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Bounty hunting - let's get this sorted

First post
Author
Arduemont
Rotten Legion
#161 - 2012-05-30 14:45:22 UTC
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.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Malcanis
Vanishing Point.
The Initiative.
#162 - 2012-05-30 15:02:37 UTC
You were much nicer about that than I was going to be.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Amun Khonsu
School of Applied Knowledge
Caldari State
#163 - 2012-05-30 15:26:58 UTC
+1 for the OP

Fight them until turmoil is no more and strike terror into their hearts. www.ross-fw.net

Anna Shoul
#164 - 2012-06-01 06:04:44 UTC
+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
Rotten Legion
#165 - 2012-06-01 13:59:44 UTC  |  Edited by: Arduemont
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.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Anna Shoul
#166 - 2012-06-01 15:09:38 UTC
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
Rotten Legion
#167 - 2012-06-02 21:27:55 UTC
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.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Xen Solarus
Furious Destruction and Salvage
#168 - 2012-06-06 09:41:50 UTC
STILL WAITING FOR A FIX TO MAKE BOUNTY HUNTERS A VALID CAREER!

Post with your main, like a BOSS!

And no, i don't live in highsec.  As if that would make your opinion any less wrong.  

Reaver Glitterstim
The Scope
Gallente Federation
#169 - 2012-06-07 05:43:26 UTC
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.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Mocam
Aliastra
Gallente Federation
#170 - 2012-06-10 13:13:21 UTC
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
Native Freshfood
Minmatar Republic
#171 - 2012-06-12 06:34:20 UTC
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
Rotten Legion
#172 - 2012-06-12 13:56:12 UTC
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.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Mr Twinkie
Semper Iratus Omni Tempore
Goonswarm Federation
#173 - 2012-06-14 01:50:06 UTC
How has CCP not responded, remove bounties or fix them. the end
Kaelie Onren
Native Freshfood
Minmatar Republic
#174 - 2012-06-14 03:29:07 UTC  |  Edited by: Kaelie Onren
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.
Arduemont
Rotten Legion
#175 - 2012-06-17 21:37:34 UTC
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.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Incindir Mauser
Caldari Provisions
Caldari State
#176 - 2012-06-18 06:14:48 UTC  |  Edited by: Incindir Mauser
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
Native Freshfood
Minmatar Republic
#177 - 2012-06-18 08:50:44 UTC
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.
#178 - 2012-06-18 09:03:06 UTC
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

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#179 - 2012-06-18 09:10:26 UTC
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.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#180 - 2012-06-18 09:14:15 UTC
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.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016