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Revise bounty hunting payouts

Author
Zappity
New Eden Tank Testing Services
#21 - 2014-06-13 22:18:26 UTC
Why do we need a bounty system at all? An expanded contract system could do the job. If we could literally "put a contract" out on someone then you don't actually need to worry about percentages etc.

I want to make a contract which will pay out [50m] isk if [Pilot X] is destroyed in [ship class OR ship value] in [highsec/lowsec/null/j-space] within [whatever] timeframe. Buying this contract for an opportunity to complete it will cost [x million] isk.

Zappity's Adventures for a taste of lowsec and nullsec.

PopeUrban
El Expedicion
Flames of Exile
#22 - 2014-06-13 23:31:51 UTC
Silly thought, probably wouldn't work:

What if bounties were tied to ships rather than players? In EVE, killing someone isn't really the majority of inflicted loss, and thus having bounties tied to players is pretty easy to step around. What if in stead one could apply reactive bounties to individual ships with some sort of concord oversight?

This would make it kinda impossible to post bounties on people that didn't kill you though, so that's kinda crappy. Maybe use a system similar to kill rights?

IDK. I do agree that those most likely to accrue big bounties (pirates and suicide gankers) make a point of flying cheap disposable ships which kinda neuters the whole "most wanted" concept. I mean, why bother hunting the top ten if you can make the same money killing anyone with a bounty? Sadly, I can't really think of a way to implement an automated system that would prevent people from pretty easily collecting their own massive bounty.

I like the contracts idea the most. You could assign them to reputable hunters or BH organizations, your on corp, etc. This would be pretty sploit-proof unless the target wedged a spy in the hunting corp, or sucessfully convinced people that their fake BH alt corp was a real thing, in which case I feel like they deserve the bounty anyway. In stead of having a general payout the red "wanted" banner could just pop up the contract.

These would have to be handled differently than normal contracts i think, as the public contract types don't account for a system in which you might want to offer a semi-public contract that simply goes to the first guy to collect. Maybe bounty contracts should have a system similar to war reinforcements? You click the bounty and send anotification to the payer that you want to work this, and the payer decides whether to authorize you. In this manner you could have winder ranging bounties that could include more than one corp or solo hunter, without making it completely public and easily allowing the target to collect their own bounty.
Ohhhh Feely Nice
Feely Good Logistics
#23 - 2014-06-14 04:08:27 UTC
People don't know how to use bounties. It's only meant to be used against players who fly expensive ships.

If some smack-talking incursion runner pisses you off, place a bounty on him. Inform the gank community you have done so. When they blow up his incursion running Nightmare, the gankers will get a massive payout for it.

It's a tool to be used against PVE players more so than PVPers
Psianh Auvyander
Hedion University
Amarr Empire
#24 - 2014-06-15 16:24:57 UTC
Topher Basquette Dusch-shur wrote:
Psianh Auvyander wrote:


  • Once the bounty limit has been reached, the person with the bounty on their head is a legal target for all bounty hunters in all areas of space.
  • No, absolutely not. Are you trying to make mining, missions, incursions, and hauling all impossible?


    Of course not. I didn't think to write about it in this post, but if you'll read through the blogs I linked you'll see a part about being able to pay off bounties.

    It's important that a bounty system is something that people want to take part in. Like I mentioned though, it's equally important that it's not a way to circumvent wardecs, and it's certainly just as important that it's not a free-for-all on anyone. I do believe that the mechanics that I've written about are a great foundation to find that sweet spot, but I'm not quite egotistical enough to think I got it right on the first time.

    EVE is a game where risk and reward are proportional, or should be. Right now, bounties don't fit into that scaling system very well at all. Something has to change to ensure that it does, and that includes both sides of the system: the bounty hunter and the bountied.

    My Blog

    @wsethbrown

    Psianh Auvyander
    Hedion University
    Amarr Empire
    #25 - 2014-06-15 16:30:12 UTC
    Zappity wrote:
    Why do we need a bounty system at all? An expanded contract system could do the job. If we could literally "put a contract" out on someone then you don't actually need to worry about percentages etc.

    I want to make a contract which will pay out [50m] isk if [Pilot X] is destroyed in [ship class OR ship value] in [highsec/lowsec/null/j-space] within [whatever] timeframe. Buying this contract for an opportunity to complete it will cost [x million] isk.


    The beauty of the bounty system is that anyone can claim it. A contract system is a contraction of the open-ended universe that makes EVE so great. Most of the mechanics that you're listing is already implemented in kill rights, and just as you say, the bounty hunter has to pay for the ability to kill a person. A bounty hunter shouldn't have to pay per kill - they should be PAID per kill.

    The focus of your post is the ability for someone to make money by offering another player the ability to kill someone which, like I say, is already in play. There is a place and reason for this mechanic, but using it to replace bounty hunting would hinder the growth of the career path rather than expand it.

    My Blog

    @wsethbrown

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