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Revise bounty hunting payouts

Author
Teh Minez0r
Virtual Intergalactic Army
#1 - 2014-02-22 09:38:32 UTC
Well, the actual bounty payout system is on a good way, except for one point.

Suicide gankers in High Sec (and no, I got no problem with it, every1 shall play the game the way he/she wants to) usually don't use expensive ships/modules. So, no matter how big the overall bounty is, it's just not really worth it. Here are the actual rules from the wiki:

Quote:
The 20% payout is based on the loss value of the kill report, not on the bounty pool itself. Example: If you have a 150 million bounty on you and the loss value of the kill report is 100 million, then 20 million will be paid out, leaving your remaining bounty at 130 million. If the bounty pool had been 15 million instead, then the entire 15 million would have been paid out on the kill.
The total loss value includes both ship and lost modules.


So, even if you got a 150mil bounty on someone's head, it wouldn't help in no way if the ship + modules are just worth, let's say, 2mil ISK. 20% of 2mil is just nothing which is worth really thinking about this becoming a serious "job" in EVE.

So, whatabout changing the rules just a little bit? Keep the payout rules like they are at the moment but add a little new rule, so that the payout is at least 1% of the overall bounty?

imho, this wouldn't affect the bounty system too much but would close a little gap in the bounty system.

Cheers in advance for the hopefully useful discussion. :)

Greetings
Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
#2 - 2014-02-22 11:36:07 UTC
The reason the bounty payout is limited to 20% of the value of the destroyed ship is to make shedding a bounty, by using an alt, unprofitable.

Under your proposal a player with an 100 mil bounty would have a minimum of 1 mil paid out on ship loss. A shuttle can be bought for a few thousand. I can now collect my bounty myself by having an alt shoot me whilst I fly around in a shuttle.

This would make bounties even more pointless than they are already.

User of 'Bumblefck's Luscious & Luminous Mustachio Wax'

Lloyd Roses
Artificial Memories
#3 - 2014-02-22 11:45:54 UTC
I assure you that your view on bounties changes after you scored the first few double/triple-digit ones.

Mine did.
Freiday
HC - Voo-Doo Witch
#4 - 2014-02-22 11:58:33 UTC
I agree, the new bounty rules newtered bounty hunting as a profession.
Teh Minez0r
Virtual Intergalactic Army
#5 - 2014-02-22 12:37:10 UTC
Quote:
The reason the bounty payout is limited to 20% of the value of the destroyed ship is to make shedding a bounty, by using an alt, unprofitable.

Well, I agree there but are you sure someone would pop himself with an alt 100 times to get the full bounty? Not likely imho...

Quote:
I assure you that your view on bounties changes after you scored the first few double/triple-digit ones.

Mine did.

Well, popping any1 with a billion isk bounty on his head is still not worth a single shot if it's only a T1 frig (what suicide gankers for example use). What do you get of a fitted T1 frig? 500k isk? No offense, but what you get is nothing in relation to what they are able to take if you get ganked. Hope you see my point. :)
Oblivion King
Doomheim
#6 - 2014-02-22 12:45:31 UTC  |  Edited by: Oblivion King
how about having bounties based on the ship the guy is flying ?

Meaning if someone is flying a vindicator and (according to current market prices) gets blown up and has a bounty on him, the amount he lost on his vindicator (its price) is given to the player that blew him up each time.

or maybe 60% of that..

Also Enable that bounties players with negative sec status/bounties can not insure there ships.
Freiday
HC - Voo-Doo Witch
#7 - 2014-02-22 15:12:49 UTC
Oblivion King wrote:
how about having bounties based on the ship the guy is flying ?

Meaning if someone is flying a vindicator and (according to current market prices) gets blown up and has a bounty on him, the amount he lost on his vindicator (its price) is given to the player that blew him up each time.

or maybe 60% of that..

Also Enable that bounties players with negative sec status/bounties can not insure there ships.


