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Bounty System

Author
Conogan Blitzkreig
Induced Warfare
#41 - 2016-12-03 03:52:54 UTC  |  Edited by: Conogan Blitzkreig
Or, better still, make more NPC Bounties against NPCs for people to collect. When a player takes out enough bounties on NPCs and successfully collects on them all, they can then take out bounties on players, and rather than force the player to bounty the BH. Corp, Concord officially "labels" them as a bounty hunter and 3 GMs monitor things THAT way and if they get up their bh "licence" is taken away.
Conogan Blitzkreig
Induced Warfare
#42 - 2016-12-03 04:00:56 UTC  |  Edited by: Conogan Blitzkreig
Nevyn Auscent wrote:
Conogan Blitzkreig wrote:
Maybe have it set up so that not only can you not place bounties on Corp/alliance/contact/good standing mates but you also cannot TAKE OUT bounties on them? And to properly supplement this, CCP sets up a Bounty Hunter Corp that you have to be a member of in order to be a Bounty Hunter. And within this Corp are 2 or 3 GMs who do nothing but monitor this system and if they catch a Bounty Hunter being able to exploit this system to the benefit of targets in this way at any point they are perma-banned from the Corp and can thus never bounty hunt again. Theyl'll do this in part by monitoring bh's transactions and ISK received to targets by them will be sent back into the bh's wallets.

Why not just pay isk to a GM to blow someone's ship up for you?
If you have to involve GM's to manually monitor the system that should tell you exactly how bad this idea is.
That's really immature and dumb for 2 reasons.
1. Obviously if GMs did that it would take away from player choice and talent, not to mention the GMs have their own special ships.
2. This system could be well worth it and there's nothing wrong with having GMs monitor it for posterity's sake so people can have loads of fun with this profession, just like thety do with every other aspect of EvE. It's a damn game.
Nevyn Auscent
Broke Sauce
#43 - 2016-12-03 04:11:59 UTC
Conogan Blitzkreig wrote:

2. This system could be well worth it and there's nothing wrong with having GMs monitor it for posterity's sake so people can have loads of fun with this profession, just like thety do with every other aspect of EvE. It's a damn game.

So what other aspects of EVE (other than EULA violations) have GM's monitoring them and actively intervening in player vs player interactions.....
Please explain that.
Conogan Blitzkreig
Induced Warfare
#44 - 2016-12-03 04:28:09 UTC  |  Edited by: Conogan Blitzkreig
Nevyn Auscent wrote:
Conogan Blitzkreig wrote:

2. This system could be well worth it and there's nothing wrong with having GMs monitor it for posterity's sake so people can have loads of fun with this profession, just like thety do with every other aspect of EvE. It's a damn game.

So what other aspects of EVE (other than EULA violations) have GM's monitoring them and actively intervening in player vs player interactions.....
Please explain that.


Uh... What I suggested isn't intervening At ALL. It's just monitoring it so as not to allow EXPLOITS to occur. What part of that is not obvious enough for a frog's anus to be able to comprehend?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#45 - 2016-12-03 06:47:20 UTC
Oh yeah, because monitoring the ever same logs day in, day out is such a fulfilling task and GMs certainly have nothing better to do than that. If you need that kind of monitoring so that people can't misuse your system, your suggestion is fatally flawed. End of story.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#46 - 2016-12-03 06:50:38 UTC
Daichi Yamato wrote:
Nope. The server does not understand all the ways a player can be slighted. Bumping? Name calling? Theft?


I'd vote for "all of the above", plus "because falcon", "they were meanies", "they rudely refused to undock", "they waz dirty blobbers" and "dafuq he stole my ore?!"
Conogan Blitzkreig
Induced Warfare
#47 - 2016-12-03 07:10:26 UTC
Rivr Luzade wrote:
Oh yeah, because monitoring the ever same logs day in, day out is such a fulfilling task and GMs certainly have nothing better to do than that. If you need that kind of monitoring so that people can't misuse your system, your suggestion is fatally flawed. End of story.


