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Bounty: 20% payout of hull; not enough.

First post
Author
Varesk
Aliastra
Gallente Federation
#141 - 2012-12-11 22:20:35 UTC
It should be if you kill someone with a bounty you get the whole thing. none of this percentage crap. It makes it totally worthless.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#142 - 2012-12-12 01:16:59 UTC
It seems to me that bounty payout needs to be somewhat lowish because the higher you push it the more you risk getting back into exploitable territory again where you insure unfit ships and through bounty payout and insurance turn yourself a profit.

Someone with more ambition than me would have to crunch the numbers to find that tipping point but there is a very serious risk of making bounties effectively equivalent of just paying your target directly if the percentage payout is too high.

Reality has an almost infinite capacity to resist oversimplification.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#143 - 2012-12-12 01:18:09 UTC
Varesk wrote:
It should be if you kill someone with a bounty you get the whole thing. none of this percentage crap. It makes it totally worthless.


So the easily exploitable bounty no one would ever collect was better?

Noted.

Reality has an almost infinite capacity to resist oversimplification.

Scrapyard Bob
EVE University
Ivy League
#144 - 2012-12-12 15:32:22 UTC
Andski wrote:
Marlona Sky wrote:
Must everything you guys do involve being blue? Ugh


No, seriously, what will this accomplish?


By allowing you to claim bounties on corp mates / alliance mates / blues - it keeps the sandbox nature. One use of this is in corps like RvB where they could pay their pilots bounties for killing each other. And if we had the PvP contract system up and running, you could designate a specific system or constellation as your free-for-all location for your corp pilots to shoot at each other and claim bounties.

Both require the ability to shoot blues. (Which also provides a way to work off bounty amounts without losing ships to the opposition. With the bonus that your pilots get to have the fun instead of the opposition.)
Eternal Error
The Scope
Gallente Federation
#145 - 2012-12-12 15:34:48 UTC  |  Edited by: Eternal Error
+1. I understand you're trying to make sure that the bounty stays there for a while and that people can't abuse it to gain money by shooting themselves, but I feel it should be closer to 30-35%. It doesn't make sense that having a REALLY high bounty makes someone no more desirable a target than another person, and that this situation can currently happen at a pretty low level.

Also, someone correct me if I'm wrong, but isn't the insurance received for ship destruction subtracted from the total used to calculate the bounty?
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#146 - 2012-12-12 18:19:59 UTC
Escomboli wrote:
Payouts should rise substantially with how high a person's bounty is. I would like to see 100% pay out for people on the top 10. This would make sure that they are actually hunted, and decent payout is given. Either that or put percentage points based on how high a bounty it is. Personally I like it going by rank. Top 10 = 100% payout, 11-20 = 90%, and on down the line. 20% of the hull just doesn't make it seem worth while.


The problem is, if the bounty + insurance payout reaches the value of the ship a person is flying, that person is likely to just kill himself with an alt to clear out the bounty and not have taken an actual loss. That's why the old system was broken.
===

Anyways. I think 20% is a good baseline, but I think a bonus for high bounties should also be added, but it should still be capped at 30-40% of the loss
Antisocial Malkavian
Antisocial Malkavians
#147 - 2012-12-12 18:36:07 UTC
Natsett Amuinn wrote:
Sentamon wrote:
Lets make it really high so it's a broken system like before. Big smile

Bi-polar means the absence of a middle ground, you shift from one extreme to the next.

That's what you demonstrated.


Thats kinda how CCP usually operates isnt it? Knee jerk reactions?

And, isn't sanity really just a one-trick pony anyway? I mean all you get is one trick, rational thinking, but when you're good and crazy, oooh, oooh, oooh, the sky is the limit.

Natsett Amuinn
Caldari Provisions
Caldari State
#148 - 2012-12-12 18:38:33 UTC
Antisocial Malkavian wrote:
Natsett Amuinn wrote:
Sentamon wrote:
Lets make it really high so it's a broken system like before. Big smile

Bi-polar means the absence of a middle ground, you shift from one extreme to the next.

That's what you demonstrated.


Thats kinda how CCP usually operates isnt it? Knee jerk reactions?

Yeah, can't say I can disagree with that.
Andski
Science and Trade Institute
Caldari State
#149 - 2012-12-13 13:38:44 UTC
Scrapyard Bob wrote:
Andski wrote:
Marlona Sky wrote:
Must everything you guys do involve being blue? Ugh


No, seriously, what will this accomplish?


By allowing you to claim bounties on corp mates / alliance mates / blues - it keeps the sandbox nature. One use of this is in corps like RvB where they could pay their pilots bounties for killing each other. And if we had the PvP contract system up and running, you could designate a specific system or constellation as your free-for-all location for your corp pilots to shoot at each other and claim bounties.

Both require the ability to shoot blues. (Which also provides a way to work off bounty amounts without losing ships to the opposition. With the bonus that your pilots get to have the fun instead of the opposition.)


Right, but the guy I quoted seems to believe that you should not be able to claim bounties when shooting blues.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Malcanis
Vanishing Point.
The Initiative.
#150 - 2012-12-13 15:26:40 UTC
Varesk wrote:
It should be if you kill someone with a bounty you get the whole thing. none of this percentage crap. It makes it totally worthless.



You're right we should go back to the old system where a bounty was basically a tip that you got for making someone who didn't know how bounties work mad enough to put one on you. Great idea!

