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Maken Tosch
DUST University
13776
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Posted - 2017.05.31 18:55:00 -
[31] - Quote
@Moorian
I noticed in your edit that you brought up the Eve Online bounty system. I have studied that bounty system extensively (I'm a 9-year-long Eve Online veteran) and found that even though the system is almost perfectly unexploitable, it's also almost perfectly pathetic. Try going to Eve Online and ask anyone around if they make a career out of bounty hunting in Eve and still make a profit based only on that system. They might say they do it as a career, but it's very likely they came up with their own bounty system using a combination of intelligence gathering, corporate connections, and word of mouth.
I don't see anyone there making a profit only with the bounty payout system that CCP implemented without having to rely on third-party sources (ex: alliance leaders who pay a lot of ISK for the frozen corpses of specific players).
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Maken Tosch
DUST University
13776
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Posted - 2017.05.31 19:00:00 -
[32] - Quote
Moorian Flav wrote:Too lazy to quote from above. To answer your question, loot picked up from a chest or killed player is not usable within the loot area. Within the loot area, the loot you've acquired is simply a thumbnail. Only when you reach the safe zone does the loot then become one of your assets. Hearing how Nova is going to be though, I see loot in Nova being merely ISK and SP boosts anyway. In any case, ISK and SP boosts would be the simplest have as loot as would benefit all players.
Oh ok, I think I got that a little backwards when I read it. Sorry about that. So if you killed a player CARRYING loot then you keep it.
Even then, that can be exploited if the players can coordinate with each other. And knowing how CCP usually is with their games (except for Gunjack) they will give players as many tools as possible to coordinate. It's the reason why we have corporations and alliances in Eve Online and why Dust 514 had it. Obviously we don't see much of that in Valkyrie and definitely not with Gunjack because such tools are not necessary in such games with the exception of basic communications.
EDIT: This is why it took me a while to compile the document I linked on the OP. I took the time to figure out how to minimum exploitation while still retaining the FUN factor in bounty hunting.
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Maken Tosch
DUST University
13776
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Posted - 2017.05.31 19:04:00 -
[33] - Quote
I think I will mention an alternative which is based on what I mentioned earlier in post #29.
"Player A team killing Player B. Player B places a bounty on Player A when the game offers B a chance to put a bounty on Player A so that Player C, D, E, F, G, and so on (in that same match) can legally team kill Player A and share the bounty based on who damaged Player A the most."
This might work as well as an alternative. I will update the document to include a new addendum when I have the time.
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Moorian Flav
663
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Posted - 2017.05.31 19:33:00 -
[34] - Quote
Well, I am pretty sure exploiters brought it to that. After all, if a player could make a sizeable profit by having an alt or friend kill them, they likely would. Here is the simplest but most concise bounty system I can think of off the top of my head (over 30 minutes): - The first player to kill the hunted player 3 times receives the bounty. This way, a single bounty would likely cause more than 3 deaths to the hunted player but only the player that makes the 3 kills from the time the bounty is placed gets the bounty. - Each bounty would have its own kill count. This way, if there are multiple bounties on a single player place at different times, multiple players would likely receive the bounties. - A bounty on a hunted player cannot be claimed by another player in the same corporation or alliance (which makes corp/alliance matter a little more). - The bounty will have a minimum and maximum amount (TBD within Nova economy). If a player really pissed you off and you want to go over max limit, submit multiple bounties. - There is an additonal tax/cost to placing a bounty such as 10% where is not free. - Bounties only run for a short period such as 3 days. - A player who placed a bounty has some sort of record/notice when their bounty has been claimed. - A player who claims a bounty has some sort of record/notice along with a bounty hunter multiplier that raises slightly with each claimed bounty. - A player who escapes a bounty where it is not claimed has some sort of record/notice.
