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Retribution's New Bounty System

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Author
Schmata Bastanold
In Boobiez We Trust
#421 - 2012-10-11 11:45:00 UTC
Ok, so how about that devblog about bounties? Because honestly circle vs square brackets thing is way below my interest.

Invalid signature format

Inquisitor Kitchner
The Executives
#422 - 2012-10-11 11:59:54 UTC
CCP Punkturis wrote:


I just really like Americans!

also, do you know where I'm from Inquisitor Kitchner? I'm pretty well aware of 23 hour darkness Blink



I forgot CCP employees arrived on this planet on an asteroid. You all know the dark loneliness of space. My apologies.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Lors Dornick
Kallisti Industries
#423 - 2012-10-11 13:32:20 UTC
CCP Punkturis wrote:

also, do you know where I'm from Inquisitor Kitchner? I'm pretty well aware of 23 hour darkness Blink


Isn't there at least 4 hours (and 7 minutes) from sunrise to sunset?

Because that's what Reykjavik has on winter solstice ;)

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Asuri Kinnes
Perkone
Caldari State
#424 - 2012-10-11 14:09:42 UTC
EglantinFinfleur wrote:
You obviously have blatant issues if you believe that because there are winners and losers, players should do everything they can not to fall into the latter category, at the expense of their opponent's fun.

Traditional boardgames like Chess or Go are bound by extremely strict and very simple rules. It's absolutely impossible to cheese or borderline exploit in those. Gameplay prevents condoned griefing and pushing your opponent's buttons, something which is however the staple of all modern 'competitive' games, such as DOTA-likes, for example, the workings of which are byzantine (champions/items constantly balanced, engine flaws turned into gameplay) and the exact opposite of traditional boardgames, which are brilliantly simple and reward pure skill, not cheap shots.

Those traditional games are not 'competitive', in the way you envision this word, at all. To win, you don't have to "play to win". You just have to be better than your opponent, and focused. In modern online games, to win, having more pure skill doesn't cut it, you have to triple check every patch for new possibilities of cheese, or removal thereof. You must have the "play to win" mentality and be an annoyance.
If there's a bug that multiplies tenfold the damage of an item, you will use it non-stop until next patch because it's going to be so lolrandum to see people rage XDDD. While the majority of gamers won't, because it breaks immersion, and is plainly 'not fun'. You will call them 'scrubs' and mock them.

Winning has become more important than playing, for a minority of players that are into annoying people more than they are into playing make-believe and roleplaying pod pilots. They're not playing for ingame goals, they're using the game for and out-of-game one, reaping Schadenfreude.


It's okay to be competitive, in a broader sense than the one you delve upon. It's fun to 1v1 or have good clean fun with fleets of equal strength. You don't have to enter the 'play to win' mentality to be competitive. It's okay to just play make-believe. It's okay to respect your fellow gamer.


Online communities are actually socializing tools, and a good barometer to check where you're at. When all hell breaks loose IRL, where are you gonna stand? Will you gang up on people trying to mind their own business, because after all, it's only life, and they could have hid themselves better?
You will of course argue that IRL and online behavior have nothing in common, but guess what, ethics are context-irrelevant. Except if you completely roleplay, which is mighty fine, and something you ridicule.

And pray tell, what is sociopathy?

You sir, have very little clue and have spent a whole bunch of time labeling everyone who doesn't think like you as sociopaths... You also spend a great deal of time diagnosing people from time spent in game and on forums. If it's not too much to ask, where did you get your Psych degree from and how long have you been practicing?

Considering that I am roughly one to two *decades* older than the average player in eve, and have been at least somewhat competitively gaming (not always successfully!) for about 35 years (*probably* longer than you've been alive) - I can say (relevant to your posts) that you display a fairly shallow appreciation for other peoples play-styles and are doing a bang up job of conflating "real life behavior" with "video game behavior".

Clue - not everyone who shoots you is a (your term) gankbear/griefer.