That is how the bounty system is now, you get aproximatly 100% of the ship value you destroy, and nothing else.
Secret Squirrell
Allied Press Intergalactic
#8 - 2014-02-22 15:33:27 UTC
The solution is to let the PAYER of the bounty configure it the way they want. The further from destroyed ship value you get, the more the target has an opportunity to exploit it and claim their own bounty. Rather then try to make a one size fits all solution that can never please everyone, just make it so when you place a bounty you get to decide what metric to use. Options would be current system, set payout on a particular hull or by hull type, set amount for a kill regardless of what it is. You should also be able to configure who is eligible to receive the bounty, either with a list of players/corps/alliances or by standings.

So, for instance I should be able to place a 500m bounty on you, set to pay 500m if someone kills your vindicator, 100m if someone kills you in a pirate cruiser, and nothing if its any other ship. There would be a new overview column showing current bounty for killing a particular ship.
Lucius Avenus
Intransigent Ore
#9 - 2014-03-15 12:55:37 UTC
Player would drop a bounty on a pilot's head, then for anyone to collect that bounty, they must accept a contract on offer made by the player placing the bounty (a contract made to a specific player (a bounty-hunter) or a public contract). Then a whole amount is given to the hunter, maybe with bonus stipulations like "podding" or "podding and corpse delivery".

Players could drop a KM in a field of the contract's mission to complete the bounty, forgoing any bonus stipulations as mentioned, or drop the KM and the pod KM and deliver the corpse to a said place to complete the contract and get the ISK.

So killing the ship is such n such an amount, get the pod, if stipulated, here's a bonus; and if you delver the corpse, as or if stipulated then heh! there you go, have nice phat reward on top.

If a player drop a bounty on a corp or alliance then they could place stipulations like killing a certain ship type or even a number of ships and types that belong to pilots in the corp or alliance to collect the bounty amount of the contract, in addition to mentioned stipulations like podding and corpse delivery.

No-one collects a bounty at all, unless they have accepted the contract and they successfully make the kill as the primary stipulation of the contract, earning additional amounts for other stipulations, which if they elect to fore-go, are amounts returned to the pilot placing the bounty.

May even work to have it that killing the ship is a stipulated percentage, 100% if other stipulations are not checked in the creation of the contract; alternatively, with other stipulations added, each stipulation is to an elected percentage of the bounty, all stipulations comprising the whole amount of the bounty. That way a bounty contract could place emphasis on whether the ship would satisfy the placer of the bounty, or whether the placer of the bounty, uber-badly wants the corpse.

100% of bounty, kill this pilot's ship.

50% of bounty, kill pilot's ship; 50% kill his pod as well

25% kill the ship, 25% kill the pod, 50% deliver corpse,

...or configure the percentages however the player placing the bounty would wish when making the contract, like using a slider showing one or two points which divide the bounty as a percentages assigned to each stipulation.

The player might also have the option to set the condition (where multiple stipulations are instated) to make payment only if a primary stipulation is reached, or only if a primary and secondary stipulation are reached, or only if all stipulations are met. Any difference retained or perhaps surrendered.

Something's got to be done; it's a useless mechanic at present, and doesn't allow players to pursue bounty-hunting as a profitable business except by third party or private arrangement, (which seems work), but it'd be cool to have a straight-forward mechanic that actually uses the bounty-system.

I have noticed that some KMs have at the top, listed as an involved party "on behalf of", and what's the dealio with that?
DrysonBennington
Eagle's Talon's
#10 - 2014-06-04 00:18:10 UTC
Just wait until Bounty Hunting comes back around.....There will be a lot of high value CODE Alliance targets to shoot at.

Quote:
It all comes around in the larger scheme of things.
Count Szadek
Center for Advanced Studies
Gallente Federation
#11 - 2014-06-04 06:40:44 UTC
Lucius Avenus wrote:
Player would drop a bounty on a pilot's head, then for anyone to collect that bounty, they must accept a contract on offer made by the player placing the bounty (a contract made to a specific player (a bounty-hunter) or a public contract). Then a whole amount is given to the hunter, maybe with bonus stipulations like "podding" or "podding and corpse delivery".

Players could drop a KM in a field of the contract's mission to complete the bounty, forgoing any bonus stipulations as mentioned, or drop the KM and the pod KM and deliver the corpse to a said place to complete the contract and get the ISK.