Let me know what you think. BTW, I noticed you replied twice while I was drawing this up. Not even sure if this matters any more.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Maken Tosch
DUST University
13776
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Posted - 2017.05.31 19:39:00 -
[35] - Quote
Moorian Flav wrote:Well, I am pretty sure exploiters brought it to that. After all, if a player could make a sizeable profit by having an alt or friend kill them, they likely would. Here is the simplest but most concise bounty system I can think of off the top of my head (over 30 minutes): - The first player to kill the hunted player 3 times receives the bounty. This way, a single bounty would likely cause more than 3 deaths to the hunted player but only the player that makes the 3 kills from the time the bounty is placed gets the bounty. - Each bounty would have its own kill count. This way, if there are multiple bounties on a single player place at different times, multiple players would likely receive the bounties. - A bounty on a hunted player cannot be claimed by another player in the same corporation or alliance (which makes corp/alliance matter a little more). - The bounty will have a minimum and maximum amount (TBD within Nova economy). If a player really pissed you off and you want to go over max limit, submit multiple bounties. - There is an additonal tax/cost to placing a bounty such as 10% where is not free. - Bounties only run for a short period such as 3 days. - A player who placed a bounty has some sort of record/notice when their bounty has been claimed. - A player who claims a bounty has some sort of record/notice along with a bounty hunter multiplier that raises slightly with each claimed bounty. - A player who escapes a bounty where it is not claimed has some sort of record/notice.
Let me know what you think. BTW, I noticed you replied twice while I was drawing this up. Not even sure if this matters any more.
Interesting idea. I will post it on the document as yet ANOTHER addendum. XD
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Moorian Flav
663
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Posted - 2017.05.31 19:48:00 -
[36] - Quote
Maken Tosch wrote:Even then, that can be exploited if the players can coordinate with each other. I am not sure how you mean. BTW, the loot area I am picturing is massive. To draw you a picture, imagine a small, empty, barren planet (Treasure Planet ) with nothing but small safe zones dispersed throughout and loot boxes that can spawn anywhere every 5 to 30 minutes. In such an environment, it is empty enough where you can spend minutes without seeing another player but you could die in a moment if you happen to run into some. Sound good? Yes, such an area could have coordinated groups running throughout but it would be too big to be managed completely by one group alone.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Maken Tosch
DUST University
13776
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Posted - 2017.05.31 20:02:00 -
[37] - Quote
Moorian Flav wrote:
[...]
Yes, such an area could have coordinated groups running throughout but it would be too big to be managed completely by one group alone.
Just letting you know Eve players will take that as a challenge.
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Moorian Flav
663
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Posted - 2017.05.31 20:31:00 -
[38] - Quote
If CCP can make an entire connected universe, they could easily do the same thing with a basic planet and even scale up to a set a planets if needed. A quick example would be they wall off huge sections of the planet(s) to be used as loot areas where the safe zones not only act as a place to retrieve loot but move between adjoining loot areas. Furthermore, moving to adjoining loot areas would not charge but instant moving from one loot area to another several areas over would cost (shuttle charge). The farther you immediately go, the bigger the cost. That way, a player could not be on one side of the planet and jump to the opposite side of the planet without paying a significant charge. BTW, I think CCP would welcome players to try such an endeavor. One reason Planetary Conquest failed is because you had the safety padding of 24 hours between each attack. And even if you had multiple districts attacked at the same time, you had time to hire out. In a live loot mode as I discussed, there is no time for prep; just acting and reacting. BTW, I am sorry if I had gotten your thread off track discussing a possible loot mode. I just think it would add a part of EVE to Nova that was previously missing from DUST. The bounty hunting I suggested above would also work within a standard battle though. Speaking of, I originally had kill count to 5 but not I think 3 might be too few. Maybe 4 would be the best kill quota for a bounty.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
675
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Posted - 2017.06.01 19:15:00 -
[39] - Quote
Looks like I may have incidentally killed this thread. Sorry.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
|
Maken Tosch
DUST University
13776
|
Posted - 2017.06.01 20:13:00 -
[40] - Quote
Moorian Flav wrote:Looks like I may have incidentally killed this thread. Sorry.
Nah, this is just a normal part of the life cycle of all my threads. Starts off inactive, get's busy and then it dies off.
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