Also - IRL - when all hell breaks loose, I want to belong to the group that knows how to stick together. "Minding their own business" is a good way to get ambushed...

Roll

Bob is the god of Wormholes.

That's all you need to know.

Annie Freemont
Doomheim
#425 - 2012-10-11 14:48:00 UTC
Look,. Seriously? WTF!! How hard can it be to just modify the mission system to create a "Bounty Mission" on a player? And why, OMG why do we need bounties on ship types? Because someone is mad at drakes? Or barges? That doesn't even make sense.

Player A steals from player B. Player B puts a bounty on player A. Player C is looking through the bounties and sees player B has a really nice bounty on him. He talks to his corpies and they scout player B. Player C then signs up for the bounty and they form a fleet. Player B dies horribly and is podded. The mission mechanics doles out the isk as it would a mission.

You will not design a method that someone cannot find a hole in. What I'm saying is why not just make it so using current mechanics we can go after people with bounties. In high sec the "Bounty Missions" would be treated like a mini war-dec. One difference should be the element of surprise in that the bountied player does not get notification beyond that first shot that he now has a bounty mission on him. Other than that cool wanted sign on his picture.

Can multiple players sign up to take a bounty? Yes.
The player or gang that pods the bountied player gets the entire pot.
Nobody gets their wallet emptied.
Bountied player's assets are dropped into an abandoned (blue) wreck.
Someone who does not have a bounty mission active against a bountied player has to deal with normal aggression mechanics, just like as it currently works.

Anyway, there is no need to create a whole new way to grief other players. We've done a pretty good job doing that by ourselves. The mechanics to use the bounty system are already in place, CCP just needs to apply them to the bounty system. If it needs tweaking, or there's an overwhelming movement by the player base to create bounties on ships, that can be done or added as time goes on..


TL;DR:
Use mission mechanics to create bounty missions on other players. Use war mechanics for implementation of pvp in high sec.

Yes, I am an alt.

CCP Punkturis
C C P
C C P Alliance
#426 - 2012-10-11 14:54:09 UTC
I don't understand why people keep saying you'll be able to place bounty on ship types in the new system.....

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#427 - 2012-10-11 14:54:59 UTC
Annie Freemont wrote:
And why, OMG why do we need bounties on ship types? Because someone is mad at drakes? Or barges? That doesn't even make sense.

Unless there's another post that I didn't see (don't think the dev blog's up yet) then I don't think it's actually been specified as bounties against ship types. It was stated something like setting bounties on ships, and not just pods. Personally I read that as when setting a bounty on a player, you can choose whether the payout is only paid when the player is podded, or if it's paid for just destroying the player's ship (any ship) and not having to pod them.

But I don't know. Guess we'll find out when the dev blog goes up. (Assuming there isn't already another post elsewhere that provides more clarification for this.)
CCP Punkturis
C C P
C C P Alliance
#428 - 2012-10-11 14:57:45 UTC
Dirael Papier wrote:
Annie Freemont wrote:
And why, OMG why do we need bounties on ship types? Because someone is mad at drakes? Or barges? That doesn't even make sense.

Unless there's another post that I didn't see (don't think the dev blog's up yet) then I don't think it's actually been specified as bounties against ship types. It was stated something like setting bounties on ships, and not just pods. Personally I read that as when setting a bounty on a player, you can choose whether the payout is only paid when the player is podded, or if it's paid for just destroying the player's ship (any ship) and not having to pod them.

But I don't know. Guess we'll find out when the dev blog goes up. (Assuming there isn't already another post elsewhere that provides more clarification for this.)


your reading comprehension, I like it

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

CCP Punkturis
C C P
C C P Alliance
#429 - 2012-10-11 15:04:00 UTC
also.... blog very VERY VERY soon!!

