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The bounty farmers are operating in solo and private groups. Once they have a buyer the buyer joins the private group, kills the farmer to get the bounty and then cashes it in.
It's not rocket science.
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Only if both seller and buyer are banned. If the seller (bounty farmer) earns enough money before getting banned he'll just buy new ED accounts. However if the buyer also gets banned, that would certainly discourage anyone from buying.
What kind of ship are you in?
I think you're wrong.
beta backer of elite dangerous here, not a mad founder of star citizen vapour project.
SC in another thing also more BAD thing...
but elite today in an unfinished product and all that patch and powerplay smell to me not like a patch but like a poor tentative to polish a game that need to be re-done.
I have not buy a game for imaginate all the things... create by me a game mechanics and roleplaying... the game today is only the 15% of what dev have announched in the past.
I still believe that the in-game bounty system is fundamentally flawed. (even with this update)
In real life, bounties were issued to apprehend or kill criminals and were only payed out when the target war dead or incarcerated. Both results were a significant and long-time punishment.
But the in-game insurance mechanics means that heaving even a multi-million credit bounty brings the harshest punishment of one-time ship destruction/re-buy.
No long time punishment, no scaling of punishment by bounty.
general implications of the current bounty system:
1.Bounty is not locked to modes -> easy to rack up bounties in solo without the possibility of player bounty hunting, then going group/open in a sidewinder for "exploits"
2.Bounty is not locked to ships -> If you get a multi-million cr bounty in an Anaconda, no problem. Just jump in to a sidewinder and get killed by someone "exploit" and you dont need to pay anything for it.
3.Bounty Hunter receives full bounty no matter the consequence/damage caused to the criminal -> Bounty has no meaning currently in game, factions issue millions/ billions of credits as bounties. and bounty-hunters can get it, by blowing up a stock sidewinder. Causing no setback for the criminal whatsoever.
These points are intertwined and limiting Bounties to 1M cr does not solve any of them.
The easiest and simplest solution would be to reward the bounty-hunter only with a maximum equaling the damage caused to the criminal i.e. Bounty amount payed out == Insurance cost payed.
Every profession in game has risks, all but the psychotic murderers.
If you cant pay the price, dont do the crime.
I think you're wrong.
beta backer of elite dangerous here, not a mad founder of star citizen vapour project.
SC in another thing also more BAD thing...
but elite today in an unfinished product and all that patch and powerplay smell to me not like a patch but like a poor tentative to polish a game that need to be re-done.
I have not buy a game for imaginate all the things... create by me a game mechanics and roleplaying... the game today is only the 15% of what dev have announched in the past.
I really dont know why they just dont enable two games slots - one for a solo game and one for an open game with absolutely no translation allowed between the two. The player makes the decision before he starts the game and that's it. Players could still affect the open game whilst playing solo but anything you earn or buy is restricted to use in that mode only.
I think all this cross over between solo and open is cause loads of issues that can very easily be removed by two separate games slots. When I play the game I always play in open, I have no desire to play in online solo at all. That is a decision I make at the start of each game though. No reason why it cant be enforced.
The good thing about this as well would be those that want to could allow another gamer friend to play in the other mode if they dont want to use it - like I would love to be able to let my son play the game in solo whilst I play in open. It would be a brilliant solution to all the problems being encountered I think.
Shame that this thread has turned into yet another "game is not finished" thread![]()
I don't know what all the fuss is about. I have no problem with creating my own storyline and either do the players I play with. This game provides you with the tools. For me that is a big part of the beauty of this game. I am not boxed in with a path I must follow. The developers are also very compliant and willing to work with you if you givwe them a chance. If you see this game as only 15% made thats fine but I feel you are being overly negative. If anything my further wishes for this game would simply be for FD to provide us with extra tools to shape our own storylines. More ways to manipulate the background sim and further ways to leave marks on ingame politics etc. that is what I am interested in myself.
That may not float everyones boat but it doesn't have to. If you just want to shoot things then go and do that. Fine. But to say that the game is not finished etc. because it does not do the things you want to do right this second is a little unfair. I am sure the devs working in FD are jumping out of their seats with ideas and disapointments in equal measure about ideas that are and are not planned to be implemented.
The game was a little sluggish at first and a bit lacking at launch but I feel it is really been coming along lately and am really looking forward to what will be offered next. This game is what you make it. Simple as.
The bounties are issued by the minor factions so you can accrue multi-million credit bounties across multiple minor factions.
Michael
You seem to be under the impression that the exploiters ONLY rack up a bounty in solo...what you are proposing will have absolutely, positively, utterly no effect on the exploitation situation. The most it will do is cause exploiters to move into open (if they arent there already) - and as far as BH being able to hunt them...all they have to do is go to an unpopulated system, or away from the core worlds.