solarus
Inner 5phere
121
 |
Posted - 2012.06.06 09:41:00 -
[168] - Quote
STILL WAITING FOR A FIX TO MAKE BOUNTY HUNTERS A VALID CAREER! |

Reaver Glitterstim
Dromedaworks inc
130
 |
Posted - 2012.06.07 05:43:00 -
[169] - Quote
This is a very well though out post and it is exactly how I have envisioned the bounty system should work. I support this fully. -a"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Mocam
EVE University Ivy League
141
 |
Posted - 2012.06.10 13:13:00 -
[170] - Quote
I'd been thinking on this a bit too but I had a slightly more... brutal and cruel approach in mind, which you may find possible to incorporate in yours.
The idea was to scatter bounties - if you have low standings with a faction/SOV holder, a bounty could be executed on your head.
As such, my almost 5.0 sec status would not prevent someone from being able to put a bounty on my head with a faction I was negative with - but only in that faction's SOV would I be a "no concord" fair target, though still "bountied" if killed in other space (gank style - but concord = sec status loss ...)
Also it would allow SOV groups to use the bounty system directly to place bounties on enemies heads - kind of a "contract fulfillment" gig where the funds are held "NPC" style until someone collects on it or it expires.
As such, you could be "wanted dead in all of highsec" via sec status or just "bountied in Amarr, Caldari (jita)" etc.. based upon your standings with a faction. As such, any bounty hunter could legally shoot you in that space - no concord, no GCC, etc. A "legal retaliation".
You could have various bounties in different sectors of space - "wanted" where someone could only collect the ones they had access to.
(wild west style - bounties in different states, cross the state line and the bounty is invalid but you could kill and go collect but you'd be violating another "sovereign state's territory" with all the potential repercussions of that.)
Build a skill tree for how many bounties you can go after, tie the sizes of them to faction standings and allow bounty hunting in a factions space to actually raise your standings with that faction. A "registered bounty hunters" style sub-profession.
Lots of potential for various uses and abuses. A bit less ... "kind" in its applications and it potentially takes "building/rebuilding standings" from "go ratting/mission running" to "go kill other players".
I never really fleshed it out all the way but that's the general gist of it - allow bounties and bounty hunters to be setup very broadly and make it much more "EVE" like - not a two-edged sword but more a morningstar with lots of jagged spikes sticking out. |
|

Kaelie Onren
Nyan Cat Logistics PNG Associates
22
 |
Posted - 2012.06.12 06:34:00 -
[171] - Quote
Mocam wrote:I'd been thinking on this a bit too but I had a slightly more... brutal and cruel approach in mind, which you may find possible to incorporate in yours.
The idea was to scatter bounties - if you have low standings with a faction/SOV holder, a bounty could be executed on your head.
As such, my almost 5.0 sec status would not prevent someone from being able to put a bounty on my head with a faction I was negative with - but only in that faction's SOV would I be a "no concord" fair target, though still "bountied" if killed in other space (gank style - but concord = sec status loss ...)
Also it would allow SOV groups to use the bounty system directly to place bounties on enemies heads - kind of a "contract fulfillment" gig where the funds are held "NPC" style until someone collects on it or it expires.
As such, you could be "wanted dead in all of highsec" via sec status or just "bountied in Amarr, Caldari (jita)" etc.. based upon your standings with a faction. As such, any bounty hunter could legally shoot you in that space - no concord, no GCC, etc. A "legal retaliation".
You could have various bounties in different sectors of space - "wanted" where someone could only collect the ones they had access to.
(wild west style - bounties in different states, cross the state line and the bounty is invalid but you could kill and go collect but you'd be violating another "sovereign state's territory" with all the potential repercussions of that.)
Build a skill tree for how many bounties you can go after, tie the sizes of them to faction standings and allow bounty hunting in a factions space to actually raise your standings with that faction. A "registered bounty hunters" style sub-profession.
Lots of potential for various uses and abuses. A bit less ... "kind" in its applications and it potentially takes "building/rebuilding standings" from "go ratting/mission running" to "go kill other players".
I never really fleshed it out all the way but that's the general gist of it - allow bounties and bounty hunters to be setup very broadly and make it much more "EVE" like - not a two-edged sword but more a morningstar with lots of jagged spikes sticking out.
I like this approach. Add to that things like if you shoot too many NPCs of a faction (pirate or empire) or make it standing based, they (NPC factions) can put bounties on your head too, which makes your open game for Player bounty hunters in their space. (not much diff in low/null though) and killing a player with a NPC bounty gives you standing boost with that faction too. Very interesting.
BUT, this good idea, like many others still needs to address the fundamental flaw with bounty hunting profession today, which is, how do you keep people from collecting on their own bounties.
Without a fix for this, no bounty hunting feature will work. |