So killing the ship is such n such an amount, get the pod, if stipulated, here's a bonus; and if you delver the corpse, as or if stipulated then heh! there you go, have nice phat reward on top.

If a player drop a bounty on a corp or alliance then they could place stipulations like killing a certain ship type or even a number of ships and types that belong to pilots in the corp or alliance to collect the bounty amount of the contract, in addition to mentioned stipulations like podding and corpse delivery.

No-one collects a bounty at all, unless they have accepted the contract and they successfully make the kill as the primary stipulation of the contract, earning additional amounts for other stipulations, which if they elect to fore-go, are amounts returned to the pilot placing the bounty.

May even work to have it that killing the ship is a stipulated percentage, 100% if other stipulations are not checked in the creation of the contract; alternatively, with other stipulations added, each stipulation is to an elected percentage of the bounty, all stipulations comprising the whole amount of the bounty. That way a bounty contract could place emphasis on whether the ship would satisfy the placer of the bounty, or whether the placer of the bounty, uber-badly wants the corpse.

100% of bounty, kill this pilot's ship.

50% of bounty, kill pilot's ship; 50% kill his pod as well

25% kill the ship, 25% kill the pod, 50% deliver corpse,

...or configure the percentages however the player placing the bounty would wish when making the contract, like using a slider showing one or two points which divide the bounty as a percentages assigned to each stipulation.

The player might also have the option to set the condition (where multiple stipulations are instated) to make payment only if a primary stipulation is reached, or only if a primary and secondary stipulation are reached, or only if all stipulations are met. Any difference retained or perhaps surrendered.

Something's got to be done; it's a useless mechanic at present, and doesn't allow players to pursue bounty-hunting as a profitable business except by third party or private arrangement, (which seems work), but it'd be cool to have a straight-forward mechanic that actually uses the bounty-system.

I have noticed that some KMs have at the top, listed as an involved party "on behalf of", and what's the dealio with that?

This, This I like +1 to you
Saisin
Chao3's Rogue Operatives Corp
#12 - 2014-06-04 07:44:44 UTC
Teh Minez0r wrote:

Well, I agree there but are you sure someone would pop himself with an alt 100 times to get the full bounty? Not likely imho...

Unfortunately, it would ahppen, and more often than you think. The current payout system is a way to prevent this from happening, and should remain that way.

One of the suggestion I have read here and there and that could address your issue is to count the clone value in the bounty calculation, if the target has been podded. For the high SP characters, that would increase the bounty payout significantly even if the fly shuttle...

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Ray Kyonhe
Aliastra
Gallente Federation
#13 - 2014-06-04 08:57:13 UTC  |  Edited by: Ray Kyonhe
I have a better one proposal currently under development, with assist of some other guy whose name I'm actually don't know, lol. The idea in a nutshell:
1) There is an ability to interfere with your cloning process while you are being reborn after POD or any other form of death, which result in some sp being lost, some skill being temporalily reduced/blocked, or some prolonged mind afflictions (similar to those from boosters, but for longer time) can be inflicted.
2) There is an ability to attack you even if you are hiding in station.
3) Any loss of sp and infilcted mind afflictions can be converted to bounty reward to those who delivered a strike. Including btw cost of implants installed in victims's clone.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Arya Regnar
Darwins Right Hand
#14 - 2014-06-04 09:15:46 UTC
DrysonBennington wrote:
Just wait until Bounty Hunting comes back around.....There will be a lot of high value CODE Alliance targets to shoot at.

Quote:
It all comes around in the larger scheme of things.


IMPLYING

EvE-Mail me if you need anything.

Ray Kyonhe
Aliastra
Gallente Federation
#15 - 2014-06-04 10:42:30 UTC  |  Edited by: Ray Kyonhe
Lucius Avenus, you composed a great piece of idea, and I agree your system is more sane and intresting than current one (the only caveat is that CCP somehow lazy folks and often resort to simple, but no so good working solutions). But still, there is a huge drawback in its design. If contract doesn't offer huge enough reward, no one will bother. And if it does, but victim don't fly ships (at least alone) more expensive than t1 frigates, than he can just kill yourself with alts n times and collect it for yourself.

