These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: The Retribution of Team Super Friends

First post First post
Author
CCP SoniClover
C C P
C C P Alliance
#1001 - 2012-10-17 12:08:18 UTC
Bubanni wrote:

The solution with this suspect flag would lead to bad gameplay


Could you elaborate on this, please? We've run through several scenarios on how this will play out and so far as far as we can tell this will not result in horrible gameplay experience for anyone involved (one the whole, there will be exceptions of course).

Bubanni wrote:

Do note I live in 0.0 so I am only saying all this because I am concerned you lead the game in the wrong direction
I think we can all agree that making EVE a better game is what all of us is after. We might not always see eye to eye on what's the best way to accomplish this, but that's just to be expected Smile Another thing I think we can all agree to is that EVE has a solid core and should be improved in incremental, evolutionary steps.
Inquisitor Kitchner
The Executives
#1002 - 2012-10-17 12:15:27 UTC  |  Edited by: Inquisitor Kitchner
CCP SoniClover wrote:


As for the corporation side, there is a difference between a corporation goal and an impromptu gang action. Corporation goal implies pre-planning and long-term strategy, neither of which fits very well into the public kill right system. So what I'm saying is that corporations are great for getting people to work together for many things, especially long-term goals, but don't support some forms of co-operative gameplay all that well, like impromptu pick-up group activity.



To be fair actually, I think you're probably setting too much store by the idea that all corporations have a plan. If I asked my corp CEO where he wants the corp to be in 12 months he could tell me. If I asked him how he was going to get there I'd probably get the verbal equivalent of a shrug.

I actually quite like the idea of a Bounty Hunting corp, if we look at it using the current system:

Corp has 50 or so members, only about 15-20 are active and the rest are alts. I could take all the tax from corp bounties and offer them as incentives to my "employees" of the people at the end of the month with the most bounties claimed. Or the people who claimed the most bounties off the top 10 list. Or I could just pay an addition set amount for each bounty claimed from the Top 10 list. Or I could get other players to pay our corp and then I'd add THAT lump sum onto a specific person's already existing bounty paid directly to my members, example:

Player A has a 500mil bounty but only ever flies 100mil ships. This means the players will only ever make 100mil per kill. Say it's split 3 ways you're going to get like 33mil each. If I say i'll pay an addition 30mil to the first bounty claimed it means the first one will actually make them 43mil each, if I just added it onto the bounty it would STILL only make 33mil.

If I was running such a corp I wouldn't assign bounties to people, I'd post a list of people the corp has kill rights for and let them go for it however they wanted. Besides, the only advantage the current system has it hat, in theory, your corp can't plan some sort of attack, however the reality is we could easily do that anyway by simply making sure we all turn up in the same fleet as if we activate a killright the player doesn't know we have a small gang can easily kill him before most others have locked and figured out WTH is going on.

If there are coding constraints that prevent that, then that's fair enough. In my own opinion though I don't think ruling out corp kill rights is necessarily a good idea. If players have the option (eventually) to sell killrights on an open market, to assign them to individuals or to assign them to corps I think that leaves a wide range of options.

Quote:
Sorry if I wasn't clear - for the public kill rights system, we want people to basically be able to use it at a whims notice without having to go through negotiations and such. That's why we want to set it up so that there is minimum hassle for both seller and buyer to strike a deal - up to and including that they don't have be online at the same time or be aware of each other. Now, for non-public kill rights (where the owner specifies who can use his kill right), that does not apply as strongly, as negotiations, etc. enter the picture then. So for them a 'kill right market place' of some sorts makes sense. Just not for the purely public ones. Hope that explains it better.


I don't know if this is possible, but is it at all possible to have the killrights in a similar way to bookmarks? You can contract them to other people etc, I think that would be a good work around.

From what I can tell (as things stand) if I see Player X has the top bounty, am I able to see if they have a kill right to buy without being next to them in space? If so do I buy the kill right and activate it whenever I want?

Also as well, I think the advantage of a public killright marketplace would be that say I'm a anti-pirate or whatever, I could just buy a load of kill rights off the market place and go around shooting them all as there may be a lot of people with a kill right but not a bounty.

It means you can basically pay for PvP in High Sec.

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

Bubanni
Corus Aerospace
#1003 - 2012-10-17 13:15:54 UTC  |  Edited by: Bubanni
CCP SoniClover wrote:
Bubanni wrote:

The solution with this suspect flag would lead to bad gameplay


Could you elaborate on this, please? We've run through several scenarios on how this will play out and so far as far as we can tell this will not result in horrible gameplay experience for anyone involved (one the whole, there will be exceptions of course).

