Forums » Suggestions
Hi. A couple of things. We are currently hotfixing the server to:
A) Temporarily remove player-created bounties (automated bounties will still be created).
B) Drop the XP loss to 1%.
Aside from this, there a number of other problems that need to be addressed, but I'm going to try and keep this post short, so I can actually go work on fixing things instead of explaining why they're stupid and broken ;).
The case that happened to Shapenaji should not have been possible. Being killed by a bounty hunter, with a bounty is supposed to place a 7-day bounty moratorium on your head, in order to prevent insane recurrent placing of bounties on people's heads. This seems to not be working at all, I don't know why, we're looking into it. The total amount of XP lose-able for any bounty death was supposed to be 5%, not [5% * the number of bounties] or anything else. We're double-checking all of this.
I agree that a loss of XP is a pretty problematic thing in our game. I don't want to discourage PvP through XP penalties, which is why we've never had any before. The currently implemented bounty system was designed primarily for automated Nation / Corporate bounties, the user-created aspect was tacked on at the end. I did not expect these types of bounties to be the Common Case (although I should have, after putting user-created ones in there, despite the relatively high cost of placing a bounty).
The second, unimplemented half of the bounty system was intended more for player-created bounties, and would not incur XP loss. We'll have to wait and see how that goes.
The Larger Issue, as some have noted, is of course the broader problem of the fact that gaining XP is such and arduous and umm.. boring.. task. This is very much an issue that is not lost on us, and as I've mentioned elsewhere, this is something I wanted to try and address this week. We'll see how many changes make it into the next patch.
A) Temporarily remove player-created bounties (automated bounties will still be created).
B) Drop the XP loss to 1%.
Aside from this, there a number of other problems that need to be addressed, but I'm going to try and keep this post short, so I can actually go work on fixing things instead of explaining why they're stupid and broken ;).
The case that happened to Shapenaji should not have been possible. Being killed by a bounty hunter, with a bounty is supposed to place a 7-day bounty moratorium on your head, in order to prevent insane recurrent placing of bounties on people's heads. This seems to not be working at all, I don't know why, we're looking into it. The total amount of XP lose-able for any bounty death was supposed to be 5%, not [5% * the number of bounties] or anything else. We're double-checking all of this.
I agree that a loss of XP is a pretty problematic thing in our game. I don't want to discourage PvP through XP penalties, which is why we've never had any before. The currently implemented bounty system was designed primarily for automated Nation / Corporate bounties, the user-created aspect was tacked on at the end. I did not expect these types of bounties to be the Common Case (although I should have, after putting user-created ones in there, despite the relatively high cost of placing a bounty).
The second, unimplemented half of the bounty system was intended more for player-created bounties, and would not incur XP loss. We'll have to wait and see how that goes.
The Larger Issue, as some have noted, is of course the broader problem of the fact that gaining XP is such and arduous and umm.. boring.. task. This is very much an issue that is not lost on us, and as I've mentioned elsewhere, this is something I wanted to try and address this week. We'll see how many changes make it into the next patch.
suggestion: get rid of the newb xp loss
instead have the game add a bounty against someone killing newbs
because then controlling those players is in the hand of other players and not the game as it should be and bounty hunters will have a job to do as there are plenty of newb killers around
instead have the game add a bounty against someone killing newbs
because then controlling those players is in the hand of other players and not the game as it should be and bounty hunters will have a job to do as there are plenty of newb killers around
Too bad the way things turned out was less than optimal, but I'll congratulate you on at least making the problem less of an issue so quickly; also for acknowledging the issue as a real problem instead of playing it down. Anticipate seeing what long term solutions you all cook up.
Spellcast posted a 1mil bounty on me (?). Please refund him his money if you pull that feature. Mhm, and while you are at it, maybe you could restore Shape's 14.5% and my 5% loss. And finally, if somebody explains to me what exactly I must do to avoid getting hit with a automatic bounty, everything is cool again ;).
