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Bounty: 20% payout of hull; not enough.

First post
Author
Matalino
#101 - 2012-12-10 21:01:58 UTC
LHA Tarawa wrote:
Bane Necran wrote:
Why be timid about it. Make it 75% across the board.

Still waiting for a reason why lower is better.


Reason lower is better:
1) If payout is 20%, then the character with a bounty has to lose 5x value ships as the bounty. So, you anger me, I put a billion ISK bounty on you, now you have to lose 5 billion ISK to get rid of the bounty. That is an incentive for me to bounty you. I am hurting you 5x as I'm hurting myself.

75% payout, I spend 1 billion ISK so you have to lose 1.333B ISK worth of ships? I'm hurting you only 1.3x as much as I'm hurting myself. Heck, why bother putting a bounty on anyone.


2) At 20% payout, I blow up a 100M ISK T2, get 20M ISK and 40M ISK salvage. No reason to altf-kill myself to collect the bounty.

At 75%, I hop in a 100M ISK T2, alt-kill myself, collect 75M ISK bounty and 40 million salvage.



The reasons are there, even if you don't like them.

This is a very good reason for keeping the bounties the way they are.
CCP SoniClover wrote:
I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more.

However, if you want some easy to use room to increase the payout for high bounty targets, offer a bonus based on the items destroyed seperately from the ships. You cannot increase the payout on ships without opening up exploits with alt collected bounties, but there is plenty of room to increase the bounty paid out on the value of items destroyed (modules, cargo, implants, etc). For example, keep the current bounty of 20% on ship value and offer a bounty of 20% to 40% on the value of the items destoyed depending on how the target ranks on the most wanted list. (Bottom of the list pays 20% for items lost, top of the list pays 40% of the

With this approach, we could get the best of both worlds. If there is a bonus for destoying modules, it gives bounty hunters more modivation to inflict losses that are not covered by insurance. The end result is that the bounty might be more effective than it would be if bounty hunters were equally happy to kill empty (or mostly empty) ships.
Natsett Amuinn
Caldari Provisions
Caldari State
#102 - 2012-12-10 21:07:00 UTC  |  Edited by: Natsett Amuinn
Matalino wrote:
LHA Tarawa wrote:
Bane Necran wrote:
Why be timid about it. Make it 75% across the board.

Still waiting for a reason why lower is better.


Reason lower is better:
1) If payout is 20%, then the character with a bounty has to lose 5x value ships as the bounty. So, you anger me, I put a billion ISK bounty on you, now you have to lose 5 billion ISK to get rid of the bounty. That is an incentive for me to bounty you. I am hurting you 5x as I'm hurting myself.

75% payout, I spend 1 billion ISK so you have to lose 1.333B ISK worth of ships? I'm hurting you only 1.3x as much as I'm hurting myself. Heck, why bother putting a bounty on anyone.


2) At 20% payout, I blow up a 100M ISK T2, get 20M ISK and 40M ISK salvage. No reason to altf-kill myself to collect the bounty.

At 75%, I hop in a 100M ISK T2, alt-kill myself, collect 75M ISK bounty and 40 million salvage.



The reasons are there, even if you don't like them.

This is a very good reason for keeping the bounties the way they are.
CCP SoniClover wrote:
I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more.

However, if you want some easy to use room to increase the payout for high bounty targets, offer a bonus based on the items destroyed seperately from the ships. You cannot increase the payout on ships without opening up exploits with alt collected bounties, but there is plenty of room to increase the bounty paid out on the value of items destroyed (modules, cargo, implants, etc). For example, keep the current bounty of 20% on ship value and offer a bounty of 20% to 40% on the value of the items destoyed depending on how the target ranks on the most wanted list. (Bottom of the list pays 20% for items lost, top of the list pays 40% of the

With this approach, we could get the best of both worlds. If there is a bonus for destoying modules, it gives bounty hunters more modivation to inflict losses that are not covered by insurance. The end result is that the bounty might be more effective than it would be if bounty hunters were equally happy to kill empty (or mostly empty) ships.

Some of you are doing what this guy did.

You're assumign that 20% is the maximum percentage you can pay without someone being able to self gank for profit.

