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Bounty Hunting Fix

Author
Burseg Sardaukar
Free State Project
#21 - 2011-10-27 04:48:13 UTC
Mathias Karsten wrote:
I was thinking about this recently. Isn't the main problem with bounties is they are easily exploitable by the one that recieved the bounty? So, why not just make it ... unprofitable to do that? I had a simple idea for this:

Example, John Doe The Pirate has a 5,000,000 ISK bounty on his head.

When John Doe The Pirate is podded, his next medical clone cost is an extra +10,000,000 ISK including the original cost of the clone. That way, no matter which way you flip it, it's not profitable to kill yourself.

Of course, this means someone with an insane bounty (40 billion ISK for example) would just turtle up in a POS way out of the way, but that makes sense. It would, in turn, become a large fleet objective. Like an escalation.

If it is just the clone cost that is increased, then it also gives no motivation for John Doe The Pirate to kill himself, either.

I believe the main thing with getting the bounty system to work is to make the very basis of it work. Then, it can be expanded.


This way it's not very pro-hunter, its just anti-victim. It doesn't really make bounty hunting a profession, but it would certainly punish bad-guys.

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Nyla Skin
Caldari Provisions
Caldari State
#22 - 2011-10-27 07:25:47 UTC  |  Edited by: Nyla Skin
What needs to be added is transferring kill rights to the bounty hunter in some form.

Id imagine bounty hunting could work like this:

If person A has kill rights on person B, person A puts up a bounty hunting 'contract' with x amount of isk as bounty. Bounty hunter C then accepts the contract (the bounty hunting contracts would be public like bounties currently). There should propably be some nominal amount of isk from the bounty hunter to be placed in collateral, to prevent people from accepting this stuff without intention of fulfilling the contract. THe collateral should propably be set by the person creating the bounty contract.

When bounty hunter C accepts the bounty contract, he gets player A's kill rights copied to him. Bounty hunter C then goes forward and pods player B and fulfills the contract. Then he gets his collateral back and the bounty reward.

- The bounty contract cannot be accepted by the person who is the bounty, ie. person B in this case. This to remove the 'suiciding' aspect of player bounties. Where target commits suicide and gets the bounty himself.
- There can be only one bounty hunter to accept the given contract at a time, but person A can put up as many bounty contracts as his contracting skill allows to. In each case, his kill rights are copied to the person accepting the contract.
- One person cannot accept multiple bounty contracts with the same target. This to prevent the intended targets friends nullifying the bounties by accepting all the bounty contracts.

- bounty contracts should be able to be placed on people with -2 sec status or below just like now, but then no kill rights would be transferred over. I know that I would want to place bounties on corp thieves etc.

This kind of mechanic, turning the player bounties into 'contracts' and transferring kill rights should remove most of what is wrong and not working in current player bounties I feel.

In after the lock :P   - CCP Falcon www.nizkor.org/features/fallacies

el alasar
The Scope
Gallente Federation
#23 - 2011-10-27 13:26:57 UTC  |  Edited by: el alasar
the idea to transfer kill rights and implement a random lottery is nice, but still the system stays flawed:

victims pay bounty (paying twice for loss and bounty). hunter and hunted can always share the bounty (i would), hunted gets blown up in a shuttle, no loss involved. even if it would require a podding, jump into a non-implant clone (100k) before, also no loss. win-win situation for both of them, the initial victim stays the stupid one, again twice.

besides, if the hunter actually wanted to hunt and the hunted did not accept a deal, for an average bounty of say 30mil - would you risk your own ship fitted for an equal price?

the problem is, in the current and also suggested mechanics there is no consequence, it is just about the bounty isk.

new suggestion

  • NPC agent gives a mission, but require a minimum amount of destroyed isk, being higher than the bounty, make it based on average jita prices. otherwise there will be always a possibilty to share the bounty for good.
  • have NPC bounty agents with several NPC corps, you can gain their NPC corp standing by completing their missions. make pve and pvp blend. maybe they also pay some FW LP (but far less than the bounty, otherwise there would be deals again!).
  • the NPC agent giving the mission: give a little more information about the person to be hunted: its standings. when you kill the victim you have the chance to affect your own standings based on the victim's standings. e.g. killing someone hated by the caldari will improve your own standings with them. the more extreme the victim's standings are, the more you can profit. let all faction standings be affected that way or let you choose maybe 2 you like to get affected.
  • bounty hunting missions should not expire (but expire when bounty is collected by someone else)
  • let you decline more than 1 candidate, maybe even present you a list of 50 you can choose from
  • let you have 3 missions max at the same time
  • i dont like the -2 sec status restrictions. if someone commited a crime he should be eligiblle for receiving a bounty. and that should be collectable anytime.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Nyla Skin
Caldari Provisions
Caldari State
#24 - 2011-10-27 16:51:16 UTC
el alasar wrote:

besides, if the hunter actually wanted to hunt and the hunted did not accept a deal, for an average bounty of say 30mil - would you risk your own ship fitted for an equal price?