So it will work only in case when victim flies expensive ships and wears expensive clone implants (implying we use cost of imps when calculating overall damage inflicted). And you can't set bounty equal to isk lost by a victim, or it will become useless and he will get rid of it with an alt, again. So in the end we come to the current bounty system mechanics, which does actually this. You are just added ability to set percent amount which would be given out as a bounty and place some restrictions (which probably isn't needed as there is already common denominator in EVE for any item - its price)

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Sigras
Conglomo
#16 - 2014-06-04 15:33:22 UTC
Lucius Avenus wrote:
Player would drop a bounty on a pilot's head, then for anyone to collect that bounty, they must accept a contract on offer made by the player placing the bounty (a contract made to a specific player (a bounty-hunter) or a public contract). Then a whole amount is given to the hunter, maybe with bonus stipulations like "podding" or "podding and corpse delivery".

Players could drop a KM in a field of the contract's mission to complete the bounty, forgoing any bonus stipulations as mentioned, or drop the KM and the pod KM and deliver the corpse to a said place to complete the contract and get the ISK.

So killing the ship is such n such an amount, get the pod, if stipulated, here's a bonus; and if you delver the corpse, as or if stipulated then heh! there you go, have nice phat reward on top.

If a player drop a bounty on a corp or alliance then they could place stipulations like killing a certain ship type or even a number of ships and types that belong to pilots in the corp or alliance to collect the bounty amount of the contract, in addition to mentioned stipulations like podding and corpse delivery.

No-one collects a bounty at all, unless they have accepted the contract and they successfully make the kill as the primary stipulation of the contract, earning additional amounts for other stipulations, which if they elect to fore-go, are amounts returned to the pilot placing the bounty.

May even work to have it that killing the ship is a stipulated percentage, 100% if other stipulations are not checked in the creation of the contract; alternatively, with other stipulations added, each stipulation is to an elected percentage of the bounty, all stipulations comprising the whole amount of the bounty. That way a bounty contract could place emphasis on whether the ship would satisfy the placer of the bounty, or whether the placer of the bounty, uber-badly wants the corpse.

100% of bounty, kill this pilot's ship.

50% of bounty, kill pilot's ship; 50% kill his pod as well

25% kill the ship, 25% kill the pod, 50% deliver corpse,

...or configure the percentages however the player placing the bounty would wish when making the contract, like using a slider showing one or two points which divide the bounty as a percentages assigned to each stipulation.

The player might also have the option to set the condition (where multiple stipulations are instated) to make payment only if a primary stipulation is reached, or only if a primary and secondary stipulation are reached, or only if all stipulations are met. Any difference retained or perhaps surrendered.

Something's got to be done; it's a useless mechanic at present, and doesn't allow players to pursue bounty-hunting as a profitable business except by third party or private arrangement, (which seems work), but it'd be cool to have a straight-forward mechanic that actually uses the bounty-system.

I have noticed that some KMs have at the top, listed as an involved party "on behalf of", and what's the dealio with that?

Hmmmmm ... This idea seems familiar
Psianh Auvyander
Hedion University
Amarr Empire
#17 - 2014-06-04 17:20:13 UTC
I've written on the bounty hunting process as part of a series on my blog. I'm still trying to find bounty hunters to interview to wrap the series up, but...well, there doesn't seem to BE any bounty hunters.

I've included the links to the first and second parts that cover the problems and suggested solutions to the issues bounty hunting, in its current state, is facing. I'll write a shorter, more direct summary below. These ideas are meant to be the foundation of the idea with the ability to build upon and expand the idea in a logical, streamlined fashion - something I haven't had a chance to write about yet, but plan to do soon.

Why was Wrong with Bounty Hunting?
Bounty hunting has never been a viable career, unfortunately. Before the current incarnation, someone with a large enough bounty could undock in an incredibly inexpensive ship and kill themselves with an alt. Doing so would reward the entire bounty to their alt, meaning they made a tidy profit without any real loss, and the original bounty is now gone.

