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calisk galern
BurgezzE.T.F
410
|
Posted - 2013.07.04 04:50:00 -
[1] - Quote
so was considering the eve bounty system, and how we can get this fun bit of incentive put into our game.
first why we should implement it -
1)currently the games are as expected relatively repetitive, by allowing players to set bounties on other players, we'd add a form of secondary objective, i.e to kill that player repetitively for money.
2)if someone can't kill that player that's running full proto, maybe someone else would be happy to do it, or make it a priority for 100k a kill.
3) some of us have money to burn or want to earn extra money, this could be the way
4) finally it adds extra content to all forms of game play, which is never bad.
now for the how
1) players can simply set cash payout for a set amount of deaths of said player, so each time said player is killed that player will earn an extra amount of isk set by you.
2) when a bounty is killed, his name and the player that killed him can be posted on the kill board
3) players with bounties will appear in the team display highlighted purple, players will then be able to check all bounties on that player.
4) chevrons for players with bounties will appear in purple as long as they are on the opposing team.
5) players can attempt to que into games that the bounty is currently in.
now the big problem with the idea, is that in eve their are penalties to dieing aside from just losing your ship, and if the opposing player doesn't care about his kdr he might just get his friends to kill him to collect the bounty. players being able to join a bounties game, might stop this but I can't be sure.
so there needs to be a larger incentive at work imo, I'll think on it tonight, but this was the basic idea anyway. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
58
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Posted - 2013.07.04 04:58:00 -
[2] - Quote
+1.
I pretty much said the same thing here. |
Maken Tosch
DUST University Ivy League
3015
|
Posted - 2013.07.04 05:22:00 -
[3] - Quote
I like the idea as it at least gives players something else to aim for (get it?).
However, I like to recommend an alternative in an effort to mitigate abuse of the system since New Eden is full of players who are really sneaky and smart enough to try to game the system.
Currently, in Eve Online, you are able to freely choose any player in the system, right-click their name and select "place bounty". You can then put in whatever amount you want into the bounty pool. Many players can still add to the pool by doing the same thing you just did to the same player.
Now, let's say that the player's bounty pool is 100,000,000 ISK and they are flying a ship that is worth 100,000,000 ISK (fully fitted). Someone with a taste for cash comes in and jumps on the player in low-sec and managed to destroy the player's 100 million ISK ship. The bounty system then subtracts 20% of the value of the wrecked from the player's bounty pool and adds it to the hunter who successfully killed him. The hunter earned 20,000,000 ISK. As a result, the target player now has an 80,000,000 ISK bounty on his head.
Dust can borrow from this from Eve Online and have the same thing apply to dropsuit values. If I placed a 10 million ISK bounty on your head right now, and you lose a dropsuit worth 200,000 ISK, then 40,000 ISK is deducted from the 10 million ISK bounty pool and then given to the hunter. The hunter earns 40,000 ISK in addition to the regular match rewards.
The reason CCP implemented the 20% factor is because back in the old days of Eve, it was possible to have a friend kill you to clear a 100 million ISK bounty on your head on the first death alone. Therefore, you and your friend split the money 50-50 and go home without having to worry about losing anything. Keep in mind that you were flying an rookie ship at the time of death. Nowadays, you have to suffer death by a thousand cuts in order to clear the bounty and you are no longer able to use rookie ships to clear your bounty as they are no longer counted.
On more thing, in Eve Online, the value of the implants you had (if you get podded in space) is also factored in at 20% of the value in addition to 20% of the value of your ship's wreck taken from your bounty pool. |
Gaelon Thrace
DUST University Ivy League
21
|
Posted - 2013.07.04 05:29:00 -
[4] - Quote
Maken Tosch wrote: The reason CCP implemented the 20% factor is because back in the old days of Eve, it was possible to have a friend kill you to clear a 100 million ISK bounty on your head on the first death alone. Therefore, you and your friend split the money 50-50 and go home without having to worry about losing anything. Keep in mind that you were flying an rookie ship at the time of death. Nowadays, you have to suffer death by a thousand cuts in order to clear the bounty and you are no longer able to use rookie ships to clear your bounty as they are no longer counted.
