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Pay Per Kill

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Author
Hans Jagerblitzen
Ice Fire Warriors
#41 - 2012-09-25 15:55:49 UTC
For those that think this just creates giant pools of unlimited isk, keep in mind thats not what we have now with insurance. As long as the payout value is less than the true value of the loss, it won't generate profit from thin air.

The problem, as we just recently saw when Goonswarm's thinktank cracked the FW formula, is that any slight error or misjudgement in the math behind this, and we've got a colossal nightmare of a situation on our hands.

For this reason alone, I'm extremely dubious about CCP's ability to create a completely exploit-free system. We (the CSM) warned them last time an exploit was likely, they assured us it wasn't, and it happened anyways. When all was said and done Goon math > my math > CCP's math. Something broke down in the game design process and I'm nervous about taking such a risk again.

All that to say though, there's nothing inherently wrong with Rixx's suggestion. I do think that PvPers deserve more way to earn an income via pew, I'd be fine if a FW-like system was applied elsewhere, we shouldn't have ALL the fun - but I'm just extremely nervous about another formula error at this point. Perhaps it would be better to discuss bounties and killright exchange instead if what we're really looking for is paid pew for independent capsuleers.....Cool

CPM0 Chairman / CSM7 Vice Secretary

Dischordant
Republic Military School
Minmatar Republic
#42 - 2012-09-25 16:07:08 UTC
I definitely like the sounds of this.

And to the people calling "isk faucet"
As long as the amount coming into the game is less then the cost of what was destroyed, isn't there a net loss of isk?
Which would mean, its not a faucet.
Brooks Puuntai
Solar Nexus.
#43 - 2012-09-25 17:02:02 UTC
Dischordant wrote:
I definitely like the sounds of this.

And to the people calling "isk faucet"
As long as the amount coming into the game is less then the cost of what was destroyed, isn't there a net loss of isk?
Which would mean, its not a faucet.


Destruction is NOT A ISK SINK. If a ship is destroyed no ISK actually leaves the game, since the ship was purchased from another player the ISK is only transferred. While destruction stimulates the economy it is not a isk sink.

This idea is a faucet since the isk is not transferred from another player, it is generated by CCP in the form of player concord bounties.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Aiden Mourn
Wrack and Ruin
#44 - 2012-09-25 17:14:57 UTC
I will say that at first glance, its a fairly easy leap to look at this and write it off as totally exploitable, but look a little deeper. Yes, my first thought was "pop your alt, collect candy", but if something like that hefty "95% CONCORD tax" Rixx suggests is part of it, you might find that the math is a little tougher to make a profit with.

Lets put your -10 alt in an Orca. A 723mil ship, 904mil if you include the current platinum insurance on it. Popping said -10 Orca will result in a 7,320,000,000.00 isk amount based off the -10 multiplier. Divide that by that 95% tax though, and you're looking at a mere 603mil payout. So if you DON'T insure your Orca, you're still looking at a net LOSS of 120mil.

I think the only real fear here is an in-game manipulation of prices, as Hans pointed out. With enough resources, you *could* theoretically alter a ship market of some type in your region, and then mass-undock -10 alts in said ship in order to turn a profit. The sheer amount of work though for such a small margin of profit seems like a ferocious waste of time to me, but hey, I'm sure someone would disagree.

Definitely an interesting idea, and baring CCP mucking up the ScaryMath here (again, with a nod to what Hans has already mentioned), this could be the first steps towards a functionally reasonable Bounty system. +1

http://aidenmourn.wordpress.com/

Dischordant
Republic Military School
Minmatar Republic
#45 - 2012-09-25 17:25:59 UTC
Brooks Puuntai wrote:
Dischordant wrote:
I definitely like the sounds of this.

And to the people calling "isk faucet"
As long as the amount coming into the game is less then the cost of what was destroyed, isn't there a net loss of isk?
Which would mean, its not a faucet.


Destruction is NOT A ISK SINK. If a ship is destroyed no ISK actually leaves the game, since the ship was purchased from another player the ISK is only transferred. While destruction stimulates the economy it is not a isk sink.

This idea is a faucet since the isk is not transferred from another player, it is generated by CCP in the form of player concord bounties.



Yeah, I was thinking about things in a loopy way , thanks for the correction.
Aiden Mourn
Wrack and Ruin
#46 - 2012-09-25 17:29:04 UTC
Lady Ayeipsia wrote:

Also, how do you prevent exploitation? I pod some junk clones of my alt. The alt goes to -10 sec. Rookie ships are on the market and have value now. I keep killing my pirate alt, free isk.