Its up to the hunter to minimize risk and consider whether its worth it.

I just want a system where bounty hunting makes sense.

In after the lock :P   - CCP Falcon www.nizkor.org/features/fallacies

Marduk Nibiru
Chaos Delivery Systems
#25 - 2011-12-21 21:03:29 UTC
Burseg Sardaukar wrote:
Problem:
Bounty Hunting is currently not a very viable career.
Bounties are quite honestly a joke, as anyone can place any bounty of any value on an individual with low enough sec status. The bounty is collectible by the first person to pod the player, regardless of whether they are friendly and agree to split the value or not. Also, players with behavior that might warrant a bounty, but maintain a high enough sec status can never have a bounty placed on their head, if the system was working to begin with.

Solution:
To start, a minimum bounty of 5M. This is steep enough for noobs, so if they were to place it on someone, it would have to be for a good reason. It also starts moving in the direction of being worthwhile to hunt. No one wants to collect a 5K bounty, the ammo itself is worth more than that.

To place the bounty on Player A, Player B must currently have "Kill RIghts" on Player A (If Player B had Kill Rights, they are removed once the bounty is placed), or Player A must be below -2.0 security status. Once Player A has the bounty on his head, he is entered into a "lottery." This lottery will be tied to the Bounty Hunting Agent (NPC) system. This makes the bounty system an extension of the Kill Rights system, and allows "more capable" pilots to do the dirty work for the griefed. For each increment of 5M on Player A's head, the likelihood of his "mission" being pulled increases.

To begin hunting a player with a bounty on their head [in this case it is Player A], Player C will need to speak with a new Bounty Hunting Agent. These agents will work for DED. Once Player C begins talking with agent, he will be presented with a random individual's bounty value and security status. NO NAMES or LOCATIONS will be given. This will remove the ability to kill friends/alts to receive the bounty. If Player C rejects a mission, he will be forced to accept the next offered Bounty Mission. Bounty Missions cannot be abandoned once accepted, so the mission will be active until the bounty is collected or the mission expires.


Like.

Quote:

If Player C accepts the mission, he will be given the target's name and location.


Do not like. You're given a long enough time frame for the hunt to be part of the deal. Bounty hunting should be for people who want to spend the time actively hunting down their prey, not for people who want "dot on the map" questing.

Quote:

ONLY players currently logged in at the time of the mission acceptance are up for drawing from the lottery. This is to avoid being given a bounty from an opposing time zone. To further promote Bounty Hunting as a profession, it should be possible that the higher a hunter's standing is with the Agent, the more choice he can have when offered missions. For example, at 6.0 standing, 3 random bounty values should be provided, so there is more benefit to having good standing with the agent. (This should perhaps be implemented with existing missions, but that's a separate issue in itself.)

Player C is now given Kill Rights on Player A, and vice versa. We have come to call this the Han-shot-first mechanic, giving the bounty target a chance to hunt the hunter. Player A will be notified who is hunting him. Also, Player A can be drawn multiple times, so he could have several people hunting him. However, only one of the hunters can collect, so whoever gets there first, collects the bounty and the other mission expires (with no standing penalty).


Don't think I like this aspect. Han was able to shoot first because of where he was, not because he was given special dispensation to do so. The hunter should have the rights, not the hunted...just like the original killright.

Quote:

There is also a time constraint for these Bounty Missions. If the mission is completed in one week they payout is 100% of the Bounty, two weeks: 75%, three weeks: 50%, four weeks: 25%, and after that the mission expires, and Player A would retain his bounty. If the mission is completed in an untimely manner, the remainder of the bounty that was not paid out becomes an ISK sink, into oblivion.

Oh, and a good change to all of this: The podding thing is out; bounties are tied to the destruction of a ship. This would make it so the hunter can be quick and nab a shuttle/rookie ship for some easy bounty ISK, or can stalk with scouts for a tasty ship that could potentially drop more.


Related (new) Skill:
DED Connections. Rank 3 Social Skill that allows you to have 1 Active Bounty Mission per level.

Potential Modifications:
- Add an SP-matching mechanic so a 1M SP noob isn't hunting a 100M+ SP -10 character.
- Remove the ability to receive a mission on Alliance/Corp members. (Maybe even blues?)


What about post-mission acceptance?

Quote:

- More skills to reduce the range of targets from current position.
- A rank 12 social skill that increases the chance of getting 100M+ ISK bounty missions.
- Add a device to game, Hi-slot tracking device, that brings no aggro, but periodically shows where a ship is on the map. (so alts can help track targets.)