Bubanni wrote:

Do note I live in 0.0 so I am only saying all this because I am concerned you lead the game in the wrong direction
I think we can all agree that making EVE a better game is what all of us is after. We might not always see eye to eye on what's the best way to accomplish this, but that's just to be expected Smile Another thing I think we can all agree to is that EVE has a solid core and should be improved in incremental, evolutionary steps.


My reasoning for it leading to bad gameplay is a few
1: the player activating the killright might not want others to interfere
2: the player activating it can sit back and look as others kill The target for him

3: the player with a kill right on his head will have to stay away from high populated areas because suddenly he could become killable by everyone, instead of encourgaing a fight, you want to encourgage a gank...

Imagine on jita undock

I'm sure others can come with more arguments...

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Bubanni
Corus Aerospace
#1004 - 2012-10-17 13:27:03 UTC
Your main reason for wanting the suspect flag was so people could get help with killing someone with a killright on, yes? Mainly from friends correct?

And reason why you can't limit it to only fleet members is because crimewatch isn't designed for that kind of limited Engagement...

So my final suggestion is to only make it limited Engagement... 1v1 until you find a way to make a fleet help... not everyone nearby

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

CCP SoniClover
C C P
C C P Alliance
#1005 - 2012-10-17 13:37:22 UTC
Bubanni wrote:

My reasoning for it leading to bad gameplay is a few
1: the player activating the killright might not want others to interfere
2: the player activating it can sit back and look as others kill The target for him

3: the player with a kill right on his head will have to stay away from high populated areas because suddenly he could become killable by everyone, instead of encourgaing a fight, you want to encourgage a gank...


Regarding 1., it is of course important for anyone activating the kill right to do so at a favorable time. For instance, you wouldn't want to activate it on someone next to a station as he can just dock and either sit there or undock in a shuttle. The same applies to unwanted parties in the vicinity. Will there be cases where someone activates the flag when he shouldn't have? Yes, of course. But that does not negate the mechanic, that's just someone not playing smart.

Regarding 2 and 3 - yes, someone with an open kill right on his head will most likely want to stay out of heavily populated areas. But both of these scenarios are only applicable in cases where the target player is flying in something expensive that is still not capable of dealing with the threat of those around it. This is not an issue if the player is either flying in something powerful enough to defend himself or in something really cheap where he doesn't mind getting blown up to get rid of the kill right. Generally, I think players engaged in playstyles that lead to kill rights being generated to be pretty smart and adaptable so I'm not too worried that they won't figure this one out. Also remember that the risk of kill right scamming (which we will undoubtedly see) also makes people a bit wary of paying for kill rights in the first place if they're not dedicated to the hunt.

CCP SoniClover
C C P
C C P Alliance
#1006 - 2012-10-17 13:45:25 UTC
Inquisitor Kitchner wrote:

I don't know if this is possible, but is it at all possible to have the killrights in a similar way to bookmarks? You can contract them to other people etc, I think that would be a good work around.

From what I can tell (as things stand) if I see Player X has the top bounty, am I able to see if they have a kill right to buy without being next to them in space? If so do I buy the kill right and activate it whenever I want?


Once we add the option to limit who can buy (activate) the kill right, this will definitely include a corp option, i.e. I could set it so that a kill right I own could only be activated by a member of corp X.

Our long term vision is to improve the Most Wanted list to become more of an intelligence tool for bounty hunters to find potential targets. But that is a bit further out and it's uncertain at this stage when or if we get to that. So, kill right information will not be part of the winter release, but something similar could happen later on. In any case, it's unlikely that kill right purchases will be made through that interface, but could link to negotiating with the owner for exclusivity.
DJ P0N-3
Table Flippendeavors
#1007 - 2012-10-17 13:56:14 UTC  |  Edited by: DJ P0N-3
CCP SoniClover wrote:
As for the corporation side, there is a difference between a corporation goal and an impromptu gang action. Corporation goal implies pre-planning and long-term strategy, neither of which fits very well into the public kill right system. So what I'm saying is that corporations are great for getting people to work together for many things, especially long-term goals, but don't support some forms of co-operative gameplay all that well, like impromptu pick-up group activity.


Okay, here's the thing.

