These forums have been archived and are now read-only.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

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Better Formula for the Bounty-System

Author
Destriouth Hollow
Star-Destroying-Warlords
#1 - 2012-12-27 21:02:44 UTC  |  Edited by: Destriouth Hollow
You only have to read the first post to understand the meaning. The 2. is just the details.

Problems:
1. Currently the bounty is a very low value of 20%. If you fight with equal ships the bounty hunter needs to kill 4-5 targets for each time one of them destroys him. Only with killstats higher than 83% (battleclinic) in 1v1-fights does the bounty hunter not loose isk. This is NOT the foundation of a worthwhile profession.
2. Curentlly the bounty is a fix value. The killer gets 20% no matter how high the bounty on the targets head is. This discourages placing high bounties on people. People wih higher bounties are actually NOT more wanted.

-> Because of (1) bounty-hunting is not a worthwhile profession that earns isk. It just costs a bit less isk than regular pvp. There won't be many bounty-hunters. Because of (2) placing a very high bounty on somebody does not attract more of those bounty-hunters. You cannot even make the few existing bounty-hunters focus on your target. The needed system of employer and employee can't be achieved because neither one will get what he wants.

Solution:
I have created a formula that gives every bounty-hunter a variable bounty for killing a target. The higher the bounty, the higher the payout. It's not exploitable because you could always sell your ship for more than the achievable bounty. My current idea ranges from 30% of the destroyed value till up to 70%. Those values however can easily be adjusted.

Easy example:
You attacked a player with a bounty on his head.
- He was flying a Talos worth 110mio.
- After u destroyed his ship he received an insurance of 20mio.
- 30mio worth of items dropped.
- That leaves a total of 60mio destroyed, which is gone for good.
Using my formulas that means the bounty will be a percentage of those 60mio. A theoretical maximum of 70% (42mio) will be received by the headhunter, depending on the bounty on the targets head.
The following table shows the bounty u get depending on the bounty on the characters head.
Quote:
BountyPool has 10mio -> 10 mio payed (16% of the destroyed value)
BountyPool has 20mio -> 18 mio payed (30% of the destroyed value)
BountyPool has 30mio -> 18 mio payed (30% of the destroyed value)
BountyPool has 40mio -> 18 mio payed (30% of the destroyed value)
BountyPool has 50mio -> 18 mio payed (30% of the destroyed value)
BountyPool has 60mio -> 18 mio payed (30% of the destroyed value)
BountyPool has 80mio -> 24 mio payed (40% of the destroyed value)
BountyPool has 100mio -> 27,6 mio payed (46% of the destroyed value)
BountyPool has 500mio -> 39,12 mio payed (65% of the destroyed value)
BountyPool has 1000mio -> 40,56 mio payed (67% of the destroyed value)
Destriouth Hollow
Star-Destroying-Warlords
#2 - 2012-12-27 21:06:53 UTC  |  Edited by: Destriouth Hollow
If you care for explanations and formulas i posted these here:

1.1 Insurance:
I felt the following was missing:
Calculating in the insurance. Otherwise it will be less worth it or a way to generate free isk or even a way to "sell" insured ships
If a thing A has a bounty on him/them and character B destroys his ship/pod the following formulas could aply:

2.1 Variables:
bountyPool = "Bounty-pool that has been placed on a character/corp/alliance"
destroyedIsk = "The complete value of the destroyed ISK"
bountyKill = "The amount of isk player B recieves for the kill"
ratio = "some percentage below 100% that is assigned to the killer"
destroyedShip = "Low-End-Market-Worth of the destroyed ship"
payedInsurance = "Insurance payed to A"
destroyedItems = "Low-End-Market-Worth of the destroyed items in that ship"
destroyedImplants = "Low-End-Market-Worth of the destroyed implants"

3.1: Payout depending on Bounty on his/her head
However, with the current formulas it doesn't matter if u kill the T2-fitted Talos of the most hated player in the universe or just some minor player who happens to have just enough bounty to pay out for the Talos-Kill.
ratio could be calculated instead of beeing a fix value. For example:
ratio = -0.4 *destroyedIsk / bountyPool +0.7
If(ratio<0.3 ){ratio=0.3})
Less than 30% would be weak (:
This formular for example would give a bounty-percentage between 30% and 70%