Again with the dot-on-map questing. NO! Drag out the probes. Do intel gathering. Let's make this an engaging activity that requires actual skill on the player's part....not just the toon's.
Burseg Sardaukar
Free State Project
#26 - 2011-12-21 21:50:45 UTC
Marduk Nibiru wrote:
Burseg Sardaukar wrote:

If Player C accepts the mission, he will be given the target's name and location.


Do not like. You're given a long enough time frame for the hunt to be part of the deal. Bounty hunting should be for people who want to spend the time actively hunting down their prey, not for people who want "dot on the map" questing.


I can get on board with the removal of it, but people will pretty much go use a locator anyway, and I'm saving the double-hassle of going to do that. Locators provide a good service to people that want to find people extremely fast, but a lot of the times, you get there and they are gone anyway. Even with this system, it might be likely you'll travel to that area and have to do a real search anyway. Removing the instant-locator without removing locator agents in general would only frustrate players that would use a locator anyway.

So the real issue becomes: should locator agents be removed? And if so, will devices be implemented to help us find other people through an in-game system? I suppose you could sit on battleclinic and refresh their kills all day until something marginally recent shows up. Or players could form intel channels with contacts, which would be cool. I think a way to track an individual's kills through an in-game killboard system would be the most efficient, but that would be stepping on a lot of third-party toes. The upside, though, is that in-game track-able stats of bounty-hunter efficiency or mercenary corp effectiveness and decisive war win/loss could be tracked with the implementation of an in-game KB.

Marduk Nibiru wrote:
Burseg Sardaukar wrote:

Player C is now given Kill Rights on Player A, and vice versa. We have come to call this the Han-shot-first mechanic, giving the bounty target a chance to hunt the hunter. Player A will be notified who is hunting him. Also, Player A can be drawn multiple times, so he could have several people hunting him. However, only one of the hunters can collect, so whoever gets there first, collects the bounty and the other mission expires (with no standing penalty).


Don't think I like this aspect. Han was able to shoot first because of where he was, not because he was given special dispensation to do so. The hunter should have the rights, not the hunted...just like the original killright.


I can't agree with this, because once the player gave up his kill rights to the pool, he was handing them off to a "more capable" player. The original holder of the kill rights most likely didn't have the ability to take on his target, and thus is given the advantage of being able to shoot when he is "ready" and the target might not be.

When the hunter accepts the mission, he is granted an opportunity to hunt the target, but shouldn't be given a huge upper hand, since his benefit of all this is the pay.

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#27 - 2011-12-21 22:01:02 UTC
I support this product and or service

+1

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Burseg Sardaukar
Free State Project
#28 - 2011-12-21 22:55:44 UTC  |  Edited by: Burseg Sardaukar
el alasar wrote:
the idea to transfer kill rights and implement a random lottery is nice, but still the system stays flawed:

victims pay bounty (paying twice for loss and bounty).

hunter and hunted can always share the bounty (i would), hunted gets blown up in a shuttle, no loss involved. even if it would require a podding, jump into a non-implant clone (100k) before, also no loss. win-win situation for both of them, the initial victim stays the stupid one, again twice.


It's reasonable for someone to be upset at dying and to be willing to place a bounty on someone's head. It happens already in game and isn't the broken part of the system. In Star Wars, Han screwed Jabba and the Empire, so they paid to get his ass.

This system isn't impossible to scam, but the randomness of the mission/contract generation will pit someone against another person, where one is a bounty hunter looking to maximize his ISK return and the other is a target that more than likely enjoys some pvp (as he either had kill rights assigned to him, or he had low sec status), and since neither knows the other, there would have to be a big jump to gain trust.

el alasar wrote:

besides, if the hunter actually wanted to hunt and the hunted did not accept a deal, for an average bounty of say 30mil - would you risk your own ship fitted for an equal price?

the problem is, in the current and also suggested mechanics there is no consequence, it is just about the bounty isk.

new suggestion

  • NPC agent gives a mission, but require a minimum amount of destroyed isk, being higher than the bounty, make it based on average jita prices. otherwise there will be always a possibilty to share the bounty for good.

The drawback becomes: what if he's never in a ship bigger than the bounty? A hunter is presented the choice of hunting for either a simple kill for the money (if presented the opportunity) or he can wait for them to roll out the tasty mission ship and potentially get better drops than originally planned. I know when I collect my kill rights I don't bother chasing them if they are in something cheaper than a Battlecruiser.

el alasar wrote:

  • have NPC bounty agents with several NPC corps, you can gain their NPC corp standing by completing their missions. make pve and pvp blend. maybe they also pay some FW LP (but far less than the bounty, otherwise there would be deals again!).
  • the NPC agent giving the mission: give a little more information about the person to be hunted: its standings. when you kill the victim you have the chance to affect your own standings based on the victim's standings. e.g. killing someone hated by the caldari will improve your own standings with them. the more extreme the victim's standings are, the more you can profit. let all faction standings be affected that way or let you choose maybe 2 you like to get affected.