It is not.
20% is lower on that scale than some people think.

I'm pretty sure that CCP relased it with a low percentage, specifically so they would have room to increase it. It would be silly to make the fist iteration payout the most possible before you could exploit it, and if SoniClovers responce is any indication, they obviously understood this.

Edit: "time to do it before retribttion", that's your clue.
Matalino
#103 - 2012-12-10 21:13:33 UTC
Natsett Amuinn wrote:
You're assumign that 20% is the maximum percentage you can pay without someone being able to self gank for profit.

It is not.
20% is lower on that scale than some people think.

I'm pretty sure that CCP relased it with a low percentage, specifically so they would have room to increase it. It would be silly to make the fist iteration payout the most possible before you could exploit it, and if SoniClovers responce is any indication, they obviously understood this.
I did not make that assumption. Rather, I have the opinion that keeping bounties low is a good thing. If I place a bounty on a person, I want that person to suffer a loss when a bounty hunter collects that bounty, and I want that loss to be a lot more than 1 ISK for every ISK I pay. It is not good enough for self ganking to be marginally unprofitable, it should be as far from profitable as possible while still leaving some modivation to collect the bounty.
Vincent Athena
Photosynth
#104 - 2012-12-10 22:55:13 UTC
CCP SoniClover wrote:
Natsett Amuinn wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=180051&find=unread

I started a thread the other day about the 20% thing making people with large bounties no more worth hunting down than someone will a smaller bounty.

I'm not so worried about the overal payout, as I am the fact that having many billions of isk on your head means only you can be shot a few more times than the guy with a few billion less.

The payout system has no incentive to actually go looking for the most wanted people in New Eden.
The bounty itself should be a modifier that adds small percentages to the total payout based on how high the bounty goes; to a limit.


I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more.

How about letting the person setting the bounty also set the payout percentage?

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CCP SoniClover
C C P
C C P Alliance
#105 - 2012-12-10 23:41:18 UTC
Vincent Athena wrote:

How about letting the person setting the bounty also set the payout percentage?


If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken.
Andski
Science and Trade Institute
Caldari State
#106 - 2012-12-11 00:12:47 UTC
just add a skill called Bounty Hunting or whatever

Twitter: @EVEAndski

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Mike Adoulin
Happys Happy Hamster Hunting Club
#107 - 2012-12-11 00:21:49 UTC
Andski wrote:
just add a skill called Bounty Hunting or whatever



Bounty Hunting Connections:

Each level of this skill gives you a bonus to your bounty payout when collecting a bounty.

3% per level.

Attribute: Charisma

Multiplier: x2

*waits for somebody to push the button*

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NEONOVUS
Mindstar Technology
Goonswarm Federation
#108 - 2012-12-11 00:26:34 UTC
The bounty or the fire everything at enemy button?
Gilbaron
The Scope
Gallente Federation
#109 - 2012-12-11 00:38:42 UTC
Andski wrote:
just add a skill called Bounty Hunting or whatever



i kinda want you to be a game designer for CCP
Zeko Rena
ENCOM Industries
#110 - 2012-12-11 00:39:19 UTC  |  Edited by: Zeko Rena
What about if your security status increases the payout, so if you are 0.0 you get 20%, but if you are 5.0 you get 25%, could also increase the security status to a max of 10.0 so you could get upto 30%.

That could also encourage mission runners to go out there and try some pvp.

Plus to avoid other people from having to blow up rats all day to increase there security staus you could make destroying a wanted player target also increase your security status?

EDIT: That would actually bring back a use for player security status, because now you can put a bounty on anyone, there is no point to player security status.
Vincent Athena
Photosynth
#111 - 2012-12-11 00:39:32 UTC
CCP SoniClover wrote:
Vincent Athena wrote:

How about letting the person setting the bounty also set the payout percentage?


If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken.

Actually I see an easy way to calculate it. Every time someone adds a bounty, the game calculates the new bounty pool size by adding in the isk donated, and the "to be destroyed" pool size, which increases by

New destroyed pool = old destroyed pool + bounty / payout %

The game then calculates the new average payout at

Payout = Bounty / destroyed pool

But to keep that from breaking you would need to limit the minimum and maximum %, say 15% to 30%.