4.1: This is what the killer gets:
destroyedIsk = destroyedShip-payedInsurance+destroyedItems+destroyedImplants
bountyKill = ratio*(destroyedIsk)
If(bountyKill>bountyPool ){bountyKill=bountyPool}
bountyKill should of course never exceed bountyPool

4.2: This is the remaining Bounty pool:
bountyPool = bountyPool - bountyKill

5.1 Notes
- It is important that the received bounty NEVER exeeds the worth of the destroyed ship/implants. Otherwise people will claim their own bounties.
- Displaying the received bounty on your profile/corp should be possible to show off your skills as a bounty-hunter
- Not allowing to receive bounties for destroyed implants could be usefull to not favor "selling of plugged-in implants" this way
- I've created this formula for the new Bounty-System long ago:
(here my old post but ill write it down again over here)
https://forums.eveonline.com/default.aspx?g=posts&m=2007183#post2007183
-Using my formula will also prevent exploits because in order to get a good percentage out of a ship you will need to drop 10times its worth as bounty.
-It would be good if one could select "only show bounties above xxxx isk". Noone cares for 100K bounties and because its enough to make everyone black, people spam ridiculously low bounties.

5.2 Adjusting the Formula
- I'm trying to promote my formula here, because it should be more flexible and higher than it currently is. I'm NOT trying to promote the range from 30% to 70% i used in my formula. Those amounts can be easily adjusted if needed.
- The needed formula is:
ratio = (minimumPayout-maximumPayout) *destroyedIsk / bountyPool +maximumPayout
(in my example minimumPayout=0.3 and MaximumPayout=0.7)
- It's also possible to make the ratio converge against 0.7 much slower:
ratio = (minimumPayout-maximumPayout) *squareroot(destroyedIsk / bountyPool) +maximumPayout
(higher roots will make it converge even slower)
- It's important to note that Bounties do NOT create ISK from nothing. It's only a transfer from the hater to the killer. If placing bounties starts to make sense a lot of ISK will be bound in bounties. It would actually destroy ISK and is therefore good for the economy.

regards
Destriouth Hollow

EDIT:
Something needs to be done, so Alliances/Corps cant just be disbanded to make the bounty vanish. It needs to stick to the Members afterwards. This is a highly complicated matter however and I don't feel like suggesting a solution when I feel like noone cares (:
fukier
Gallente Federation
#3 - 2012-12-27 21:17:18 UTC
i need a tldr.

something like its better and cant be exploited would be nice...

i dont care if the payouts increase just as long as it never = more then the price of the ship and that includes FW payouts...
At the end of the game both the pawn and the Queen go in the same box.
Destriouth Hollow
Star-Destroying-Warlords
#4 - 2012-12-27 21:23:01 UTC  |  Edited by: Destriouth Hollow
whats a tldr?

This system cannot be exploited!
You can never get as much as the lost assets are worth.
You would ALWAYS fair better if you just sold it (:
(if CCP takes the correct-item-prices that is)

EDIT:
Ill fix it so its easier to understand with reading just the essentials.
fukier
Gallente Federation
#5 - 2012-12-27 21:29:07 UTC
Destriouth Hollow wrote:
whats a tldr?

This system cannot be exploited!
You can never get as much as the lost assets are worth.
You would ALWAYS fair better if you just sold it (:
(if CCP takes the correct-item-prices that is)

EDIT:
Ill fix it so its easier to understand with reading just the essentials.



tldr means Too Long, Didn't Read

as in give me a synopsis...

like the responce was a good tldr...
At the end of the game both the pawn and the Queen go in the same box.
Destriouth Hollow
Star-Destroying-Warlords
#6 - 2012-12-27 21:48:16 UTC
It's mainly targeted at the DEVs but i'm trying to make it readable for everybody.
Hope it's better now (:
fukier
Gallente Federation
#7 - 2012-12-27 21:51:39 UTC
Destriouth Hollow wrote:
It's mainly targeted at the DEVs but i'm trying to make it readable for everybody.
Hope it's better now (:


yes much better now...
At the end of the game both the pawn and the Queen go in the same box.
FoxBird Freir
Bloomberg Horizont
#8 - 2012-12-27 22:09:07 UTC  |  Edited by: FoxBird Freir
Removing the insurance system, now that would bring some interesting opportuneties to the bounty system.
Destriouth Hollow
Star-Destroying-Warlords
#9 - 2012-12-27 22:13:58 UTC  |  Edited by: Destriouth Hollow
What does the insurance-system have to do with anything?
It would reduce PvP in EVE by a lot. It would make minerals and therefore ships more expensive. That would reduce PvP even further. Sure it would hurt people with bounties on their heads but it would also hurt bountyhunters for the same amount.
Don't think I like your idea (:
FoxBird Freir
Bloomberg Horizont
#10 - 2012-12-27 22:36:37 UTC  |  Edited by: FoxBird Freir
I like it, put some risk back into the game aswell as letting the t1 ships see more use. It also allows for far greater payouts for opportunists and for the avrage carebear it won't matter much.