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

The Prowling Tiger
Doomheim
#430 - 2012-10-11 15:04:38 UTC  |  Edited by: The Prowling Tiger
Pipa Porto wrote:

Because this is EVE, and criminality is (well, used to be) an expressly supported profession in the game.

Hey, there's your real argument, you don't think there's a difference between actions inside a game and outside one. There's a word for people who have trouble distinguishing fantasy from reality.

So you're saying that you want killrights to provide game mechanically enforced surprise, the game mechanically enforced first shot, a virtual guarantee at ship superiority, a likelihood of a numbers advantage, but you still want the fight to be a challenge.

How about this. Make purchasing a killright cost the purchaser something. Turn purchasing a killright into a mini-wardec. The target can shoot you for as long as you hold the transferred killright (ofc you would be able to allow the killright to revert) and the target gets told who you are. Then there would actually be a reason for people to charge money to buy killrights. If you want a strong advantage, get several people to buy killrights against the same person and hunt them down as a group. The target still can't bring friends.


Finally. After 18 pages of you constantly bitching about this change, Sans any attempt to suggest a WORKABLE solution beyond 'I WANNA SEE WHO'S AFTER ME', you SUGGEST something that can be used. I was beginning to think I'd get to the end of the damn thread and have to tell you to quit whining and put suggestions out yourself!
EDIT: Also, just to clarify, I'm in the 'Criminals should HTFU and deal with the repercussions of their actions' crowd. I was just tired of the whiny 'I don't liiiiiike this, but I am not going to contribute anything beyond not liiiiiking it.'
Alice Saki
Nocturnal Romance
Cynosural Field Theory.
#431 - 2012-10-11 15:04:52 UTC
CCP Punkturis wrote:
also.... blog very VERY VERY soon!!



Lies.

FREEZE! Drop the LIKES AND WALK AWAY! - Currenly rebuilding gaming machine, I will Return.

CCP Paradox
#432 - 2012-10-11 15:10:09 UTC
http://community.eveonline.com/devblog.asp?a=blog&nbid=73446
There you go.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

CCP Punkturis
C C P
C C P Alliance
#433 - 2012-10-11 15:13:43 UTC
Shandir wrote:
CCP Punkturis wrote:
princess bride


"You killed my father, now prepare to die"

Do I get a cookie?


here go get a cookie!

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

EglantinFinfleur
Ecpyrosis
#434 - 2012-10-11 15:15:39 UTC
Asuri Kinnes wrote:

You sir, have very little clue and have spent a whole bunch of time labeling everyone who doesn't think like you as sociopaths... You also spend a great deal of time diagnosing people from time spent in game and on forums. If it's not too much to ask, where did you get your Psych degree from and how long have you been practicing?

Considering that I am roughly one to two *decades* older than the average player in eve, and have been at least somewhat competitively gaming (not always successfully!) for about 35 years (*probably* longer than you've been alive) - I can say (relevant to your posts) that you display a fairly shallow appreciation for other peoples play-styles and are doing a bang up job of conflating "real life behavior" with "video game behavior".

Clue - not everyone who shoots you is a (your term) gankbear/griefer.

Also - IRL - when all hell breaks loose, I want to belong to the group that knows how to stick together. "Minding their own business" is a good way to get ambushed...

Roll


Once again, it's not a playstyle when the user seeks out-of-game accomplishments such as his opponent ragequitting or unsubscribing. It's using an online community to enact sociopathic tendencies, without fear of retribution.

Just like Tippia Porto, you apply to competitivity a very narrow and neurotic definition, that is, gloating at your opponent's defeat. I infer this from your separating of RL behavior and multiplayer video game behavior. In any FPS or game that requires zero building up of assets and time invested for anything other than skill, it's perfectly allright to kill everything in sight. You don't set your opponent's back doing so.
In New Eden, the amount of time and investment lost when you cheap shot player entities is such that it causes pause in anyone with a semblance of empathy.