The bar ain't that high.... Only 3 maybe only 2 GMs. And they could also work on a Merc system and "study" pirate activity, thereby massaging 3 very important PvP professions simultaneously. The game needs constant work, friend. That's what they're paid for.
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#48 - 2016-12-03 11:05:17 UTC
Nevyn Auscent wrote:
Conogan Blitzkreig wrote:
And actually make sure you're still required to destroy, say, 5% the bounty in ships to get it - that way if a miner say places perhaps a 1b bounty on a pirate in a cruiser in tech2 modules he can be sure the pirate will get killed like 3 times before it's over and Bounty Hunters will grow in number for the PvP profit opportunities.What?Sad

So, you bounty me for 1 Billion isk.
I go to my bounty hunter friend Danika and ask them for a hand.
I lose 50 Mil in ships (Of which I get about 30 Mil back in insurance anyway).
Danika kills my ships a few times, they get 1 Billion.
Danika sends me 500 Mil in isk as a Thank you, and keeps 500 Mil themselves.

Do you see the flaw yet?

Option B if somehow you work out how to stop the above is. Danika now uses the fact I can be shot without concord to stalk me all week and stop me playing the game, because LOL. And keeps putting new bounties on me and shooting me and getting the isk back except for their tiny fee.

There is no way you can win with this system, and I'm not even involving alts in this system, just two totally different people in RL in different locations. CCP's current system is as good as you can get without abuse.


Actually given the change I made you would not be able to just lose 50 mil in ships as you put it, you would need to lose 1bil in ships plus the additional value which I was vague about but since you brung it up the additional modifier could take into account insurence and that fairly easily sums up all these stupid exploits.

With that in place there is ZERO way for the player to get rid of the bounty without losing money.
Danika Princip
GoonWaffe
Goonswarm Federation
#49 - 2016-12-03 13:57:19 UTC
Satchel Darkmatter wrote:


Actually given the change I made you would not be able to just lose 50 mil in ships as you put it, you would need to lose 1bil in ships plus the additional value which I was vague about but since you brung it up the additional modifier could take into account insurence and that fairly easily sums up all these stupid exploits.

With that in place there is ZERO way for the player to get rid of the bounty without losing money.



INSURANCE.

If he loses 20mil for every 50mil ship, that's a 400mil loss for his 1bil in ships.

Which is countered by the 500mil I give him. Or countered even further by using his own alt to do the hunting.
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#50 - 2016-12-03 19:34:43 UTC
Your clearly not getting or refusing to read the part where I say the amount the player with the bounty on their head needs to take in losses would be the bounty amount + extra to cover things like insurance, so one last time with the system I have now if you have a 1billion bounty on your head, to clear that bounty you would need to take !!!!!!MORE THAN!!!! 1 Billion in estimated loses with the extra value or modifier I called it taking into account any possible insurance.

SO! unless I am miss reading something, you will be able to get a friend to kill you, BUT! you will be taking a loss no matter what you do

I hope that's clear now I think you probably just didnt re-read the op or just miss understood the situation or just didn't get it or maybe your thinking of something I'm not getting I dunno.
Danika Princip
GoonWaffe
Goonswarm Federation
#51 - 2016-12-03 19:39:41 UTC
Which is exactly the current system, and thus renders your idea pointless.
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#52 - 2016-12-03 19:42:31 UTC
Eh no its not LOL.. ok moving along.
Danika Princip
GoonWaffe
Goonswarm Federation
#53 - 2016-12-03 19:52:46 UTC
Current system pays out a portion of the total bounty based on the value of the ship to prevent people from killing their ships with an alt to claim their own bounty.

Your system pays out a portion of the total bounty based on the value of the ship to prevent people from killing their ships with an alt to claim their own bounty, then layers a huge pile of insane rules and manual GM verification on top to make absolutely sure no-one bends the system over their knee like eve players always do, and actually puts a hard limit on payouts that would be LOWER than the amount you'd get paid for killing someone under the current system, prevents people from actually placing bounties on 90% of the people who inconvenience them, but also allows the total bypass of highsec mechanics because of reasons.

Yes. You were right. Your system takes the current one and makes it significantly more complicated, lowers total payouts from big kills, removes most reasons people actually place bounties, and allowes anyonr with any kind of negative status in highsec to be killed anywhere. This is different, I apologise.

