Should Frontier revise the 'Kill Stealing' fix?

Should Frontier revise the 'Kill Stealing' fix?


  • Total voters
    153
I vote yes. I preferred the way it was pre-fix. Doing majority damage also shouldn't give you anything, if you don't get the kill you don't get the cash. Space is harsh and everyone is out for themselves, when wingmen comes out then you can share the cash with your pals but until then it should be who gets the last shot.

There are people like me who want to get the full bounty; If another commander comes in to "help" I shouldn't be forced to split the cash. The commander that gets the last shot gets the full bounty, you can have an option to share cash should you want too but you shouldn't be forced to do so.

That's my view on this subject.
 
My suggestion.
Atleast couple it on the faction reputation you have. If a ship from a faction kills the ship you was actively trying to kill.

If you are Neutral or worse, you lost your kill because you was to slow.
If you are friendly,you get 25% of the bounty as a friendly compensation for your help keeping the law.
If you are allied ,you get 50% of the bounty as a friendly compensation for your help keeping the law.

If the killstealer is a bounty hunter npcs you dont get your compensation.

IF you do get the kill you get full bounty as before.

This changes i think would be "fair" and until we get a way to communicate to NPCs in order to offer help/apologies/temporary banding together ect it would be work around.

Hmm that's actually a pretty good idea. Kinda like "Kill assists" in those FPS games...you get SOME xp for killing the same guy someone else was shooting at.
 
For me it's a very small complaint about immersion. I no longer feel a competition between me and the NPC's that attempt to take the same wanted criminal as me. I try to make everything in the game explainable and realistic, but it makes no sense when I know I can shoot a criminal one time and have the NPC's do the rest, I no longer fear others will take my bounty like I first did. It was alittle exhilarating. The thought that I'm battling for my chance to get that bounty.
 

Robert Maynard

Volunteer Moderator
A mechanic that allows a player to tag as many wanted ships in an area then not fire a shot until the security forces clean up the targets while awaiting the bounty payment is more than a bit broken....
 
I stopped bounty hunting because my kills were getting routinely stolen by security. To begin with i was glad they changed it to how it is now, but having played it for a while like this I wish they would change it back. I would rather there was some challenge. This is just too easy. Obviously if a better way of doing it can be found then great, but as it is now is seriously not fit for purpose, even the previous irritating kill stealing by security implementation was a lot better.
 
Whoever does the most damage should get the kill, unless they want to divide the spoils according to damage done.

Whatever the case, the original system was better than the current one, in my opinion anyway.
 
A while back, Frontier added a fix to stop NPC's kill stealing your bounties.

After seeing that someone has managed to get to 'Elite' status by taking advantage of this fix, I'm genuinely interested to see what the community now thinks of it.

The Elite CMDR thread is here:
https://forums.frontier.co.uk/showthread.php?t=92423

I personally prefer a 'most damage wins' based approach, with additional points added for CMDR's that started attacking the target first. It's fairer, and ensures that CMDR's can't arbitrarily paint targets en-masse.

Ultimately, I think we should gain a percentage of the bounty, based on damage caused. I certainly don't expect to gain a kill credit for partially damaging a target, but I would expect to gain it if I did the lion's share of the work.

Please share your thoughts on this matter below.

PLEASE NOTE: This is in no way knocking what the Elite CMDR has achieved - he's accomplished Elite status within the parameters of the game, and without taking advantage of the much publicised currency exploits. I simply want to raise a discussion around the Kill Stealing fix, which I think needs more work.

That guy that got the Elite status only cashed in 604 of the 8,220 combat bonds. Seems really fishy to me.
 
A mechanic that allows a player to tag as many wanted ships in an area then not fire a shot until the security forces clean up the targets while awaiting the bounty payment is more than a bit broken....

This is over simplifying it. You have to hit a target within ten seconds of its destruction to get the bounty. While this may be too long a period, you can't exactly tag as many wanted ships as you'd like.
 

Robert Maynard

Volunteer Moderator
This is over simplifying it. You have to hit a target within ten seconds of its destruction to get the bounty. While this may be too long a period, you can't exactly tag as many wanted ships as you'd like.

Maybe so - and given that some ships are destroyed in encounters lasting significantly less than ten seconds, a reduction of the ten seconds would seem to be in order.

Interestingly, all that we're really talking about is the length of the time from the last player shot to ship destruction where the last shot is by an NPC but the player gets the kill / bounty - zero for last hit kills to ten seconds for the current situation.
 
The change is stupid. You want the bounty? You kill the criminal. Anything else is basically an approved exploit.
 
I voted "No" because I think it is indeed very frustrating to do the majority of the work and then get no reward. Especially as a new player trying to make a living in a Sidewinder. It is not good for trading but I find it actually pretty decent for combat against the AI. However, the 10 second tag is way to long. If they should "adjust" anything, then cut down the timer to 3 seconds. This way you have to keep your attention on target and keep shooting until it pops.

The only other practical solution in my opinion would be to divide bounties according to hull (not shield) damage inflicted.
 
I have found no problems bounty hunting the way it is now,
I do play solo... why? come on here and see all the bickering and nothing is fair,,,, yet we all play the same game with the same rules lol
Well done to the guy who became Elite must have put some hours in lol.
My aim is just to have fun when I can.
 
Of course it should be changed back. It was fine before.

Now it is exploitable, immersion-breaking and leads to in-game inconsistencies.

i. Fighting alongside another player you still need to last hit.

ii. For assassination missions you still need to last hit, so it's possible to get bounty for the kill but no assassination credit.
 
Maybe this is worst of both worlds, but another option is to keep the current implementation for bounties, but only kill-shots count for combat ranking. This helps new players bring in some cash, but they can't rely on this as an exploit to quickly rank up.
 
ii. For assassination missions you still need to last hit, so it's possible to get bounty for the kill but no assassination credit.

I've encountered this before - makes total sense now! I thought it was just a bug.

I'm all for reducing the timer, but it still leads to in-game inconsistencies. Let's look at other games:

Battlefield series
Kill shots get the credit, everything else is an assist, graded on damage.

Call of Duty series
Again, Kill shots get the credit, everything else is an assist, graded on damage.

World of Warcraft
First person to attack locks the target as their kill, everyone who assists and is in a group get's a chunk of EXP proportional to their effort.

EvE Online
Again, free for all - Killing Blow gets the credit, everyone else is an assist. (please note: not played for a while, may be inaccurate!)

There's a fairly obvious pattern there, I'm not saying it's the right one for this particular game, but I am saying that there's usually no need to invent a wheel that has already been invented :)
 
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I voted "No". I think Frontier declared, quite firmly, some time ago that any kind of damage assessment mechanic was out of the question, so perhaps people would stop suggesting it. In my opinion the 10 sec adjustment to the "last shot takes it" rule is a minor change which reduced the level of arguments here about kill-stealing. I couldn't honestly say whether it has affected any of my kills for certain, the margin is so fine. Why worry? Bounty hunting is a pretty difficult career to make a profit from anyway and this was a relatively small tweak. Let's leave it alone.
 
Perhaps Kill Sharing would be more appropriate? I.E. you get paid a percentage of bounty based on the Hull damage you cause. Also a percentage for combat rankings. Getting to Elite should be more complex than a kill count. I.E. you should have to kill a certain number of Elite and Deadly players and NPC's, take down a capital ship or two.
 
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