"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.
#151 - 2012-12-13 15:28:52 UTC
Eternal Error wrote:
+1. I understand you're trying to make sure that the bounty stays there for a while and that people can't abuse it to gain money by shooting themselves, but I feel it should be closer to 30-35%. It doesn't make sense that having a REALLY high bounty makes someone no more desirable a target than another person, and that this situation can currently happen at a pretty low level.

Also, someone correct me if I'm wrong, but isn't the insurance received for ship destruction subtracted from the total used to calculate the bounty?


The only way to square this circle is to literally have the collector of the bounty audited to make sure that he's not connected to the person the bounty was placed on. That's obviously impractical.

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

Grath Telkin, 11.10.2016

Naburi NasNaburi
Doomheim
#152 - 2012-12-13 16:20:32 UTC
Ive been brainstorming since the new system went live.

While the 20% is nice to stop people from claiming their own bounties, it makes bounty hunting itself a little less interesting for the hunter-side.

Seeing a 1bil bounty person and managing to kill him for a mere 1isk bounty SUCKS.. to be honest.

Let me work with easy numbers here:

I am hunting someone with a bounty of 100 mil on his head.
I see said person in a ship worth 10mil, not knowing the fitting of the ship I calculate a bounty payout of 2mil.

Not worth it unless said person is flagged OR has killrights.


Lets try a different scenario though full payout of isk destroyed (of course no more than the actual bounty on a persons head)

I find someone with a 100mil bounty, in a 50mil ship and I know my 10mil ship can alpha him. If I dont mind the sec loss - I see a 40mil profit + loot.

If you always get the full payout of isk destroyed bounty hunters would even take the sec loss of a suicide gank to claim a bounty - while on the other hand the person with the bounty would make no profit.

Just my 2 iskies worth of thoughts :)
Pingu Arareb
Royal Amarr Institute
Amarr Empire
#153 - 2012-12-13 16:59:59 UTC
around 150-200% would be niceeLol
Erroch
STK Scientific
The Initiative.
#154 - 2012-12-13 17:30:58 UTC
Naburi NasNaburi wrote:

Lets try a different scenario though full payout of isk destroyed (of course no more than the actual bounty on a persons head)

I find someone with a 100mil bounty, in a 50mil ship and I know my 10mil ship can alpha him. If I dont mind the sec loss - I see a 40mil profit + loot.

If you always get the full payout of isk destroyed bounty hunters would even take the sec loss of a suicide gank to claim a bounty - while on the other hand the person with the bounty would make no profit.

Just my 2 iskies worth of thoughts :)


At that point, you can just game the system for personal profit.

You have to account for insurance and salvage. I think the break even point at putting a bounty on one of your alts and ganking them is somewhere around 40-45%. (I did the math at one point on a few ships, but can't remember at all)

The system isn't about making people no question targets, it's about making shootable people more shootable and giving you a bit more reason to suicide gank someone with a price on their head.

It does effectively mean the target can carry 20% less value on their ships before becoming a juicy suicide ganking target.

I'd hate to have my freighter alt end up with a sizable bounty.

Sheynan
Lighting the blight
#155 - 2012-12-13 17:37:57 UTC
Malcanis wrote:
Eternal Error wrote:
+1. I understand you're trying to make sure that the bounty stays there for a while and that people can't abuse it to gain money by shooting themselves, but I feel it should be closer to 30-35%. It doesn't make sense that having a REALLY high bounty makes someone no more desirable a target than another person, and that this situation can currently happen at a pretty low level.

Also, someone correct me if I'm wrong, but isn't the insurance received for ship destruction subtracted from the total used to calculate the bounty?


The only way to square this circle is to literally have the collector of the bounty audited to make sure that he's not connected to the person the bounty was placed on. That's obviously impractical.



It's not if the player issuing the bounty himself is doing the audit and is able to decide who is eligible for higher payouts.
Daimon Kaiera
Science and Trade Institute
Caldari State
#156 - 2012-12-13 18:00:28 UTC
Skill:

Bounty hunting I: Gain 5% more value out of a bounty per amount destroyed.
Bounty hunting V: Gain 25% more

.... . .-.. .--. / .. / .... .- ...- . / ..-. .- .-.. .-.. . -. / .- -. -.. / .. / -.-. .- -. -. --- - / --. . - / ..- .--. / ... - --- .--. - .... .. ... / ... .. --. -. .- - ..- .-. . / .. -.. . .- / .. ... / -. --- - / ... - --- .-.. . -. / ... - --- .--.

Blind Phew
School of Applied Knowledge
Caldari State
#157 - 2012-12-13 19:07:33 UTC
Get rid of bounties all together, the whole thing is stupid...
Darth Khasei
Wavestar Business Ventures Inc.
#158 - 2012-12-13 20:02:09 UTC
CCP SoniClover wrote:

I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more.


Respect. Cool

Make it so!


Gerard Hareka
Native Freshfood
Minmatar Republic
#159 - 2012-12-13 20:20:04 UTC
Varesk wrote:
It should be if you kill someone with a bounty you get the whole thing. none of this percentage crap. It makes it totally worthless.


There was full payout and it was more useless then now.

It cant be more than 20% becuase of insurance.

Scrap insurance and you can make payout higher.

Destriouth Hollow
Star-Destroying-Warlords
#160 - 2012-12-27 21:06:14 UTC  |  Edited by: Destriouth Hollow
I have posted a solution to this problem before the new bounty-system was out. I think everybody had enough time to use it and it should be clear now that it does need tweaking.
Here my formula with variable bounties depending on the bounty on somebodies head:
https://forums.eveonline.com/default.aspx?g=posts&m=2007183#post2007183