Arduemont
Malevolent Intentions Ineluctable.
208
 |
Posted - 2012.06.12 13:56:00 -
[172] - Quote
Kaelie Onren wrote:BUT, this good idea, like many others still needs to address the fundamental flaw with bounty hunting profession today, which is, how do you keep people from collecting on their own bounties.
Without a fix for this, no bounty hunting feature will work.
You obviously havn't read any of the thread. Stopping people from collecting their own bounties has been adressed, over and over and over. |

Mr Twinkie
Third Watch Security Group
2
 |
Posted - 2012.06.14 01:50:00 -
[173] - Quote
How has CCP not responded, remove bounties or fix them. the end |

Kaelie Onren
Nyan Cat Logistics PNG Associates
24
 |
Posted - 2012.06.14 03:29:00 -
[174] - Quote
Arduemont wrote:Kaelie Onren wrote:BUT, this good idea, like many others still needs to address the fundamental flaw with bounty hunting profession today, which is, how do you keep people from collecting on their own bounties.
Without a fix for this, no bounty hunting feature will work. You obviously havn't read any of the thread. Stopping people from collecting their own bounties has been adressed, over and over and over.
Yeah, I have no time to read 9 pages of people ranting one way or another. Enlighten me, how? (or point out the page its on so as to spare me reading through pages of fluff) |

Arduemont
Malevolent Intentions Ineluctable.
210
 |
Posted - 2012.06.17 21:37:00 -
[175] - Quote
Kaelie Onren wrote:Arduemont wrote:Kaelie Onren wrote:BUT, this good idea, like many others still needs to address the fundamental flaw with bounty hunting profession today, which is, how do you keep people from collecting on their own bounties.
Without a fix for this, no bounty hunting feature will work. You obviously havn't read any of the thread. Stopping people from collecting their own bounties has been adressed, over and over and over. Yeah, I have no time to read 9 pages of people ranting one way or another. Enlighten me, how? (or point out the page its on so as to spare me reading through pages of fluff) If you are referring to the 'simple' system, it said it only prevents BLUE or same alliance people from collecting bounty. Exactly how did it propose to prevents neut alts from collecting bounty on yourself? If it doesn't the system is useless. If I have a bounty on my head, I collect it myself with my alts until it is zero. My only loss is the insurance premium on the ship.
Its in the OP. |

Incindir Mauser
EVE University Ivy League
0
 |
Posted - 2012.06.18 06:14:00 -
[176] - Quote
There's an easy fix to bounty hunting.
Keep the current bounty system. Simple. But instead of people being about to see the bounties on their head deny everyone access to that knowledge. Nobody gets to see the bounty placed on their head.
Add a skillbook to become a bounty hunter. Allows you access to bounty hunting mission agents. Agent gives you a mission to hunt down a random person in your region with a bounty. The bounty hunter is not told the sum total of bounties placed on the wanted person's head, just that they have a bounty and that they need to die. Say a time limit of a month or so to complete the bounty. You also get specific bounty hunter locator agents. Perhaps special scanner probes, modules, etc. As you become a better trained bounty hunter, you get access to a Wanted List that lets you pick your bounties from a randomly generated list of bounties in your area.
The bounty hunter gets paid a baseline fee, eg the collective bounty placed on that persons head, for destroying the ship of said target, and additional bonus ISK if you pod them. This will encourage both small scale solo bounty hunting, but group bounty hunting as well. |

Kaelie Onren
Nyan Cat Logistics PNG Associates
30
 |
Posted - 2012.06.18 08:50:00 -
[177] - Quote
Incindir Mauser wrote:There's an easy fix to bounty hunting.
Keep the current bounty system. Simple. But instead of people being about to see the bounties on their head deny everyone access to that knowledge. Nobody gets to see the bounty placed on their head.
Add a skillbook to become a bounty hunter. Allows you access to bounty hunting mission agents. Agent gives you a mission to hunt down a random person in your region with a bounty. The bounty hunter is not told the sum total of bounties placed on the wanted person's head, just that they have a bounty and that they need to die. Say a time limit of a month or so to complete the bounty. You also get specific bounty hunter locator agents. Perhaps special scanner probes, modules, etc. As you become a better trained bounty hunter, you get access to a Wanted List that lets you pick your bounties from a randomly generated list of bounties in your area.
The bounty hunter gets paid a baseline fee, eg the collective bounty placed on that persons head, for destroying the ship of said target, and additional bonus ISK if you pod them. This will encourage both small scale solo bounty hunting, but group bounty hunting as well.
I was about to say something along the lines of "if it was really that easy to fix then don't you think somebody else would have fixed it by now? But this actually isn't bad.
Make the bounties scale up with the skill level trained, ie you get bigger bounties given to you if you are high trained in the skill. Only problem I see is local area is hard to define. People jump clone around a lot. Would taking a bounty on somebody who leaves the area make you sort of stuck? |