Sorry, but there needs to be a better option as this one has no value.



A fair point, but noob-ships have no inherent "value"; they're free and appear from nothing, so the only value they have is arbitrarily assigned to them if they're put on the market (take a look at Reapers in Dodixie, priced anywhere from 50k to 2.5mil). So how do you prevent exploitation? Easy, you don't have to because CCP already is. The end result of the Goon "trillions-of-isk-from-nothing" price index manipulation this Summer is that doing so is now considered an exploit.

But even if we DO assign value to that rookie ship, no matter what you price it as on the market, the "sec status multiplier" and the "95% concord tax" that Rixx suggests negates any profit, no matter the cost of the ship. Is there another exploit in here? Quite possibly, but this ain't it.

http://aidenmourn.wordpress.com/

Agrippa Arkaral
Blackwater USA Inc.
Pandemic Horde
#47 - 2012-09-25 17:33:22 UTC
If the bounty system is limited to hull cost only, it will be as exploitable as insurance is at the moment, except for T2 hulls. The difficult part is making this idea work (give a nice payout to the killer(s)), whilst making exploiting it not profitable.
Luc Chastot
#48 - 2012-09-25 18:11:25 UTC
Epic ISK faucet. It would be ok if you proposed a sink too, you know?

Make it idiot-proof and someone will make a better idiot.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#49 - 2012-09-25 18:36:15 UTC
Vincent Athena wrote:
Lets say it was possible to adjust the payout so the total gain was less than the value destroyed. Also the "value destroyed" is be defined in some way that could not be manipulated. (CCP may already have this to prevent insurance fraud from returning). Then would it be a good idea? I see 2 issues:

1) Its an ISK source into the game, and we have enough of those.
2) The fact that you got to do ISK making activities to get your PvP ships is what makes losses meaningful.




Insurance is based off the mineral value of a ship, rather than the market value. (granted, the mineral value is based off the market value for the minerals. but that's a /trifle/ harder to manipulate)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Brooks Puuntai
Solar Nexus.
#50 - 2012-09-25 18:44:33 UTC
Dischordant wrote:



Yeah, I was thinking about things in a loopy way , thanks for the correction.


You where probably looking at it from a individual pilot's standpoint, which would make it correct in a way. So if you don't actually care or believe about inflation, hyperinflation, or mudflation, it would be a good idea.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Arcturus Ursidae
Federal Defense Union
Gallente Federation
#51 - 2012-09-25 18:55:43 UTC
It is an interesting idea.

I don't like the idea of a straight isk pay out though, Concorde LP would be more appropriate and prevent it being an Isk faucet.

I believe this LP can be transferred to normal stations if pirates do this and are worried about having to access high sec stations.

It would then work in a similar manner to FW PVP payouts. Would need to be careful FW pilots don't get double rewards for Pirate and Militia kills.
Saracha
#52 - 2012-09-26 04:32:54 UTC
Arcturus Ursidae wrote:
It is an interesting idea.

I don't like the idea of a straight isk pay out though, Concorde LP would be more appropriate and prevent it being an Isk faucet.

I believe this LP can be transferred to normal stations if pirates do this and are worried about having to access high sec stations.

It would then work in a similar manner to FW PVP payouts. Would need to be careful FW pilots don't get double rewards for Pirate and Militia kills.


I for one would support this LP idea.
Esker Sheep
Heavenly Armament Pavilion
Pandemic Horde
#53 - 2012-09-26 11:33:53 UTC
I think this is an interesting idea that is worthy of further investigation. Its certainly better than the current bounty system, and does fit with lore.

What would happen to the number if you restricted it to pilots with a sec status of -5 or lower, and reduce the multiplier appropriately with -5 getting a 1.0 multiplier? This would restrict the 'bounty' system to those pilots that are of interest to CONCORD. This would also fit better with it being a lowsec bounty system.
Hrothgar Nilsson
#54 - 2012-09-26 12:19:55 UTC
They should just re-tool the bounty system to pay out for ISK damage done to people with bounties on their head.

Make sure it can't be exploited in the matter the Goons were exploiting FW LP by gaming the market price of items in certain regions.
Rixx Javix
Stay Frosty.
A Band Apart.
#55 - 2012-09-26 12:42:54 UTC
Revised Concept Outline based on feedback:

The Pay Per Kill Bounty System

Objective: Establish a "Bounty" system in which the destruction of criminal ships is rewarded equally to those that participate in its destruction.

