I just got murdered

Piracy I can understand - it can be fun even for both parties if done properly - but simply killing others for the lolz should result in serious penalties for the sociopaths who enjoy that kind of thing. Why not make the game Elite: Dangerous also for them?
 
If you really want to spend the cash on a second acct. sure, why not?

First of all, people do spend cash on paint jobs but you *almost* can't see it, it adds nothing to the value of your ship, gives no edge in fight ... it is the typical useless fluff. So, why not buying a second account and really cash on it ? This would give on an easy income and it sounds more logical than buying a *pimp my ride* ticket.

Secondly, i said "buy a second account" as an exemple. As a matter of fact my brother is playing the game too, i trust him, we could just kill each other without even breaking the EULA, if it forbids dualboxing, and make tons of cash legaly.

In conclusion anybody with a relative, a close friend or a trusty could do the same and literally milk cash out of other players ... out of you ;)
 
This is a joke, right? It's called PIRACY. It's a valid form of playing, lol.

There's a difference between piracy and murder. Murder is when you kill a clean player for no reason except for the fun of it. I know bounty hunters go for bounties, clean players are supposed to be offered a way out in exchange for something. Cargo at this point.

There are some up coming changes to protect clean non PvP players, like bounties remaining after death and the potential for higher bounties for killing weaker players than yourself. They haven't decided whether to go by ship strength or pilot rating.

Also for repeat offenders that get flagged by the server for doing it repeatedly, they might find themselves discreetly removed from open and put in a group with other players like them. The persistent bounty was announced a few days ago and the flag and removal to another group has been part of the plan for a long time, not sure when/if it has been implemented yet.

Of course, in anarchy systems it probably won't matter since there everyone is clean unless scanned.
 
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Penalties for murder are not serious enough. Killing a player should be a major offense compared to an NPC.

Completely disagree.

Whenever possible, the game should not treat players and NPCs differently.

LOL, I was there with a kill warrant scanner absorbing the first few salvos with shield cells, then got into a panic when my shields dropped.

Wait, did you warrant scan him before or after he opened fire?

I personally consider deploying hardpoints and pointing a ship at me an act of aggression, and a KW scan doubly so. Kill warrant scanning other players is probably one of the fastest ways to a rebuy screen. It means you are both hostile and probably unprepared for an immediate attack.

But I have to admit the "harmless" rating threw me, if it said dangerous and above I would have high tailed it, but then he was in an Asp so I should have known better anyway.

Everyone shows as harmess, and even one's true rating is barely an indicator of their competence. I've got an 'Expert" combat rating, and I'm better than some people with "Deadly" or "Elite" rating, and worse than some who are probably still "Mostly Harmless".

Other games ban people for unsporting behavior. Next time I'll just alt+f4 the game...

This isn't other games, and any supposedly open world simulation has to be tolerant of unsporting behavior if it's going to retain any shred of plausibility.

Next time I'll just alt+f4 the game...

I need to start making a list of people who say this so I can block you all. I do not want to unwittingly aid or befriend would be cheaters.

These guys are far less likely to interdict you when they see a combination of Missiles, Plasma Accelerators and Railguns.

First two are just bad for PvP self-defense, and the last one has such high skill floor against players that you'd have to be Zeus himself to be a real threat to most people.
 
There's a difference between piracy and murder. Murder is when you kill a clean player for no reason except for the fun of it. I know bounty hunters go for bounties, clean players are supposed to be offered a way out in exchange for something. Cargo at this point.

There are some up coming changes to protect clean non PvP players, like bounties remaining after death and the potential for higher bounties for killing weaker players than yourself. They haven't decided whether to go by ship strength or pilot rating.

Also for repeat offenders that get flagged by the server for doing it repeatedly, they might find themselves discreetly removed from open and put in a group with other players like them. The persistent bounty was announced a few days ago and the flag and removal to another group has been part of the plan for a long time, not sure when/if it has been implemented yet.

I guess you didn't read my post previous to that one.
 
Murder is when you kill a clean player for no reason except for the fun of it.

I've murdered CMDRs and I've always had reasons well beyond "fun".

Tickle us do we not laugh? <wordfilterisretarded> us, do we not bleed? Wrong us, do we not revenge?

Not that I think killing people just for fun should be prevented or made overly difficult by the game.
 
glorious for the player CMDR pirates with the bounties, as they hop in a newbie sidewinder and allow their pirate buddies to kill them and collect your credits... ;)

Curses! He's on to us!

