Elite: Easymode. NPCs stop shooting 'your' target...whatever next? (rambling rant)

If I was to put out a wanted poster for Jessie James. I'll pay the one that brings him in dead or alive, not the one that are chasing him all around town.
True, but not many would go carry him to his car after someone armed to the teeth had him bagged and tagged.
 
But the game mechanic was not... hard.. it was just failed. If we filter out all the "blah blah them youngins just want quicktime events" and all the other derogatory arrogant cow manure being flung by a group of people in lieu of actual arguments, what are the arguments for the last hit = kill. It surely isn't realism, nor is it immersion, nor is it difficulty. We can all agree that this fix is a stupid bandaid, but it is a bandaid on an even stupider mechanic.
 
I have to say I agree with them, the game is now way to easy to make money via bounty hunting. There is no challenge now in warzones or nav beacons when it comes to competition to get that bounty vs the npcs. .

there never WAS any challenge, you've got health potions to cure your shields whenever you like and you can spam then to kill absolutely anything in the game, wheres the challenge?

All that has changed with this is that you get more money now... same as most of the people flying around in big ships abused the rare system before it got made harder (and then ironically they all cried about it now being too hard for them to make money - and switched to bounty hunting)

the idea that this change has made the game "easier" is farcical - it was never hard in the first place, you just earned less because NPCs would take some of your bounty kills.

but *harder*, no, dont kid yourself.
 

Sargon

Banned
But the game mechanic was not... hard.. it was just failed. If we filter out all the "blah blah them youngins just want quicktime events" and all the other derogatory arrogant cow manure being flung by a group of people in lieu of actual arguments, what are the arguments for the last hit = kill. It surely isn't realism, nor is it immersion, nor is it difficulty. We can all agree that this fix is a stupid bandaid, but it is a bandaid on an even stupider mechanic.

Yes, for having taken the thread on an off-road soap box rant, my apologies.

What would you say to shared rewards? Perhaps credits for assists?
That way you do 50% damage you get 50% of the bounty. You do the final kill 5% you only get 5%?
 
But the game mechanic was not... hard.. it was just failed. If we filter out all the "blah blah them youngins just want quicktime events" and all the other derogatory arrogant cow manure being flung by a group of people in lieu of actual arguments, what are the arguments for the last hit = kill. It surely isn't realism, nor is it immersion, nor is it difficulty. We can all agree that this fix is a stupid bandaid, but it is a bandaid on an even stupider mechanic.

exactly - it was nothing more than the easiest implementation: its the default starting point to have something working for a game and since then its been undeveloped.
 
Yes, for having taken the thread on an off-road soap box rant, my apologies.

What would you say to shared rewards? Perhaps credits for assists?
That way you do 50% damage you get 50% of the bounty. You do the final kill 5% you only get 5%?

I think the best system in place would be ONLY putting the 5% part in for assist. If you do most of the damage you should get the whole kill because its also frustrating to lose like thousands of credits on a big kill cause some npc's nicked the guy. This would prevent people from just waiting till npc's do most of the damage and then go for the kill.


But honestly the current system isn't even that bad, the npc's barely do damage the the other ships compared to me especially if its something big like a python. i think even if this system stays there is no problem, its a waste of time to wait for npc to almost kill the enemy and then take the bounty that at that point its unprofitable, time vs money.
 
If I was to put out a wanted poster for Jessie James. I'll pay the one that brings him in dead or alive, not the one that are chasing him all around town.

So the player that kills the wanted player is the one that should get the reward, not the ones that damage his ship.

If I was paying out I wouldn't be interested in paying out a bounty to players that have just damaged his ship. That would not interest me.

But I would like to see them escape their ship and then a fight over who scoops him up to take him back alive, may be for a better reward. Could end up with some interesting game play.

Anarchy systems need some work in terms of being dangerous. Safe systems for easy trading should be less profitable, due to more traders and trade routs. Dangerous trade runs should have more profit as more risk and less traders attempting the rout. Lots of interdiction's some with groups of pirates. And some that try to take out your FSD out first before you escape them.