This, obviously, was easily exploitable and didn't lend any weight to having a bounty placed upon your head.

What is Wrong with Bounty Hunting Now?
To combat the abuse of killing yourself, CCP has implemented the 20% rule that's in effect now. This has done well to close loopholes, but it has also made hunting for bounties unworthy of one's time and efforts. Bounty prices are meaningless; someone with a 2B bounty on their head isn't sought after any more than someone with a 500M bounty on their head simply because of how the pay out works.

How to Fix Bounty Hunting
Bounty hunting needs to be an active, viable career path for new and old players alike. Hunting a bounty should be a purposeful, intentional action rather than being lucky enough to kill someone in a fleet fight. To do so, some changes need to be made.


  1. General Bounty Changes

  2. There are two possible pricing options for this that I find have merits worth discussing, followed by a few necessary changes to make the career path worth while..

    • Bounties are non-collectible until the 500M ISK mark has been reached. This would keep bounties from stepping on the toes of wardecs and make it less worth while to place multiple bounties on people in the same organization while avoiding an all out war.

    • This would encourage a build up of bounties on a single player, sometimes giving them multiple notifications that their actions are having an effect on others to the point of putting out a bounty on their head.

    • Bounties are non-collectible until the 60M ISK mark has been reached. This makes it easier for people to afford bounties, allowing more people to engage in the bounty hunting mechanic on one side or the other. It's slightly more expensive than the cheapest of wardecs.

    • Once the bounty limit has been reached, the person with the bounty on their head is a legal target for all bounty hunters in all areas of space.

    • Once someone buys a license to become a bounty hunter (covered below), they are legal targets to all bounty hunters in all areas of space.

    • Bounties are non-collectible for 24 hours after being placed. This would keep people from placing bounties on someone's head and immediately collecting.


  • Bounty Licenses


    • To become a bounty hunter, one must buy a bounty license. There are X amount of types of bounty licenses. For this example, we'll say there are 10 tiers.

    • Each tier has a cost, time limit, and a requirement.

      The cost, time limit, and requirement below are examples and shouldn't be considered necessarily balanced.

      Tier One costs 300M ISK, lasts 4 days, and requires 8 bounties to be collected.
      Tier Four costs 900M ISK, lasts 9 days, and requires 12 bounties to be collected.

      Each tier also has an increasing amount of pay out, encouraging a progression through the tiers for more reward. This pay out would be based on the total bounty amount rather than the ship cost.

      In my blog I list a 7% increase in pay outs per tier, but this can easily be tweaked for balance concerns.



  • Bounty Payment

    • Bounties no longer pay out immediately. Rather, bounties are paid out at the end of a license cycle IF the license requirements are met.

    • This requires bounty hunters to be proactive in hunting targets and helps close the loophole of buying a license to kill yourself if your bounty is high enough to warrant the idea.



    As I mentioned, there can be additional facets to the mechanic added on later (such as faction bounty hunting), but the idea is to present a clean, streamlined process that is easy to understand and participate in, but nuanced enough to provide challenge and choices.

    I look forward to receiving comments and feedback on the idea in general; the more people that put their minds to concept, the stronger it will become.

    My Blog

    @wsethbrown

    Psianh Auvyander
    Hedion University
    Amarr Empire
    #18 - 2014-06-09 16:17:30 UTC
    Did I kill this thread?

    My Blog

    @wsethbrown

    Topher Basquette Dusch-shur
    Montana Freedom Fighters
    #19 - 2014-06-13 18:49:01 UTC
    Psianh Auvyander wrote:


  • Once the bounty limit has been reached, the person with the bounty on their head is a legal target for all bounty hunters in all areas of space.
  • No, absolutely not. Are you trying to make mining, missions, incursions, and hauling all impossible?
    Hakaari Inkuran
    State War Academy
    Caldari State
    #20 - 2014-06-13 18:55:55 UTC
    Psianh Auvyander wrote:
    Did I kill this thread?

    I don't know if you did, but your proposal to a new bounty system is the best that I've ever read.

    Not that I've read many, but yours was very thorough and looks mechanically sound, as well as fun. I think it could work amazingly.
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