To answer both you and Tippio Porta, competitivity, in traditional games, refers to becoming the best you can be, not besting your opponent, who is nothing but a sparring partner. Your definition of competition in video games, is playing to win. Doesn't matter how, as long as it gets the job done. It implies tricks and cheap shots which do not at all increase your skill level. Skill isn't reading patch notes to find the new borderline exploit, or exploiting bugs that will be fixed later. It's not afk gatecamping, group ganks, or any of this sort.
But then again, the category of gamers you probably belong to do not seek ingame accomplishments, you only seek Schadenfreude, you couldn't care less about becoming better at the game.

Your clue was totally irrelevant. Do note, as I have already stated plenty of times, that I do not lump every ingame criminal with your lot, since quite a fair number of them are in the gaming mindset, not the cheap-kicks-out-of-an-online-app.


And when all hell breaks loose, are you gonna become cannon fodder for some random warlord, to get a few more months' lifetime in a nuclear/bacteriological wasteland? Is that your idea of dignity?
Benny Ohu
Royal Amarr Institute
Amarr Empire
#435 - 2012-10-11 15:23:55 UTC
If you want to remove your killright, you buy it with your alt and then shoot your main while it's in a shuttle (or an unfit frig for a 'real kill') to avoid any great loss. Is this right? Is it a problem?

There was talk of buying your own killright with the character the killright is against in order to lose it. Is this still possible?
The Prowling Tiger
Doomheim
#436 - 2012-10-11 15:27:22 UTC
Pipa Porto wrote:

Remember, EVE is an Opt-In environment. If you don't like the idea of people trying to win against you, don't opt in. By the way, what non-competitive activity do you do in EVE?

Heeere we go. Now you just apply this to ganking, and we're done. You kill someone, you'll have people come after you. If you want to win badly enough, you'll use the tools at your disposal, such as D-SCAN (Hint. Look for typical pvp boats. T2 anything, for the most part. Typical system dwellers shy away from most of that, and if you're a competent pvper, it's really the only thing you've got to fear.) LOCAL (Hint. Look for people who match known bounty hunters, as there are bound to be lists popping up.), and general SITUATIONAL AWARENESS. (Hint. IF YOU LACK THIS, YOU SHOULDN'T CALL YOURSELF A PVPER IN THE FIRST PLACE.) If you neglect to use these tools, then you're forfeiting the right to try and have a fair fight.

Now, I've noticed you tend to use the argument 'What if multiple bounty hunters come after meeeee'. That means that you've ganked multiple targets that ALL despise you enough to have people come after you. You kill one person, you get one hunter. More, you get more hunters. This would be the EVE equivalent of a powerful gangster having the resources of the entire FBI dedicated to bringing him to justice. You do worse things, more people want to come get you. Since the 'Vidya games vs Meatspace' argument has come up a number of times, a better analogy would be 'Shooting people in GTA eventually gets the f*cking army after you.'
CCP Punkturis
C C P
C C P Alliance
#437 - 2012-10-11 15:47:15 UTC
guys, go post in the dev blog feedback thread instead since that's what the team is monitoring!

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

MailDeadDrop
Archon Industries
#438 - 2012-10-11 16:02:55 UTC
CCP Punkturis wrote:
guys, go post in the dev blog feedback thread instead since that's what the team is monitoring!


I'm pretty certain she means this one:
https://forums.eveonline.com/default.aspx?g=posts&t=162204

MDD
Asuri Kinnes
Perkone
Caldari State
#439 - 2012-10-11 16:15:00 UTC  |  Edited by: Asuri Kinnes
Seriously, JUST because there has been another reply to a thread is *NO* reason to discard everything I typed.

Bob is the god of Wormholes.

That's all you need to know.

Jaison Savrin
Brave Empire Inc.
Brave United
#440 - 2012-10-11 16:23:38 UTC
Asuri Kinnes wrote:
Seriously, JUST because there has been another reply to a thread is *NO* reason to discard everything I typed.



It was discarded because it was of no value.