Or they just used an alt to kill their selves and collect 100% of the bounty. |
Maken Tosch
DUST University Ivy League
3018
|
Posted - 2013.07.04 05:38:00 -
[5] - Quote
Gaelon Thrace wrote:Maken Tosch wrote: The reason CCP implemented the 20% factor is because back in the old days of Eve, it was possible to have a friend kill you to clear a 100 million ISK bounty on your head on the first death alone. Therefore, you and your friend split the money 50-50 and go home without having to worry about losing anything. Keep in mind that you were flying an rookie ship at the time of death. Nowadays, you have to suffer death by a thousand cuts in order to clear the bounty and you are no longer able to use rookie ships to clear your bounty as they are no longer counted.
Or they just used an alt to kill their selves and collect 100% of the bounty.
Either way, the old bounty system in Eve Online was broken and exploitable and gave no reason for anyone to place a bounty on the target's head if 100% of the bounty was cleared on the first loss in a zero-cost rookie ship. Thankfully, that is no longer the case. The bounties now must suffer to clear it out. |
Vell0cet
Royal Uhlans Amarr Empire
36
|
Posted - 2013.07.04 05:45:00 -
[6] - Quote
Bounties would add more dimension to gameplay, and EVE's system would work well in Dust. It also might be a vector for engaging new players in the social aspects of Dust and would serve to distinguish it from competitors. It also plays up the ruthlessness of New Eden, in that you profit based on the suffering of your victims.
+1 but only after CCP fixes the 10,000 other things on the list like establishing racial symmetry and fixing broken weapons. |
Maken Tosch
DUST University Ivy League
3018
|
Posted - 2013.07.04 05:47:00 -
[7] - Quote
Vell0cet wrote:Bounties would add more dimension to gameplay, and EVE's system would work well in Dust. It also might be a vector for engaging new players in the social aspects of Dust and would serve to distinguish it from competitors. It also plays up the ruthlessness of New Eden, in that you profit based on the suffering of your victims.
+1 but only after CCP fixes the 10,000 other things on the list like establishing racial symmetry and fixing broken weapons.
I can imagine ContraBanJoe getting slapped with a 100 million ISK bounty on his head after abandoning PRO not too long ago. |
KOBLAKA1
Opus Arcana Covert Intervention
215
|
Posted - 2013.07.04 05:53:00 -
[8] - Quote
The metagame just got a whole lot worse lol anytime someone pisses me off in forum = 1mil bounty lmao |
calisk galern
BurgezzE.T.F
413
|
Posted - 2013.07.04 13:01:00 -
[9] - Quote
Maken Tosch wrote:I like the idea as it at least gives players something else to aim for (get it?).
However, I like to recommend an alternative in an effort to mitigate abuse of the system since New Eden is full of players who are really sneaky and smart enough to try to game the system.
Currently, in Eve Online, you are able to freely choose any player in the system, right-click their name and select "place bounty". You can then put in whatever amount you want into the bounty pool. Many players can still add to the pool by doing the same thing you just did to the same player.
Now, let's say that the player's bounty pool is 100,000,000 ISK and they are flying a ship that is worth 100,000,000 ISK (fully fitted). Someone with a taste for cash comes in and jumps on the player in low-sec and managed to destroy the player's 100 million ISK ship. The bounty system then subtracts 20% of the value of the wrecked from the player's bounty pool and adds it to the hunter who successfully killed him. The hunter earned 20,000,000 ISK. As a result, the target player now has an 80,000,000 ISK bounty on his head.
Dust can borrow from this from Eve Online and have the same thing apply to dropsuit values. If I placed a 10 million ISK bounty on your head right now, and you lose a dropsuit worth 200,000 ISK, then 40,000 ISK is deducted from the 10 million ISK bounty pool and then given to the hunter. The hunter earns 40,000 ISK in addition to the regular match rewards.
The reason CCP implemented the 20% factor is because back in the old days of Eve, it was possible to have a friend kill you to clear a 100 million ISK bounty on your head on the first death alone. Therefore, you and your friend split the money 50-50 and go home without having to worry about losing anything. Keep in mind that you were flying an rookie ship at the time of death. Nowadays, you have to suffer death by a thousand cuts in order to clear the bounty and you are no longer able to use rookie ships to clear your bounty as they are no longer counted.
On more thing, in Eve Online, the value of the implants you had (if you get podded in space) is also factored in at 20% of the value in addition to 20% of the value of your ship's wreck taken from your bounty pool.
this is pretty much perfect, I was thinking about this problem and just couldn't put my finger on how to stop it.
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