Goal: ( Drop + Insurance + Reward ) must equal less than the in-game market value of the destroyed ship.

Maths: Destroyed Value x Victim Sec Status Multiplier x Adjustable System Tax Rate = LP Reward / Kill Participants

Qualifying Ships: Any ship flown by a pilot with -5 to -10 Sec Status. Excluding Rookie Ships and Pods.

Definitions:
Destroyed Value - The established in-game value of the ship minus the module drop as shown in the Combat Log.
Victim Sec Status Multiplier - A value between 2 and 5 that increases the lower the victim sec status. A -5 victim has a value of 2 and a -10 victim has a value of 5.
Adjustable System Tax Rate - A sliding tax rate based on the sec of the system the loss occurred within. A maximum value of 99% and a minimum value of 95%, the lower the system sec status the lower the tax rate = higher return
LP Reward - Self explanatory
Kill Participants - The number of pilot on the kill mail, including NPCs.

Example: A pilot with a -10 sec status losses a ship valued at $100,000,000 ISK in a -4 System to a group of three pilots. Destroyed Value (100m) x 5 x .05 = 25m / 3 = 8.3m ( Converted to LP ).

On average the return on value is around 5-12%, depending on the number of participants. The lower the participants the higher the return. In the above example, a solo pilot would have received 25m in LP value from the kill (25%). Conversely, a blob of 20 pilots would have each received 1.25m each (1.2%).

Exploit Defense: Even a scenario in which the above example involved alts and maximum insurance and loot/salvage would return a value lower than the cost of the ship + cost of insurance. Increasing protection could be achieved by maximizing the percentage return, in other words establishing a CAP of say 15%. So the solo pilot in the example would get a CAP reward of only 15% instead of 25%.

Limitations: I am no expert at LP Rewards, I admit that. So some tweaks can be assumed to be needed in that regard. Once again, this is a CONCEPT of establishing a working Bounty System that rewards pilots for PvP against known criminals in space. And of encouraging combat in a combat based game.


Thoughts and comments appreciated as always.

http://eveoganda.blogspot.com

Arcturus Ursidae
Federal Defense Union
Gallente Federation
#56 - 2012-09-26 14:03:06 UTC
Just to give the current FW payout mechanic some context, this is from the faction warfare Inferno devblog

Quote:
LPs for kills

In Inferno, we will also properly reward PvP kills, as we are not satisfied by the very small payout it delivers currently. The new formula now will correct this, by handing LPs proportional to the ship value lost, the exact formula being:

[Given LP] = ([Market value of target ship] - [Max. Insurance market value] + [Fitted mods, rigs and subsystem market value] + [Transported items market value]) / 10000

Please note that insurance is always counted as maximum value no matter what your ship actually has to avoid farming. If the killing blow belongs to someone in a fleet, all eligible members will receive a split share of the LP booty, even if they are in the allied militia.

Example: a fleet of 2x Gallente Federation and 2x Minmatar Republic members destroy a target enlisted in the Caldari State worth 4000 LPs. No matter who had the killing blow, each Federation pilot will receive 1000 LP for the Federal Defense Union, while each Minmatar capsuleer will gain 1000 LP for the Tribal Liberation Force.

Below are some examples on how the new formula pays out next with market values taken from our internal test servers:


  • Destroying an Abaddon fitted with tech 2 mods: gained LP = ( 196m ISK – 161m ISK + 46m ISK + 0 ) / 10000 = 8100 LP (previous system would have paid 500 LP)
  • Destroying a Machariel fitted with tech 2 mods: gained LP = (1.170m ISK – 95m ISK + 40m ISK + 0 ) / 10000 = 111500 LP (previous system would have paid 750 LP)
  • Destroying a Providence with 1 b full of cargo: gained LP = (1115m ISK – 839m ISK + 0 + 1000m ISK ) / 10000 = 127600 LP (previous system would have paid 2000 LP)
  • Destroying a Punisher with tech 1 fitting: gained LP = (450k ISK – 312k ISK + 100k ISK + 0) / 10000 = around 24 LP (previous system would have paid 25 LP)
  • Destroying a Punisher with tech 2 fitting: gained LP = (450k ISK – 312k ISK + 7.8m ISK +) / 10000 = around 794 LP (previous system would have paid 25 LP)



My understanding also is that: -

The Goon fiddle was regarding estimated market costs, that has been fixed but the formula I think did not change. Hans will know better.