Corporations are absolutely for impromptu pick-up activity. You log in, you say "hey guys what's shaking" and you go do stuff, possibly together. If you find something you want to do and you want a reliable source of people to do it with, you join a corporation whose members do those things. Briefly hanging out with people from all different walks of EVE a la Incursions can be cool, but anyone who's tried to find a random fleet to join in Incursions can tell you that it can get really annoying and tedious. Why would I want to do that every day to find PvP with a group when I could just join a PvP corp?

Right now it sounds like you want kill rights to be a "HELLO EVERYONE IN LOCAL, WARP TO THIS GATE FOR PEWPEW", which is just...nonsensical. I'd definitely take a potshot if I was passing through, but if you want it tied to bounty hunting or any form of organized thing that benefits everyone actually allied with the aggressor and not just some guys jumping in and going "sweet, targets!" then your best bet really is corporations, if fleets are absolutely positively out of the question. If you can work towards overcoming that hurdle, even if it is a Soon(TM) feature, it would be very good.

Incursions work as a pick-up activity because you have ways to get in touch with other people aside from shouting into the void of local. There's an incursion channel, and from that other channels have evolved. Sure, a "let's go pick up some kill rights" channel could evolve, but it would be very hard to publicize without an existing community for the word-of-mouth that it needs. To get to that community, you need some impetus for those people to find each other in the first place, and saying "all right, everyone, find each other!" will just turn into corporations forming for that purpose.

Basically, I can't tell what kill rights are for. Are they a vigilante substitute for CONCORD that can be evaded by proper caution in empire space and avoiding anywhere crowded, possibly forever? Are they supposed to be an idiot tax on people who can't figure out how to shed them painlessly? Are they just trying to discourage people who aren't already committed to a terribad sec status from podding people in lowsec?

I really think new and improved kill rights need some work before they hit TQ. But then, if they do come out in this state, I for one will have a new pastime: sitting on the Jita undock waiting for free pewpew and hilarity. So maybe that's working as intended.
Karl Hobb
Imperial Margarine
#1008 - 2012-10-17 14:21:12 UTC
CCP SoniClover wrote:
The Suspect flag option is not set in stone, but at least right now the order of options is: limited engagement < corp engagement < suspect flag < fleet engagement. With the last one not being possible right now for technical reasons, we chose what we feel is the next best one (suspect flag).

You've got the ordering wrong there, unless it's for technical reasons (which it doesn't seem to be). Suspect flag should be the LAST option you'd want to use. This falls into the same vein as war decs: I'm paying for a target, potentially with a bounty on their head, why the **** would I want everyone and their mother, including my target, able to shoot the target and possibly remove the kill right?

Regarding bounty hunting not being a corporate goal, well, puff puff give, man, I want whatever you're smoking!

A professional astro-bastard was not available so they sent me.

CCP SoniClover
C C P
C C P Alliance
#1009 - 2012-10-17 14:38:56 UTC
Karl Hobb wrote:

You've got the ordering wrong there, unless it's for technical reasons (which it doesn't seem to be). Suspect flag should be the LAST option you'd want to use. This falls into the same vein as war decs: I'm paying for a target, potentially with a bounty on their head, why the **** would I want everyone and their mother, including my target, able to shoot the target and possibly remove the kill right?


Which is why you want to be smart about when and where to activate it.

Karl Hobb wrote:

Regarding bounty hunting not being a corporate goal, well, puff puff give, man, I want whatever you're smoking!


First off, bounties and kill rights are not the same, so lets not confuse the two. Secondly, I probably phrased my explanation badly - I didn't mean the corporations where bad for impromptu activities, I meant that we shouldn't shoehorn them in as the only viable option for short-term things (like impromptu activities), because there are other social forms that should be viable here also. So, corporations can absolutely be a vehicle for short term social activities, but we don't want them to be the only vehicle for these social activities.
Karl Hobb
Imperial Margarine
#1010 - 2012-10-17 14:49:35 UTC
CCP SoniClover wrote:
Karl Hobb wrote:
You've got the ordering wrong there, unless it's for technical reasons (which it doesn't seem to be). Suspect flag should be the LAST option you'd want to use. This falls into the same vein as war decs: I'm paying for a target, potentially with a bounty on their head, why the **** would I want everyone and their mother, including my target, able to shoot the target and possibly remove the kill right?

Which is why you want to be smart about when and where to activate it.

This feels exactly like a case where you all make this certain new mechanic and then are like "wouldn't it be cool to use this for EVERYTHING?" Instead of trying to find something that is playable.