Malcanis
Vanishing Point. The Initiative.
4081
 |
Posted - 2012.06.18 09:03:00 -
[178] - Quote
Incindir Mauser wrote:There's an easy fix to bounty hunting.
Keep the current bounty system. Simple. But instead of people being about to see the bounties on their head deny everyone access to that knowledge. Nobody gets to see the bounty placed on their head.
Add a skillbook to become a bounty hunter. Allows you access to bounty hunting mission agents. Agent gives you a mission to hunt down a random person in your region with a bounty. The bounty hunter is not told the sum total of bounties placed on the wanted person's head, just that they have a bounty and that they need to die. Say a time limit of a month or so to complete the bounty. You also get specific bounty hunter locator agents. Perhaps special scanner probes, modules, etc. As you become a better trained bounty hunter, you get access to a Wanted List that lets you pick your bounties from a randomly generated list of bounties in your area.
The bounty hunter gets paid a baseline fee, eg the collective bounty placed on that persons head, for destroying the ship of said target, and additional bonus ISK if you pod them. This will encourage both small scale solo bounty hunting, but group bounty hunting as well.
Then goons and other ne'er-do-wells completely wreck it by placing 1 ISK bounties on each other, drowning out the "real" bounties Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Malcanis
Vanishing Point. The Initiative.
4081
 |
Posted - 2012.06.18 09:10:00 -
[179] - Quote
Kaelie Onren wrote:Arduemont wrote:Kaelie Onren wrote:BUT, this good idea, like many others still needs to address the fundamental flaw with bounty hunting profession today, which is, how do you keep people from collecting on their own bounties.
Without a fix for this, no bounty hunting feature will work. You obviously havn't read any of the thread. Stopping people from collecting their own bounties has been adressed, over and over and over. Yeah, I have no time to read 9 pages of people ranting one way or another. Enlighten me, how? (or point out the page its on so as to spare me reading through pages of fluff) If you are referring to the 'simple' system, it said it only prevents BLUE or same alliance people from collecting bounty. Exactly how did it propose to prevents neut alts from collecting bounty on yourself? If it doesn't the system is useless. If I have a bounty on my head, I collect it myself with my alts until it is zero. My only loss is the insurance premium on the ship.
Almost the entire proposal and much of the subsequent discussion revolves around addressing this issue. I mean like from the first paragraph. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |

Malcanis
Vanishing Point. The Initiative.
4081
 |
Posted - 2012.06.18 09:14:00 -
[180] - Quote
Anna Shoul wrote:+100500. This needs to have been done years ago. Corp thieves and other miscreants that do not produce kill rights will just need a completely different system, is all, but this one will already fix numerous problems.
Mind if I offer a tiny tweak though?
At the moment a bounty contract is created, and the kill rights are revoked from the aggrieved party, the kill right timer goes on hold until the contract is accepted by an eligible party. Should the contract be cancelled before acceptance, the kill rights revert to the original owner and the timer starts ticking again. This way, considerably more contracts will actually produce bounty hunting and there's no need to extend the kill rights timer too much to ensure the kill rights are used.
And a few questions:
1. So assume I went ratting and got lowsec ganked by a concerted action of corp X. Unfortunately the killing blow was laid by their new recruit, so I only got kill rights on him. Will I be able to address my grievance against the entire corp X, instead of the new recruit? Or, I'm wrong, and I get kill rights on the entire list of people who shot me? (and if I don't, why not?) Can I bulk multiple killrights into one contract under a total bounty, then? Are there any good reasons not to allow this that you can think of?
If you're looking to get people to shoot at an entire lo-sec corp than I think that is better addressed through the wardec system and mercenary contracts, not bounties.
Anna Shoul wrote: 2. Assume I'm a new player, mining in a cruiser while my support skills train and I'm doing my homework, (let's avoid discussion of how reckless this is, people just do it) until I abruptly get highsec ganked. Enraged, I go buy a PLEX and place a bounty on my killer. Only, I don't know which bounty hunter corps are reputable, and there's nobody nearby to tell me, and the killer has a conveniently advertised bounty hunter corp right in this station, which happily takes my contract and proceeds with laundering the money... So, how can this sort of thing be prevented?
By asking other players for advice, in the same way that a new player should before making any other similar sized purchase. This isn't and shouldn't be a game mechanics issue; it's a player interaction issue. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-ahttp://swiftandbitter.com/eve/wtd/ |
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