The other way, which I got to think about is Last in First out, and figure out an easy way to handle it when its a big kill, with alot of small contributions being paid all at once. Im sure thats the case you are thinking of thats a mess to calculate. There has got to be an easy way...

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Vincent Athena
Photosynth
#112 - 2012-12-11 00:48:02 UTC
Zeko Rena wrote:
What about if your security status increases the payout, so if you are 0.0 you get 20%, but if you are 5.0 you get 25%, could also increase the security status to a max of 10.0 so you could get upto 30%.

That could also encourage mission runners to go out there and try some pvp.

Plus to avoid other people from having to blow up rats all day to increase there security staus you could make destroying a wanted player target also increase your security status?

EDIT: That would actually bring back a use for player security status, because now you can put a bounty on anyone, there is no point to player security status.

It would have to be a low sec status player, not one with a bounty, as bounties are no longer tied to being a bad guy. BUT

Players would game the system. Say make "Shoot me!" corps full of low sec status people to shoot so you can raise your sec status, for a fee.

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Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#113 - 2012-12-11 01:02:32 UTC  |  Edited by: Sentient Blade
CCP SoniClover wrote:
Vincent Athena wrote:

How about letting the person setting the bounty also set the payout percentage?


If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken.


IMO the easiest solution would be to.

1) Order bounty payouts from the pool based on highest to lowest initial contribution.

2) Change the notification system to include the lossmail of the person who was killed.

3) In that notification add a button to "Give Bonus" which would accept a percentage of the basic 20% payout (maybe raise it to 30%) which would then be taken from the *active wallet* and distributed between everyone on the killmail in equal share.

4) ???

5) Profit. Oh yeah, a new journal type entry should be made to indicate it's a bounty bonus.
Karloth Valois
1st. Pariah Malefactor corp.
The New Eden Yacht Club.
#114 - 2012-12-11 01:45:14 UTC
Natsett Amuinn wrote:


Some of you are doing what this guy did.

You're assumign that 20% is the maximum percentage you can pay without someone being able to self gank for profit.

It is not.
20% is lower on that scale than some people think.

I'm pretty sure that CCP relased it with a low percentage, specifically so they would have room to increase it. It would be silly to make the fist iteration payout the most possible before you could exploit it, and if SoniClovers responce is any indication, they obviously understood this.

Edit: "time to do it before retribttion", that's your clue.


Its might not be 20% but its got to be close to that. The cheapest way to make money off having a bounty is buy a ship, insure it, gank it unfit. The bounty payout + insurance payout cant be more than cost of insurance + initial cost of ship. As soon as long as thats true its not possible to make money off our own bounty. If the payouts ever get more than the costs due to too high % of bounty then bounties go back to the way they were, pointless.

Higher bounties still mean your be hunted for longer and have to lose 5x the value of your bounty to be cleaar of it, but i agree, unless your catching people with high bounties in big shiney ships the payouts for single kills wont be much so higher % the better.

It's not been nice, but thanks for using lube

Powers Sa
#115 - 2012-12-11 02:02:55 UTC  |  Edited by: Powers Sa
CCP SoniClover wrote:
Natsett Amuinn wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=180051&find=unread

I started a thread the other day about the 20% thing making people with large bounties no more worth hunting down than someone will a smaller bounty.

I'm not so worried about the overal payout, as I am the fact that having many billions of isk on your head means only you can be shot a few more times than the guy with a few billion less.

The payout system has no incentive to actually go looking for the most wanted people in New Eden.
The bounty itself should be a modifier that adds small percentages to the total payout based on how high the bounty goes; to a limit.


I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more.

I think the payout should always be relative to their loss. So if you kill a battleship, you get something relative to the dead battleship. If you kill a noobship, it should be a laughable pittance. Otherwise this system will just be lame and abused like the old one.


Basically this:
Vincent Athena wrote:

Actually I see an easy way to calculate it. Every time someone adds a bounty, the game calculates the new bounty pool size by adding in the isk donated, and the "to be destroyed" pool size, which increases by

New destroyed pool = old destroyed pool + bounty / payout %

The game then calculates the new average payout at

Payout = Bounty / destroyed pool

But to keep that from breaking you would need to limit the minimum and maximum %, say 15% to 30%.