And i don't see the whole reducing pvp argument though you are welcome to elaborate on that.

Also i've never gotten a mineral insurance payout, unless you are refering to that 1 trit..
Arduemont
Rotten Legion
#11 - 2012-12-27 22:42:56 UTC
Supported.

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

Lexmana
#12 - 2012-12-27 22:47:20 UTC  |  Edited by: Lexmana
Destriouth Hollow wrote:

(if CCP takes the correct-item-prices that is)

This I think is the main issue here. CCP is not really god at putting value on all items. Sure most items are OK but to be unexploitable ALL items need to be OK. I do agree they probably have too much margin today. But I also know of items in game with grossly inflated values that are probably being exploited as we speak. If CCP could come up with a better way to value items I think your idea is good.
Destriouth Hollow
Star-Destroying-Warlords
#13 - 2013-01-03 17:21:46 UTC
they could just take some very low border for the value. like the the most expensive market-sell-order of the 10% cheapest sell-orders in highsec (for everything but capitals)
Ranger 1
Ranger Corp
Vae. Victis.
#14 - 2013-01-03 17:36:15 UTC
CCP has already said they are willing to look at modifications to the payout numbers. They started at a pretty modest point to let it run for awhile and make sure they hadn't overlooked ways to game the system... so your proposal isn't out of line.

Although, no matter how you look at it, you are still going to run into the hard cap of loss value that cannot be exceeded. Under the current system people with higher bounties really aren't "More Wanted" (unless they fly very expensive ships, in which case that higher bounty does make them worth more than someone with a low bounty), it is more the fact that they remain wanted for a much longer period of time than people with low bounties.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Destriouth Hollow
Star-Destroying-Warlords
#15 - 2013-01-05 11:43:23 UTC
I added the issue with disbanding corps/alliances to my thread.
DSpite Culhach
#16 - 2013-01-05 12:20:34 UTC
If you want my two cents on this - probably not :) - bounties on positive sec standing characters should not have a "Wanted" sign on it, and stay the way it is more or less, and for those that have been tagged as lawbreakers with neg sec status have a slightly modified system, like your idea sort of thing.

I apparently have no idea what I'm doing.

Destriouth Hollow
Star-Destroying-Warlords
#17 - 2013-01-06 21:07:02 UTC
Ganging someone in Highsec will never earn you isk, unless the target flies a really expensive ship without enough tank.
Everybody else can be freely attked anyway (disregarding sentries).
If someone wants to pay to see someone dead, why not let him?
Lord LazyGhost
Sebiestor Tribe
Minmatar Republic
#18 - 2013-01-06 21:34:30 UTC
I think being able to filter the amount of the bounty. I ie only show pilots with X amount on overview so as to get ride of all the 100kwwasters out there so say I choose show only pilots with over 10m and only a hers with that or larger bounty will have icon.. I whT ya think?
Katran Luftschreck
Royal Ammatar Engineering Corps
#19 - 2013-01-07 01:40:14 UTC
Bounty Time Limits

Just like when you place a recruitment ad for you corp, make people select a time frame for their bounty and tack on a service charge based on that.

1 day: 5%
7 days: 10%
30 days: 15%
90 days: 20%

If the bounty isn't collected by the time it expires then the money is refunded. Service fees are non-refundable. That should clear up about 95% of the pointless hi-sec bounties out there by the end of April.

http://youtu.be/t0q2F8NsYQ0

Bienator II
madmen of the skies
#20 - 2013-01-07 02:20:59 UTC
the idea is great but the problem are the corner cases. In eve it is very difficult to say what something costs. Having a payout of 20% is simply a safety measure to make market manipulation difficult. If this problem would be solved, you could rise the payout to 70% by default without the scaling.

The scaling would still exclude the "alt kill" problem under IDEAL conditions (no open market) but would make market manipulation exploits easier.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

123Next pageLast page