Pod kills also count (I have no problem with this; you are dirty rotten pirates after all)

I think you need to be in fleet to get a share of the rewards. I am normally solo so I am not sure.

Real received examples 2738 lp for killing a Hookbill, 1251 lp for killing a ranis, 650 lp for killing a corm, 10,000 lp for faction fit daredevil where nothing expensive dropped. This is obviously FW lp which varies in ISK conversion depending on tier so I do not necessarily see issues with some of the further modifiers you propose based on sec status.

I am a casual solo ex carebear milita pilot and will support any reward however small for PVP combat if it helps supplement my income.

Bounty system/kill rights as a whole needs an overhaul and there is probably an opportunity to work in an update for the player placed bounties somehow, again split amongst the fleet, based on ship loss of the target in addition to your proposed payouts. This is ISK already spent and so is not a faucet.
Hans Jagerblitzen
Ice Fire Warriors
#57 - 2012-09-26 16:17:55 UTC  |  Edited by: Hans Jagerblitzen
Arcturus Ursidae wrote:
The Goon fiddle was regarding estimated market costs, that has been fixed but the formula I think did not change. Hans will know better.


That is correct. The problem wasn't that they could just blow up stuff and turn it into LP (this happens at a loss because of the formula) Its that the prices they payouts were based on were heavily manipulated by artificially stacking buy and sell orders at absurd costs to drive up the average price of an item, allowing items to be bought incredibly cheap but reimbursed for the manipulated market value. A fix was implemented to prevent this kind of market value manipulation, killing the problem at its source. THEORETICALLY this means that the market values could be used to dictate other payout systems beyond FW, without risk of a similar incident. If CCP were smart they would have hired the dudes that figured this loophole out instead of punishing them for outsmarting the developers. I'm still nervous about market-value based payouts as a result of this, but it appears to be working fine now in Faction Warfare at least.

Quote:
Bounty system/kill rights as a whole needs an overhaul and there is probably an opportunity to work in an update for the player placed bounties somehow, again split amongst the fleet, based on ship loss of the target in addition to your proposed payouts. This is ISK already spent and so is not a faucet.


+1. You want to know what the two things are that everyone in this game has? ISK, and other players that drive them nutso. It's a natural marriage that is long overdue. Good to see I'm not the only player out there who hasn't forgotten how much fun it would be to play Boba. Remember that survey on the EVE website? I still giggle when it tells you to go be a BOUNTY HUNTER and what they're really telling you is to go buy a drake and grind missions. For those of us that have been playing EVE a while, that's not at all what we mean when we think of "bounty hunting". Cool

CPM0 Chairman / CSM7 Vice Secretary

Uris Vitgar
Center for Advanced Studies
Gallente Federation
#58 - 2012-09-26 16:20:35 UTC
I don't like the idea of giving people an arbitrary incentive to kill each other. That just shows that the proper incentive (scarcity of resources), isn't working properly. The problem is either the resources aren't scarce enough or they're impossible to harvest in any half-decent PVP configuraiton.

I think once FW is fixed and people get over the fact that you can't make 50 billion a week anymore it might bring a very interesting form of "profitable PVP" to the table, one that shows the way forward for other PVE activities like ratting and exploration.
Rixx Javix
Stay Frosty.
A Band Apart.
#59 - 2012-09-26 18:15:04 UTC
Uris Vitgar wrote:
I don't like the idea of giving people an arbitrary incentive to kill each other.



This isn't an incentive to kill each other, it is a reward for killing each other. And while it won't make anyone rich, it does allow the PvP play style a chance to become a supporting income play style.

The current Pod/Bounty system doesn't work as it is totally in the hands of the players. I believe we do need a streamlined system to encourage "bounty" play between pilots. This is only one suggestion for achieving that goal.

http://eveoganda.blogspot.com

Hrothgar Nilsson
#60 - 2012-09-27 11:39:48 UTC  |  Edited by: Hrothgar Nilsson
My basic idea (and it might not be quite the same thing what the OP is discussing).

  1. A total revamp of the bounty system to only issue payouts for ISK damages to those with bounties on their heads.
  2. Dropped modules and cargo would not be calculated as part of the payout.
  3. No insurance for negative sec status pilots with bounties on their head.
  4. ----Bounty placement would cancel existing insurance policies.
    ----For example, RL insurance companies have the discretion to decline clients that are too risky to insure.
    ----This would also help insure that that payout of ISK for bounties + insurance does not exceed actual losses.