What if the bountyhunter got the 5% (or 1% but 5% seems more fun) of his kills license levels? Then people who have bounties out on them won't have to resort to botting when they are killed, they can collect the licence levels back from other people who have bounties out on them.
Already-posted bounties will still stand, but bounty kill repurcussions have been reduced to 1% impact, and no new user-created bounties may be added.
We'll be happy to restore the XP to andreas and Shape.
I'll be posting the whole interworkings of the bounty system as soon as I get a chance to format it for the manual and link that in a newspost.
We'll be happy to restore the XP to andreas and Shape.
I'll be posting the whole interworkings of the bounty system as soon as I get a chance to format it for the manual and link that in a newspost.
:) well, this does seem a lot better. And I'm currently debating whether or not to reconsider my decision (this game is incredibly addictive, perhaps I'll quit after I quit smoking). I apologize for creating a 76-post long thread of ranting, and as long as new bounties cannot be placed, I feel fine goin about my business.
:) oy, I may have lost allies with my dramatic flair. But you guys still love me right?
Damnit, that's 2 packs of cigarettes next month you cost me devs!
:) oy, I may have lost allies with my dramatic flair. But you guys still love me right?
Damnit, that's 2 packs of cigarettes next month you cost me devs!
Its kind of understandable how you were a *little annoyed* (ahem) about the XP thing (you lost nearly as much XP as i have total!) and you were justified to have a little rant about it, but personally i would always bring these problems to the devs as balance issues rather than quit (or threaten to) over a feature that has just been brought in.
Besides, you know how reasonable these guys are :)
Besides, you know how reasonable these guys are :)
The Devs are willing to take responsibilty for mistake and if a player is unfairly punished due to a bug they will try to fix it.
well, the quitting was for a variety of reasons, and I still think its probably the best move, but I'm too addicted to care.
heh, well i guess you and i found more than just a few bugs testing the bounty thing there shape. LOL
7 days it was supposed to wait before allowing another bounty on you. hmm, that didnt work. :)
oh, andreas, its just a million creds, no big deal. All in the name of testing.
7 days it was supposed to wait before allowing another bounty on you. hmm, that didnt work. :)
oh, andreas, its just a million creds, no big deal. All in the name of testing.
Hope this is the right place for this, I was considering the idea of placing stricter standards for becoming a bounty hunter. Something along the lines of a certain amount of PvP kills with a certain ratio of those kills to your own PvP deaths. Just think it takes away from the whole thing that a person like myself (3 PvP kills) and several losses (I need to work on my combat skills :)) can so easily pick up the license. I just think this would add a little prestige/fear into the whole bounty hunter thing instead of it being just another thing everyone does (or at least signs up to do)
...anyone can become a bounty hunter, but not just anyone can be a well known/respected/feared bounty hunter.
About the XP loss that the hunted get when killed. I think that the higher the bounty, the more XP that is lost when killed. The lower the less.
So 1mil would be 1%. If a person had 2mil they would loose 1.5%. And so on. If you have a bounty that's lower than a million you would loose some 0.some %.
So 1mil would be 1%. If a person had 2mil they would loose 1.5%. And so on. If you have a bounty that's lower than a million you would loose some 0.some %.
An interesting Idea Phoebus, but I think the ratio of PvP kills to PvP deaths, while an interesting statistic, shouldn't be used for anything. Mostly because once a person has gotten better, they suddenly have a weight around their neck in the form of all the deaths they had while learning. Possibly could do it with PvP kills, people generally aren't going to make 100 if they're not good.
Dragon Empire: Maybe, but the problem of the bounties being stackable sorta came up before. Besides the 1% is just a hotfix.
Dragon Empire: Maybe, but the problem of the bounties being stackable sorta came up before. Besides the 1% is just a hotfix.