I don't know why Frontier are giving in to some of these requests. Options for removing orbit lines is fine, changing the game mechanics is not so.

True, but not many would go carry him to his car after someone armed to the teeth had him bagged and tagged.


..........I Keyed his car, a nice scratch from front to back. Do I get a reward?..........
 
Yes, for having taken the thread on an off-road soap box rant, my apologies.

What would you say to shared rewards? Perhaps credits for assists?
That way you do 50% damage you get 50% of the bounty. You do the final kill 5% you only get 5%?
This is how I'd like it most.
If you did 85% damage, you get 85% of the bounty.

Could even add a breakpoint of 10% so you wouldn't automatically get share after doing any damage.

This meaning, if you do less than 10%, you get nothing.

That wouldn't do much difference, but would encourage people to leave low health targets alone and let whoever is at the handle it.
Not sure if that matters anyway :D
 
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Sargon

Banned
I think the best system in place would be ONLY putting the 5% part in for assist. If you do most of the damage you should get the whole kill because its also frustrating to lose like thousands of credits on a big kill cause some npc's nicked the guy. This would prevent people from just waiting till npc's do most of the damage and then go for the kill.


But honestly the current system isn't even that bad, the npc's barely do damage the the other ships compared to me especially if its something big like a python. i think even if this system stays there is no problem, its a waste of time to wait for npc to almost kill the enemy and then take the bounty that at that point its unprofitable, time vs money.

That makes sense to me. Frankly I've yet to see Authorities intervene unless I have "Report crimes against me" set to the ON position. Other than at beacons.
I have seen my targets call the feds while in systems where they aren't wanted though. But as you stated, the damage NPCs do is meager compared to a decent weapon.
 
Yes, for having taken the thread on an off-road soap box rant, my apologies.

What would you say to shared rewards? Perhaps credits for assists?
That way you do 50% damage you get 50% of the bounty. You do the final kill 5% you only get 5%?

I think in gameplay terms that would work very well, I have no idea if it'd kill the servers having to keep track of it tho. Another solution that immersion wise would work is that it is shared between all who participated, but then that could be exploited. I honestly don't have a really good answer :/ As it stands now I think that damage percentage = bounty percentage would be the most sort of... it would be the mechanic that the most rewarded good fighting skills and was the least susceptible to abuse. Also hey, i totally rant all the time :p I'm just good at throwing rocks from my glass house ;)
 
..........I Keyed his car, a nice scratch from front to back. Do I get a reward?..........

This is how I'd like it most.
If you did 85% damage, you get 85% of the bounty.

Could even add a breakpoint of 10% so you wouldn't automatically get share after doing any damage.

This meaning, if you do less than 10%, you get nothing.

That wouldn't do much difference, but would encourage people to leave low health targets alone and let whoever is at the handle it.
Not sure if that matters anyway :D

No, the bounty should be on the character not their vehicle, even if you take them out when he's on shore leave. Which may happen on expansions.
 
..........I Keyed his car, a nice scratch from front to back. Do I get a reward?..........

why do you suppose making the largest possible exaggeration of a point adds anything to making it valid?

I know that this is often the only method for some, but if you wish to actually convince people of something, do you really think that mocking them, their point and making gross exaggerations to exemplify yours, building a straw man argument, and so forth is actually going to convince anybody worth convincing?

There is very little point defending the status quo because a) we know it is going to change b) its already changed and c) the original implementation was not a very good one.

So making a rigid stance of "change nothing" is doomed... so why tie yourself to that and mock others who want a better system.. especially when we know that FD themselves want a better system...?

Seems a bit of an evolutionary dead end to me.
 
why do you suppose making the largest possible exaggeration of a point adds anything to making it valid?

I know that this is often the only method for some, but if you wish to actually convince people of something, do you really think that mocking them, their point and making gross exaggerations to exemplify yours, building a straw man argument, and so forth is actually going to convince anybody worth convincing?