It's still insane.
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#54 - 2016-12-03 19:56:33 UTC
Yes because my system makes it more of a core game feature like faction warfare and not the pile of **** it is now so yes it is more complex, that's the point, I guess you just don't get it, it's ok no idea will make 100% of people happy so your more than welcome to your opinion but as it stands your not calling anything in the suggestion abuse able and that's all the main thing.
Dark Lord Trump
Infinite Point
Pandemic Horde
#55 - 2016-12-04 03:42:32 UTC
Satchel Darkmatter wrote:
Yes because my system makes it more of a core game feature like faction warfare and not the pile of **** it is now so yes it is more complex, that's the point, I guess you just don't get it, it's ok no idea will make 100% of people happy so your more than welcome to your opinion but as it stands your not calling anything in the suggestion abuse able and that's all the main thing.

If the point is to be complex, you've screwed up.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Nevyn Auscent
Broke Sauce
#56 - 2016-12-04 04:33:44 UTC
Satchel Darkmatter wrote:
Yes because my system makes it more of a core game feature like faction warfare and not the pile of **** it is now so yes it is more complex, that's the point, I guess you just don't get it, it's ok no idea will make 100% of people happy so your more than welcome to your opinion but as it stands your not calling anything in the suggestion abuse able and that's all the main thing.

Learn to read Danika speak.
They called 90% of your idea abusable. And you have brought back exactly what you claim the core issue in the current system is, lack of isk payout. Because to stop insurance working it has to be 20% of the value of the ship destroyed or less it pays out.
Conogan Blitzkreig
Induced Warfare
#57 - 2016-12-04 04:37:34 UTC
"where Is The Love" by Black Eyed Peas.
Deckel
Island Paradise
#58 - 2016-12-04 08:28:18 UTC
First, What bounties need to do is cause an actual detrimental effect to the player they are associated with.
Hit a certain level and:
-Lose the ability to insure their ships
-Pay higher taxes and fees in stations
-Temporary standings loss
-Training loss when killed

Second, bounties need a way to be worked off:
-Paying reparations
-Performing Faction missions
-Defeating bounty hunters
-Disputing charges - pay a bounty office a deposit (bail) to temporarily decrease your bounty. Initiating combat or failing to return to collect the deposit results in losing it.

Third, Bounty Hunters need a way of distinguishing themselves
-Hunting Module to Tag targets* (more on this below)
-Striving for high Infamy* and bragging rights

Fourth, Reward to the combat victor
-The victor gains infamy points which can reverse detrimental effects caused by having bounties
-The victor gains a portion of the bounty that is on his opponent based upon the value of their ship. (Works both ways)
-The victor gains easy access to the opponent's body as the 'Tag' temporarily disables the capsule, allowing the capsule to be looted or destroyed for a tagged living or dead clone which can be turned in for reward.

Fifth, additional penalty to being destroyed
-Upon death, or being looted as a living clone, the player will be activated within a random Concord station and may receive training loses depending upon how much bounty was paid out.

Sixth, and lastly, there needs to be limits on who can place, who can receive bounties and how high they can get.
-Use Net worth and Infamy as a baseline to make calculations for how high a bounty can get.
-Being the victim of a kill or having kill rights
-Being the victim of a scam. (may be hard to work out)


'Tagging' hunting module is an advanced warp disruptor combat module that also disrupts internal pod controls of its target, but also causes the same effect to the initiator. It can only be activated upon those with a bounty and will need to be activated before any damage is applied to the target. It then remains active until someone escapes range or is destroyed.
-When the Tagged ship or the initiator is destroyed, their pod will be disabled for one minute, allowing them to either be destroyed or 'looted'. In either case, the body that is left behind will be marked as 'Tagged' and whoever turns it in will be rewarded.
-Player is only allowed to own one at a time.
-Usage and aggressing within highsec costs isk to use for a concord bribe. The higher the security level, the higher the bribe.

Infamy will be a system in which by making and contributing to kills, any player's infamy value increases. If a corpse is turned in with a high infamy value, a reward will be given and the infamy of the corpses player decreases. A 'Tagged' body turned in will have a greater reward, and will increase the player's own infamy and decrease the infamy of the caught player by a large value. Having high infamy will also allow increased Bounty Payout.


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