  • I like the standings idea, but feel that perhaps "faction" level hurts a hunter a bit too much. After all, the guy with the bounty is the "bad" one. If anything, I suppose an agent that likes the individual could be upset with you, or if they are in a FW militia corp it could work out.

    el alasar wrote:

  • bounty hunting missions should not expire (but expire when bounty is collected by someone else)


  • Interesting idea. I remember when we were debating the finer points of this revamp among my Alliance, we had some reason for the time limit, but it escapes me at the moment, and your idea sounds good to me. This way it becomes a race for the hunters as opposed to a hunter simply racing against an unneccessary clock. I assume we were just thinking of it like any other "mission."

    el alasar wrote:

  • let you decline more than 1 candidate, maybe even present you a list of 50 you can choose from
  • let you have 3 missions max at the same time
  • i dont like the -2 sec status restrictions. if someone commited a crime he should be eligiblle for receiving a bounty. and that should be collectable anytime.


  • I think things like all missions should be given a lot more choice, especially when you have 10.0 standings with an agent, but I think 50 is a bit excessive, I'm down for a middle ground of 10 or so, with appropriate skills trained to max.

    As well as with the amount of missions, a skill should be implemented to allow more bounty hunter missions in progress.


    What about the poor noob that shot a can an is -0.1? I think a line should be drawn somewhere based on low security status, and the current -2.0 is pretty good because that's the cutoff for entering 1.0 space. It provides an incentive for the border-line pirates (like myself) to maintain a decent secstatus if I don't want swarms of pissed off Hulk pilots from Hulkageddon IV instantly slapping a 500M bounty on me even though their kill rights have long since expired. I believe I deserve punishment, lol.

    Can't wait to dual box my Dust toon and EVE toon on the same machine!

    Bienator II
    madmen of the skies
    #29 - 2011-12-21 23:33:31 UTC  |  Edited by: Bienator II
    i would prefere keeping it as is but fixing the current mechanics (speak: make it un-exploitable).
    see link in my sig

    edit: however bounty agents are a nice (optional) addition on top of it..

    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

    Bearilian
    Man Eating Bears
    #30 - 2011-12-22 03:44:40 UTC
    i support a change like this, however, where i differ, is that the hunted should not know when someone has taken up the contract on their life (or who they are). if you have 200 mill on your head, you should't be allowed to see it coming, because at that point you should already expect every one you meet to try and kill you.

    i dont know if i like the idea of having it be just destroying a ship, because quickly getting in a shuttle for an easy loss kinda ruins the entire hunt.

    +1
    LeHarfang
    Federal Navy Academy
    Gallente Federation
    #31 - 2011-12-22 04:10:58 UTC
    I'm all for making it more realistic.

    Right now, it pretty much a useless feature.
    Tarn Kugisa
    Kugisa Dynamics
    #32 - 2012-01-05 11:01:34 UTC
    This makes Bounty Hunting like PvE but more fun

    Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

    Grumpy Owly
    Imperial Shipment
    Amarr Empire
    #33 - 2012-01-06 09:07:08 UTC
    I dont mind who introduces an effective BH system thats no longer abusable. I'm more upset about the fact that there isnt a player policing mechanic to help address lawless activities.

    However, what I would say is that so long have so many people made numerous suggestions about it, coming up with valid ideas and everybody agreeing something needs to be done about it and yet CCP have "still" done nothing about it. Culturally this has left an expectation with pirates and nefarious types that they can literally get away with murder, it needs to change so at least the statement "miners with teeth" at least has some validity to it. The balance of mechanics is favourable to criminal activities at present imho.

    Meanwhile most if not all the nefarious crime going on is unpunished with no way for players to make use of an effective policing mechanic for lawless activities. And yes introducing one would if anything increase the fun, and gankers etc would have to think things through more about what they do as an activity as opposed to using mechanics to cowardly hide away from any sensible possible reprisal and yet seeing them profit from easily attacking soft targets and profiting from the exercise in the process.

    So whilst low sec activities might need some form of compromise my point is to concentrate less on finding a system and lobby CCP more to actually do something about it.
    Lucjan
    Deutzer Freiheit
    #34 - 2012-01-06 16:41:15 UTC
    I don't really care what, most ideas are pretty good, but when is something finally going to be done about it!
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