The system of course is new and needs a month or two of tweeking but I would suggest a few things
Only government bounties give exp loss, however these same bounties give the hunters an equal exp gain. If Player A gets a bounty on his head and is killed with a loss of 1000/1000/1000 exp the player that killed him should gain 1000/1000/1000 exp in a bonus.
Player bounties should have a lower $$ limit but give no exp. Players can post bounties ranging from 100 000 credits start up to 10mil credits max, multiple players should be able to place bounties by adding to the original bounty. A noob could add in another 25k to the bounty as long as the base 100,000 has been met to a max total of 10 mil. These give 0 exp bonus. Regular level difference exp still applies of course. Other players should be able to add to existing bounties though.
Only 1 government and 1 player made bounty can be placed on a person every 7 days.
If Player A is still alive after 7 days a second bounty could be placed adding more money and exp loss(gain for hunters) for government, or raising the total bounty limit for player made bounties. Limit being something like 10mil * 15% a week.
Players should not be able to claim bounties they place themselves or have added to.
Players with 25 Bounty claims should get a medal and after 50 a weapon mod.
Only government bounties give exp loss, however these same bounties give the hunters an equal exp gain. If Player A gets a bounty on his head and is killed with a loss of 1000/1000/1000 exp the player that killed him should gain 1000/1000/1000 exp in a bonus.
Player bounties should have a lower $$ limit but give no exp. Players can post bounties ranging from 100 000 credits start up to 10mil credits max, multiple players should be able to place bounties by adding to the original bounty. A noob could add in another 25k to the bounty as long as the base 100,000 has been met to a max total of 10 mil. These give 0 exp bonus. Regular level difference exp still applies of course. Other players should be able to add to existing bounties though.
Only 1 government and 1 player made bounty can be placed on a person every 7 days.
If Player A is still alive after 7 days a second bounty could be placed adding more money and exp loss(gain for hunters) for government, or raising the total bounty limit for player made bounties. Limit being something like 10mil * 15% a week.
Players should not be able to claim bounties they place themselves or have added to.
Players with 25 Bounty claims should get a medal and after 50 a weapon mod.
I don't like the idea of transferring XP from player to player as Durgia describes. XP are *experience* points, not money or goods that can be transferred. If a bounty hunter gets a target, that's combat experience, and (maybe by a stretch) commercial experience.
I personally like the idea of nation bountys only docking XP, because this deters griefers - because from what i am being told, a good way for me to get a nation based bounty, is hang around outside a UIT capitol shooting lots of busses (their by being a griefer), someting i can do, regardless of seeker/strikeforce, but would rather not, if i lost xp, and because i would rather not upset new players.
Player bounties, and im sure lots would agree, a *small* < - 100000 credits imo reward + nation standing for nation that you collected bounty for (but no xp/standing loss for player based). And still a high price to set. <-- this way you would only set one if you really hated/liked player you set it on. IE, price --> 1000000/100000 <-- for reward and so on, still stackable.
Player bounties, and im sure lots would agree, a *small* < - 100000 credits imo reward + nation standing for nation that you collected bounty for (but no xp/standing loss for player based). And still a high price to set. <-- this way you would only set one if you really hated/liked player you set it on. IE, price --> 1000000/100000 <-- for reward and so on, still stackable.
well i've stayed out of this till now (since all the points i was going to make where made before i could post :) )
but somthing just ocuerd to me (i don't know if it's been said before) but wudden't it at leased mostly fix things just to make all the kills in grey space off the record, so only people who kill in newbie home turf get punished (griefers in other words)and not fairly honorable guys like shape , since thats what grey space is ment to be. well just my thorts on the matter.
but somthing just ocuerd to me (i don't know if it's been said before) but wudden't it at leased mostly fix things just to make all the kills in grey space off the record, so only people who kill in newbie home turf get punished (griefers in other words)and not fairly honorable guys like shape , since thats what grey space is ment to be. well just my thorts on the matter.
not fairly honorable? that's a bit of a flame... and I'll ignore that.