There is very little point defending the status quo because a) we know it is going to change b) its already changed and c) the original implementation was not a very good one.

So making a rigid stance of "change nothing" is doomed... so why tie yourself to that and mock others who want a better system.. especially when we know that FD themselves want a better system...?

Seems a bit of an evolutionary dead end to me.

Very well put, and very well reasoned, thank you.
 
I think in gameplay terms that would work very well, I have no idea if it'd kill the servers having to keep track of it tho. Another solution that immersion wise would work is that it is shared between all who participated, but then that could be exploited. I honestly don't have a really good answer :/ As it stands now I think that damage percentage = bounty percentage would be the most sort of... it would be the mechanic that the most rewarded good fighting skills and was the least susceptible to abuse. Also hey, i totally rant all the time :p I'm just good at throwing rocks from my glass house ;)


Well they could always issue Warrants like we do in RL.

No warrant, no bounty.

Of course the problem then is that you cant run these never-ending spawns of pirates... although you could issue/but a warrant for a system a guess, with a time limit attached.
 
Yea because, on a forum about a game, we should never voice our opinion about a game... WAT?

Its not about "right", its about using this forum for its intended purpose, expression of opinion. Obviously there has to be some rules around that expression, but hey guys stop having opinions seems an odd thing to say.

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Devolved =/= more accessible.

Today, there are no 2 guys coding for their past time.
Today, there are companies that make games for living.
Today, you need to sell to get money to keep the game going.
Today, if the game is unfriendly to new people, it's dead
Today, a dead game is the death of a company.
Never, has the early game being easy ruined a game.

Return to 2014, please.

Did not the guy who made minecraft make it on his own. There are tons of one man/two man/ small game companies now.
 
I don't understand how so many people are defending what was clearly a broken and blatantly unfair mechanic. At one point in the past, Goonswarm declared their ultimate goal was to ruin EVE Online. Literally, to ruin the game for everyone else and eventually make it fold.

Makes you wonder why there are suddenly all these people here on the forums fighting to keep the game broken...
 
I don't understand how so many people are defending what was clearly a broken and blatantly unfair mechanic. At one point in the past, Goonswarm declared their ultimate goal was to ruin EVE Online. Literally, to ruin the game for everyone else and eventually make it fold.

Makes you wonder why there are suddenly all these people here on the forums fighting to keep the game broken...

I thought it was fair. Now it is unfair as players have special treatment.
 
I don't understand how so many people are defending what was clearly a broken and blatantly unfair mechanic. At one point in the past, Goonswarm declared their ultimate goal was to ruin EVE Online. Literally, to ruin the game for everyone else and eventually make it fold.

Makes you wonder why there are suddenly all these people here on the forums fighting to keep the game broken...

Investment.

Alpha and beta players have a personal investment in the product as it stands upon release... they helped "make it that way".

Thus a critique of the game is a critique of them.

(And, before i get assassinated - i see nothing wrong in them feeling that way as they DO have an investment in the game)

So every time you knock the game, you knock them...


Wait a couple of months and the overall forum attitude will start changing as people come to accept that the game upon release will go through a lot of changes... (for better or worse) but there's no longer a *special* small sub-set from whom opinion will now be gathered, but a far, far greater group whose opinions will be voiced and heard, equal to theirs.

Its a difficult time for testers as their baby starts to grow up - and perhaps not the way they wanted it to.

(and, again, I merely state opinion, i'm not taking sides)
 
So much this :)

If you take 20 mins to kill anything your doing it wrong. Taking that long to kill anything you should be greateful for the cops coming in and helping out.
But instead of learning to do it better, or get better gear to do it faster, let's change the entire freaking mechanic instead to make things easier.

2-3 mins on an Elite Anaconda max to kill it.

Maybe 30 seconds to 1 min on an Asp.

10 seconds if that on a Sidewinder or Eagle.

20 minutes?!?!
 
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