305k cr in bounties in just a few mins!! And not a scratch on my paint! (Too Easy?)

[video=youtube;LhUq36EO1EU]https://www.youtube.com/watch?v=LhUq36EO1EU[/video]

This is a very different experience from the last time I attempted this in earlier builds...
 
Guess that's the consequence about the "leave the player the last shot and bounty" rule they introduced.
~
My advice face some Elite Anaconda alone without the 100 police and other hunters and you see the other side. It's duable then too .. I did mayn such fights and won..but int's not such a walk in the park then.
 
NPC assisted kills have afaik always been an issue in any game.
Due to the last-hit-gets-the-kill mechanic, it's a profitable way to exploit the hard work of the NPC police forces :)

But since it's just using the current mechanics, it's not an exploit, and I imagine those kills count towards combat rating too. Personally, I found it too boring, so went ahead and picked other fights :)
 

Sargon

Banned
For fear of possible nerfing.. I'll say NO! you deserve every penny!... and WELL done commander!
 
[video=youtube;LhUq36EO1EU]https://www.youtube.com/watch?v=LhUq36EO1EU[/video]

This is a very different experience from the last time I attempted this in earlier builds...

Why try so hard?

[video=youtube;a-nhC4vf6Ec]https://www.youtube.com/watch?v=a-nhC4vf6Ec[/video]
 
Sorry to burst peoples bubble here but whats the issue with having a mechanism which splits bounty?

Anaconda has as bounty of 100k, you deal 30% damage whilst fed police deal 60% and another player does 10% it gets split 3 ways? I dont understand this crap last shot mechanic across MMO games, it should be damage based pure and simple. If I do 99% of the damage to a ship and someone finishes off the last shot, I get 99% of bounty much like they give EXP in mmo games.

You can shout nerf not fair bla bla but its a totally cack way they have ingame at the moment, can get flamed for it I dont care but at the moment I'm sure there are tonnes of people out there just exploiting this behavior to get bounty awards when they no way would be able to do alone.

If it was improvised properly they'd be getting probably 10k instead of the 100k thats currently being dished out.

EDIT

And I can't believe its THAT hard for FD to implement, a ships damage is logged. Each individual player and the NPC ships. bounty / amount of total damage % dealt to ship.
 
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If you got the right ships to give you 300k in "a few minutes" then you got lucky.

Generally, a big bounty comes along every 20 or so. The most average 10 to 40k. Bounty hunting is the only career that's right. Please stop asking for it to be changed.

Granted, we could use more difficult encounters. But they should also pay more.
 
It is pretty easy. Some times I feel like some NPC's are just there to give CMDR's credit. It's even more silly when they are the ones interdicting you.
 
Still more effort than most traders are willing to invest.

And it seems like we have alot of traders, but only few very noisy fighters on the forums.
 
Where are people going for such high bounties? I am hanging around nav beacons and USSs at anarchies and federal/independent systems with minor anarchy factions and mainly sideys and cobras to fight. Want some anacondas to kill!
 
Guess that's the consequence about the "leave the player the last shot and bounty" rule they introduced.
~
My advice face some Elite Anaconda alone without the 100 police and other hunters and you see the other side. It's duable then too .. I did mayn such fights and won..but int's not such a walk in the park then.

No, it's because they increased reward. And rightly so. The thing you speak of has only made it easier for those not good enough to get the killing blow. Players are capable of beating anacondas without ai assistance.

300k is two or three targets, if you get the right targets. Most of the time, it takes 30 minutes to an hour to make 300k+.

It's fine as it is.
 
I know it probably annoys people whom are currently enjoying the bounty rewards that they are working for, and my view is if you earnt the kill then damn straight you should be awarded accordingly, heck even increase the bounties to balance the game out better.

The problem is that at current the game is fairly basic in terms of what you CAN do and they need to get the basic stuff sorted properly instead of doing half changes to the game mechanics which just get exploited everytime by players.

If I do 70% damage to a bounty ship and then leg it because I'm about to get killed I either get the 70% if I've hung around but if I've warped out the other players left in the fight get my 70%.

Fix the basic stuff so it actually MAKES SENSE.
 
It is pretty easy. Some times I feel like some NPC's are just there to give CMDR's credit. It's even more silly when they are the ones interdicting you.

Sometimes. Once in a blue moon. Every so often. You'll get interdicted by a hardcore NPC. Just recently I was almost turned to mashed potatoes by an anaconda. Encounters seem too easy or too hard. Of course I've only been playing since release.
 
Find it too easy? Buy some gold (leave it in your hold and go to the extraction zone) and get fixed weapons. If you still want more challenge shut down your shield generator. Rather than just flying around letting your weapons track the target and not having to deal with other NPC's this will give a lot more attention and add to the challenge.
 
All we need, and I've said this so many times, are more difficult encounters in addition to what we have now.

Players currently capable of besting the toughest ai - elite anacondas - frequently post that it's too easy and suggestions fly about like "nerf" bounty hunting, nerf shield cells, buff ai, more interdictions, harder interdictions... Completely neglecting to consider the player population currently unable to beat the best ai.

The combat difficulty curve, aa it stands now, ranges from harmless sidewinders up to elite anacondas. This is a big range and the majority of players will fit somewhere in that curve.

Those who are above it are numerous, indeed. I don't find any target impossible to kill. So I need more challenging encounters. Particularly now my friend has started the game and will soon be able to give support.

Typically, encounters never go above a single target, or a couple sidewinders and a trade ship. It's this that needs to change. Encounter variety.

And, I might add, this could be done to varying degrees depending on the location.

Missions should also drive this, with varied encounters at mission USS points.

Not a lot of imagination needed really. If you're in anarchy space, it should occasionally result in a wing of targets jumping in. Three pirates, two sidewinders and a cobra. Two pirates, an asp and viper. Four, two adders, a cobra and an eagle. Five, three sidewinders and two vipers. Three, a python and two eagles. Two, a drop ship and asp. Three, a python and two sidewinders. Six, two sidewinders, an eagle, a cobra, an adder and a viper. Two, an anaconda and a python.

And the ultimate challenge... Five, an anaconda, a python, a cobra, an asp, a viper and a sidewinder.

Better bring friends.

Even facing two targets ramps up the difficulty, due to also needing to kws scan each target. A single player would seriously struggle to take on four or five small targets. But that's where friends come in. Worried you can't survive without teaming up? Stay away from anarchies - or be prepared to run. Safer systems should have more variation but never more than 3 targets and with lower skilled ai.

Too many boil down the relative ease of combat into a nerf. When it's simply an opportunity to build on variety and, subsequently, challenge.

The greater the variety and the higher the skill/challenge cap, the better the game will be. There should be rare encounters no single player in an asp or viper could possibly win. But a player in a tricked out python or anaconda has a chance to win. Or a group of friends using good tactics.

Essentially, we will have a limit of four players in a wing. So the ultimate test should stretch the abilities of four competent players.
 
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