The other way, which I got to think about is Last in First out, and figure out an easy way to handle it when its a big kill, with alot of small contributions being paid all at once. Im sure thats the case you are thinking of thats a mess to calculate. There has got to be an easy way...

20% feels too high and it takes away a lot of the griefing potential. 15% sounds good to me , and 20-30% if they are in the top 10.

Also, instituting minimum killright amounts will own. I've been marketing the values of killrights on my alts to the people that hold them in the hopes that they will profit on their own losses.

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Anya Syratov
Confectura
#116 - 2012-12-11 04:34:30 UTC  |  Edited by: Anya Syratov
I'd personally love the bounty system to have some sort of penalty or weight attached to it, as right now it seems to be like a badge of honor. How about something like this:

If a ship, owned by a player with a bounty, is destroyed and the bounty on the player is at least twice the value of the insurance payout, then the insurance payout goes instead to the person who received the bounty payout. If destroyed by an NPC, the same still applies, but the insurance ISK is simply lost.

Or maybe make it so that once a certain ratio or skillpoint to bounty is reached, the player would be barred from getting insurance.

Heck, some sort of penalty to the bountied, or incentive to the hunter would be really nice.
Ronan Connor
#117 - 2012-12-11 08:22:54 UTC
Mag's wrote:
Ronan Connor wrote:
Couple the bounty payout to the standings as well.

Meaning standing of 5 gives you only 5%, standing of 0 = 20%, standing of -5 = 30%, below -5 = 40%.

I dont like placing bounties on positive with a sec status at all, but make a positive sec status at least count for something!
What relevance do NPC standings have, to a player driven standings bounty system?

Not much. If it would be Tekken or something of the sort.

For a roleplay game however, where you "helped" the concord police, it should benefit you, when you have a good standing.
I mean you would get into trouble if you put a bounty on a police officer, wouldnt you?
Keen Fallsword
Skyway Patrol
#118 - 2012-12-11 08:40:54 UTC
Valari Nala Zena wrote:
I'd like the idea of raising the 20% payout to maybe 40% or even higher.

Some people still sound a little to happy having a substantial bounty on their head, not worrying about it.
The idea of putting a bounty on someone is not only making people interested in hunting that target down,
but also, making the target feel "oh shi".

Personally, i feel like 20% payout is somewhat on the low side, what say you all?


Well eve is not like a trailer !! Eve is Real ! Thats why your life is not so good as in trailer and belive me wont be :) in trailers we can see how cool other reality cool is but after that we must go back to eve. Anyway for me 20% is ok.
Sheynan
Lighting the blight
#119 - 2012-12-11 10:14:53 UTC
CCP SoniClover wrote:
Vincent Athena wrote:

How about letting the person setting the bounty also set the payout percentage?


If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken.



I doubt this will be overcomplicated, the key is not telling the player more than they need to know. When they look at the bounty pool and see the total sum as well as their personal payout percentage, that's all they need.


Example:
Say a player has a bounty of 20mio in common pool (so 20%), but also another bounty of 40mio that is set to pay 100% to the corp mates of the issuer and 80% to a trusted merc corporation, 20% for common pool still applies.

A neutral person would see: BOUNTY: 60mio, 20%
A Corpie would see: BOUNTY: 60mio, 73%
Someone from the Merc corp would see: BOUNTY: 60mio, 60%


Now that guy is killed. The appropriate bounty is paid out and drawn equal from all bounty pools.


Rakshasa Taisab
Sane Industries Inc.
#120 - 2012-12-11 12:33:01 UTC
If a variable bounty payout was to be implemented, it should be variable depending on the value of the loss compared to total bounty available.

This means that if you got a 50 million bounty and lose a rifter, the bounty payout would be the maximum percentage. If however you lose a battleship it would tend towards the minimum percentage.

Also, as far as I can figure out CCP didn't go much higher due to the availability of insurance. However not all ships have the same insurance price index / market price index ratio, so the payout could be increased accordingly. This would have the additional effect of making it more desirable to gank low insurance to market ratio ships that are the higher-end stuff.

Nyan