A professional astro-bastard was not available so they sent me.

Ghostwarden
Caldari Provisions
Caldari State
#1011 - 2012-10-17 15:05:55 UTC
CCP SoniClover wrote:
Destiny Corrupted wrote:
Ranger 1 wrote:
For the record, I also approve of the new system... although I feel it may need a little adjustment here and there.

However I don't like it because I feel it makes high sec safer. I like it because it gives the high sec citizen (especially those that have more money than combat prowess) options he did not have before.

Then why not make a small change to one aspect of the system that will turn it from utter crap, into one of CCP's crown achievements?

All they have to do is make kill rights result in a Limited Engagement between the owner of the kill rights (can be player OR corporation) and the target. That's it. If they were to do that, then every single ******* person would get on board with these changes. It would be the best thing ever. Literally.


We looked closely at this solution in our design process and discarded it. It doesn't work because it doesn't scale - it doesn't support a group of people hunting someone and it creates the problem of someone hogging the kill right for whatever reason.



I have a question about this. If someone aggresses a player in a fleet he is in essence aggressing the whole fleet correct. So the engagement gets pushed out to all of the members in that scenario right? If that is correct (I'm not sure with all of the new CW2 changes) couldn't you just make it to where if someone activates KR's in a fleet then it only applies to the fleet?

Would it be possible to make KR activation by a Fleet Commander a part of the bonuses that they already push out to the fleet members?

It just seems that there could be a better way to assign KR's to a fleet instead of the all or nothing approach of the Suspect Flag.

DJ P0N-3
Table Flippendeavors
#1012 - 2012-10-17 15:12:50 UTC  |  Edited by: DJ P0N-3
CCP SoniClover wrote:
First off, bounties and kill rights are not the same, so lets not confuse the two. Secondly, I probably phrased my explanation badly - I didn't mean the corporations where bad for impromptu activities, I meant that we shouldn't shoehorn them in as the only viable option for short-term things (like impromptu activities), because there are other social forms that should be viable here also. So, corporations can absolutely be a vehicle for short term social activities, but we don't want them to be the only vehicle for these social activities.


The problem with this is that the only way to start these social activities outside a corporation is to blindly search for like-minded people. You can stalk your target and be careful to activate your kill rights where only you can benefit, but you're not going to get any pick-up allies that way. You can turn someone into Public Enemy #1 by activating kill rights somewhere crowded and watching the feeding frenzy, but that's not a social activity, that's twenty or more people seeing someone suddenly turn into a walking killmail and getting in on the action.

I think you'd see people gravitating together for impromptu roams through hisec to ruin someone's day far more if you start with something a little more restricted and only open it up like this once you have the tools in place to allow people to easily band together outside of a corporation and find targets quickly.
Bodega Cat
Expedition Spartica
#1013 - 2012-10-17 15:24:44 UTC  |  Edited by: Bodega Cat
Bubanni wrote:
[quote=CCP SoniClover][quote=Bubanni]
3: the player with a kill right on his head will have to stay away from high populated areas because suddenly he could become killable by everyone, instead of encourgaing a fight, you want to encourgage a gank...




To be fair, this is pretty much the only way any fight ever happens in EVE. Most kill rights are going to be generated from "ganks" themselves.

As a gross generalization, If one side doesn't think they have the odds in their favor (ganking), its a wash and they go home.

Sometimes, idealized fights do occur, throw away ship roams do happen, glorious 1v1's with no interference are indeed revered unicorns, but by and large; Ship combat in Eve is about ganks.
mkint
#1014 - 2012-10-17 15:32:10 UTC
CCP SoniClover wrote:
mkint wrote:
@CCP (if you are still reading, which in your place, I probably wouldn't be) What metrics do you intend to use to determine if the new killrights are a success, and what specific numbers are you looking for? (For example number and isk value of killrights losses before and after the patch, or something?) What do you intend to do if your chosen metric fails to meet expectations? Or do you even have actual measurable goals to reach?


As kill rights are now created differently than before, it is of little value to compare before and after in that regard. For this reason, it's very likely that we'll see more kill rights generated post-Retribution. There are several metrics we'll be tracking, but we're not setting ourselves goals as to what has to happen for this to be a success. We'll track number of kill rights created, number of kill rights made public, average price of public kill rights and frequency of their activation, for instance.