Golden asp to copper hauler, the nest is out of the egg. I repeat, the nest is out of the egg!
 
They would be cool...in context. Players would have to have authentic history with other players (some tag to the WANTED trigger that allows bounty-setting), and not be able to set bounties willy-nilly, but that would be cool.
 
So, if you're dropped in an anarchy system, tough cookies. If you're killed in a non-anarchy, you get to set a bounty. Bounties should only be set on someone who performs a crime against you, and maxed out at a certain %age of the loss you incurred.

Top idea! +1
 
Here's an idea. Ppl can create bounty for X cr, (lose X permanently upon setting up bounty, X has minimum value thats substantial but also a maximum value so ppl cant just put 100 million) but it only pays out to 75% of what the rebuy cost of the bounty target's ship. The bounty remains as long as X cr is not exhausted, but can only be claimed by another CMDR. If remaining bounty is smaller than ship rebuy, it shows so in the left panel. That makes sure that the target can not abuse it using his friends as it's a net loss. Target can choose to buy the bounty himself (in this case money is trasferred to bounty creato, also at a loss, say also 75%). After bounty is cleared, same CMDR can't choose that target again for a specified time (2 months?) to prevent griefing by 1 person. Only 1 bounty per target at any given time.
 
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Oh, I imagine it is. That kind of player must rack up quite a bounty. I imagine hunting them in turn can be pretty lucrative.

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Another example of: Why I Stay In Solo Mode.

I refuse to be a victim for these pigs.

There we go again, instantly assuming you'll be a victim rather than perhaps thinking about how you may be able to counter such hostile actions.
 
I would *love* for there to be a player-settable bounty, but I think there would have to be "grades of infraction" employed.

If your shields got grazed, maybe a few hundred credits as a waved finger.

If you took hull damage, then a multiplier of the amount of repairs you had to make - 0-10%, 1x multiplier. 90% damage, 10x multiplier.

If the kill you, then you can stack as much money as you have, up to a multiple of their rebuy.

Something like that.

Of course, it should also have PvP scaling - if you're flying 400 million Cr worth of Anaconda and sit there sipping a latte while a stock Sidey scrags you, then, well... you're very stupid and should be able to post a 20Cr bounty.
 
Penalties for murder are not serious enough. Killing a player should be a major offense compared to an NPC.

I propose the following:
Killing Players
- You may not pay off the bounty
- You may pay off the fine of accidentally shooting a player
- If you kill a player they should be able to kill you back without penalty (Fine or Bounty) N+1 times the victim has been killed. Player A kills Player B 5 times. Player B gets to kill Player A 6 times without penalty.


Needed Mechanics Changes
- Dropping connection makes you stay in the game for 10 minutes
- Logging off is the only safe way to make your ship exit the game
- Security forces in controlled space should respond based on faction. If I am Allied to a faction in the system and they control it I should expect to be very safe. Arrival and engagement time should be less than 10 seconds.


This is why I play in Solo there is too much freedom for jerk players to be jerks without good risk or penalty. Not going to deal with the frustration.

Just make the logout simple, instant log in a station, 5 mins anywhere else. Bad connection? Maybe your ships have a malfunction from time to time too...
 
Set the Player paid bounty, from the immediate Insurance screen on the killers ship that was used, not just the player, so they can;t go buy a Sidewinder, and let their pals blow them up for little to no loss. Just like the Bounty Vouchers that are earned by Bounty Hunters they should be associated with the Player Killers ship.
 
For a start spotting a hollow triangle approaching them from the rear. Either way their intentions are not to have a sit-down and a cup of tea.

He was bounty hunting on a nav point unless I'm mistaken. They are popular places for that to happen and I assume that others are either after bounties too or my cargo (which there was none).

I wonder how many instances of murderous psychopathy there are per million people every year among the populace but I don't think it's something everyone should be prepared for all the time. And by this I mean that the game has it's balance and repercussions for actions totally messed up if casual psychopathic murdering sprees are everyday happenings. If I have no bounty, no cargo, no hostile alien races around, no war zones nearby, nothing, it's a bit too much to constantly be prepared to actually win against some ganker who takes you by surprise with cookie cutter PK'ing setup. I mean, it's not like they want to give you any actual chance...
 
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