As mentioned in the blog, the long-term goal is to allow people more control over who can buy their kill right, so once that option is in it will definitely alter the landscape considerably. Until then, yes, open kill rights are of more limited value because of how easily the target can rid himself of it, but it doesn't invalidate them completely. At the very least, the original victim can use the open kill right to get compensations from his attacker, which is a moral victory of sorts.

So, the intention is for public killrights to be 100% completely useless for this release (except as a blackmail tool, but that sounds pretty pathetic.) That clarifies it. It's pretty sad that the plan for this is to be a failure out of the box, with a "maybe someday we'll get around to fixing it." It's good to know, even if it is sad that you're content with releasing something broken, with no plan in place to fix it at all. No wonder you don't have any metrics to (i.e. before and after) to show if the system was a waste of time to develop.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Vincent Athena
Photosynth
#1015 - 2012-10-17 16:00:03 UTC
Catching a killright scammer.

It takes a fleet, but I think this would work.

First fleet member uses a cheap ship equipped with a passive targeter and a full rack of scrams (scrams, not disruptors, for that double point).

First fleet member passively targets the scammer, activates the disruptors.

Other fleet members activate the killright, target and add on their points.

First fleet member quietly gets blown up by CONCORD.

Other fleet members kill the scammer.

Know a Frozen fan? Check this out

Frozen fanfiction

Vincent Athena
Photosynth
#1016 - 2012-10-17 16:05:35 UTC
Grey Stormshadow wrote:
.......
You guys are going way overboard with this and wont even let people know who places the bounties. Talking about consequences is rather pointless if that is one way deal.

Having the names of those that place bounties public would not tell you who actually placed the bounty. The real bounty placer would just hide behind an alt.

Know a Frozen fan? Check this out

Frozen fanfiction

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#1017 - 2012-10-17 16:21:31 UTC
CCP SoniClover wrote:
Destiny Corrupted wrote:

Bounty hunting isn't a PUG. Making them fleet-only is no different from the FFA toggle crap you have going on now. Are you saying CCP no longer wants people in corporations made for specific goals? Please go on record with that.


Fleet option would be awesome, unfortunately there's some technical issues with that.


Having technical issues is not valid reason to go with some poor and half baked solution. Take the time to resolve the technical issues and release something you can be proud of instead of pissing people off again.

...in other words (just to repeat myself) this is one more poor excuse to stick dirty FFA button to live server and not to code actual system which would limit kill rights to fleet.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#1018 - 2012-10-17 16:38:38 UTC  |  Edited by: Grey Stormshadow
Bubanni wrote:
CCP SoniClover wrote:
Bubanni wrote:
[

...!!!!!!

Just make a limited engagement where everyone in fleet with the person who activates it can attack the target.... it is super stupid that you allow everyone in the area to shoot the target

We suggested it multiple times, its what you said you want also... so why don't you do it like that?!


As I said above, there are some technical hurdles for making this happen. If that can be solved, it would be a better solution. Note that this being a better solution doesn't make the Suspect flag option a bad solution, just not as good.


The suspect flag is a very very bad solution... either you try to make the fleet thing work, or you make it only Limited Engagement between the target and the pilot who activates the kill right...

The solution with this suspect flag would lead to bad gameplay

Do note I live in 0.0 so I am only saying all this because I am concerned you lead the game in the wrong direction


Yep... suspect flag doesn't lead to any social activity. It leads to someone following targets around / and or sitting outside trade hubs and activating FFA flags for "lolmails" and "local grief". This is far from working bounty hunting mechanism and won't provide anything positive to those who actually would like to hunt bounties for profession like they were meant to..

You don't need to be rocket scientist to realize that the activity above will gather all the "opportunists" outside trade hubs / major gates waiting that people get FFA flag and the ganking starts. Fastest one get the bounty.

Fun? Social? Give me a break.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Axl Borlara
Sebiestor Tribe
Minmatar Republic
#1019 - 2012-10-17 17:03:32 UTC  |  Edited by: Axl Borlara
Player A kills you. You gain a kill right towards Player A.

Is a kill right intended to be:
a) the right to allow YOU to kill Player A
b) the right to allow Player A to be killed

Also, how do war decs affect all this? There's no mention I can see in this or the crimewatch devblog.
For example, if I kill and/or pod a war target in low sec, will they gain a kill right on me?
Lord Zim
Gallente Federation
#1020 - 2012-10-17 17:07:12 UTC
Wartargets are legal targets: http://cdn1.eveonline.com/www/newssystem/media/63443/1/logo2_actions2flags.png

And the answer to your question about what a killright is intended to be, it's clearly b).

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat