Please, <don't> change this money farming bug ! I want my next ship fast!

It's better the way it is. Such is life. It's not supposed to be convenient.

Sorry, how's it life-like? If it's unfairness you mean, yes, but otherwise... Real bounty hunters (a kind of legal pirates, after all) would argue forcibly if I stole their prize and probably would threaten me to give the bounty back and probably the thing would be settled by percentage of damage or by ship class or by my ship being blown as retribution.

I'm not for convenience, either. I'm for immersion (so far I really like this game and I'm 150 hrs )

I won't argue about NPCs stealing your kill but to fire a few well timed rounds and be awarded the full bounty at almost zero risk for yourself breaks the "I'm really there" feeling and also reeks of a quick fix (basically, instead of "bounty to last shooting ship", it is "bounty to last shooting CMDR ship if any"). I doubt more than 3 lines of code were added. It could be done much better, I think.
 
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still not sure its better how it is..
If i do 65% damage and use up most of my ammo, then that stupid capital class ship says "MY TURN" and wipes the remaining 35% out i think i deserve my fair share..

I was really happy to see an anaconda in a combat zone. they are one of the best things to get money from. and i was pretty disapointed that i received 0 credits for it.. (i even checked contacts incase a cmdr stole it.. Whom i would have killed for doing so)
But then you shoot a stupid cobra 1ce and blammo 20kcr.

i guess if there is a capital class ship in a combat zone then you may as well leave.

Is how we have it easier to program? Yes
does it use less bandwidth? Undoubtedly
Is it realistic? Not at all.
Is it better how it is than it could be using % of damage to calculate who gets the credit? Absolutely not.
 
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Sorry, how's it life-like? If it's unfairness you mean, yes, but otherwise... Real bounty hunters (a kind of legal pirates, after all) would argue forcibly if I stole their prize and probably would threaten me to give the bounty back and probably the thing would be settled by percentage of damage or by ship class or by my ship being blown as retribution.

I'm not for convenience, either. I'm for immersion (so far I really like this game and I'm 150 hrs )

I won't argue about NPCs stealing your kill but to fire a few well timed rounds and be awarded the full bounty at almost zero risk for yourself breaks the "I'm really there" feeling and also reeks of a quick fix (basically, instead of "bounty to last shooting ship", it is "bounty to last shooting CMDR ship if any"). I doubt more than 3 lines of code were added. It could be done much better, I think.

still not sure its better how it is..
If i do 65% damage and use up most of my ammo, then that stupid capital class ship says "MY TURN" and wipes the remaining 35% out i think i deserve my fair share..

I was really happy to see an anaconda in a combat zone. they are one of the best things to get money from. and i was pretty disapointed that i received 0 credits for it.. (i even checked contacts incase a cmdr stole it.. Whom i would have killed for doing so)
But then you shoot a stupid cobra 1ce and blammo 20kcr.

i guess if there is a capital class ship in a combat zone then you may as well leave.

Is how we have it easier to program? Yes
does it use less bandwidth? Undoubtedly
Is it realistic? Not at all.
Is it better how it is than it could be using % of damage to calculate who gets the credit? Absolutely not.
Again, the competitiveness, whether it be between you and another CMDR or you and a capital ship, is intentional, and right up there in the spirit of the game. There's not many other ways to say it.

It's not about who did the most work. It's about who secures the kill. If you spend 65% of your ammo on a ship and fail to secure the kill, well, you just got outplayed. Better luck next time. If you're getting your kills consitently stolen by a capital ship or another CMDR, then maybe you just aren't good enough to be operating in the area. That's all it comes down to, really. Don't take an assassination mission if you can't handle the heat, don't combat with a capital ship if you can't secure kills.

Such is life.
 
im not sure how ensuring you do the most damage so you get the reward is worse than it is now.
If it was always who does the most damage gets the bounty then the issue with people letting npc's do the work wouldn't exist.

in-fact the system we have now is doing the opposite of what you are saying is the reason it is like this..
Sit and wait then take the last shot, is not "battling" at all its "sitting back and waiting."
(or even worse because standard npcs cant get the bounty now, its let the npcs do the work. and dont battle at all.)

A battle would be trying to do the most damage to the opponent so you get the bounty.
Refusing to stop chasing him down untll he was utterly vanquished. And trying to out maneuver the other NPC's and possibly cmdrs.

the system we have now "that you say makes you battle" is:
fly in to a combat zone in solo shoot every enemy 1ce. then just put 4 pips to shields and let the npcs rake in the bounties..

If it was by % you would fight till the last possible second to ensure you did the most damage *you would battle for the bounty* And in that scenario NPCS would also be entitled to steal your kill because they did the most damage.
The only reason they disabled npcs stealing the bounty is because the entire system is ridiculous.
Right now its a matter of shoot 1ce and let the npcs do the hard work.

I hope you now see the contradiction in what you are saying.

it is simply a fundamental game design flaw.
 
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FD want players to compete amongst themselves, they don't mind them ripping off NPCs. And I think it's fine because it gives noobs a chance to make money.
 
im not sure how ensuring you do the most damage so you get the reward is worse than it is now.
If it was always who does the most damage gets the bounty then the issue with people letting npc's do the work wouldn't exist.

in-fact the system we have now is doing the opposite of what you are saying is the reason it is like this..
Sit and wait then take the last shot, is not "battling" at all its "sitting back and waiting."
(or even worse because standard npcs cant get the bounty now, its let the npcs do the work. and dont battle at all.)

A battle would be trying to do the most damage to the opponent so you get the bounty.
Refusing to stop chasing him down untll he was utterly vanquished. And trying to out maneuver the other NPC's and possibly cmdrs.

the system we have now "that you say makes you battle" is:
fly in to a combat zone in solo shoot every enemy 1ce. then just put 4 pips to shields and let the npcs rake in the bounties..

If it was by % you would fight till the last possible second to ensure you did the most damage *you would battle for the bounty* And in that scenario NPCS would also be entitled to steal your kill because they did the most damage.
The only reason they disabled npcs stealing the bounty is because the entire system is ridiculous.
Right now its a matter of shoot 1ce and let the npcs do the hard work.

I hope you now see the contradiction in what you are saying.

it is simply a fundamental game design flaw.

Well said!

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FD want players to compete amongst themselves, they don't mind them ripping off NPCs. And I think it's fine because it gives noobs a chance to make money.

Well, let them COMPETE, take risks and do the most damage for the most reward. Let them compete getting proficient at blowing ships. That's competition.
Let's say it: this variant would be a step forward but it would take some work of FD to pull it right.
 

Robert Maynard

Volunteer Moderator
Mike Evans has commented on this in the past:

Although nothing is set in stone we like the idea of bounties being a last shot gets the prize as we want it to be adversarial and we want people to magpie each others kills ;)

Combat bonds however will be something that is split proportionally.

What happens if they flee to super cruise but you successfully chase them down and get back on their tail? There are more issues than first seems when you have to track who shot who, how much and for how long with the network model we have. I'm sure it's solvable but I can't imagine it's as easy as it is in other games with more traditional network models.

There was even a user created poll (note the date): https://forums.frontier.co.uk/showthread.php?t=51422
 
The last player hit counts, but the target needs to be destroyed before a certain amount of time I think. I think you should need to hit the ship less than 5 seconds before it blow up for this mechanic to be fair and logical, right now we have a huge time limit (if there is indeed any).
 
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About that poll mentioned above, 50% of players opted as I did, for bounty shared according to damage dealt, 25% bounty to the player that dealt the most damage and 25% the last shot fired.

So, most would agree with this: 30% of the bounty to the best shootin' pilot and the rest distributed according to damage

As for what happens if the ship escapes and is interdicted again, I'd say: he escaped = battle over, reset registry and start again with a new battle. Those are rare cases. No need to fuss overmuch about them
 
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Robert Maynard

Volunteer Moderator
The point I was making referring to the poll is that it ran before the game was launched - yet the game was released with "last hit kills".
 
Well, yeah, understandable to a degree: they had to get most things right based on a thought out concept in a huge project... and they did, albeit taking shortcuts.
Now there should be time for improving what they have, not only adding new stuff and planetside action

So, post a new identical poll on bounty hunting. Let's see what the fanbase says.
 

Robert Maynard

Volunteer Moderator
Well, yeah, understandable to a degree: they had to get most things right based on a thought out concept in a huge project... and they did, albeit taking shortcuts.
Now there should be time for improving what they have, not only adding new stuff and planetside action

So, post a new identical poll on bounty hunting. Let's see what the fanbase says.

Polls on these forums have no requirement that a voter actually owns the game. They also suffer from a lack of visibility - a huge proportion of the player-base are not forum users.
 
in-fact the system we have now is doing the opposite of what you are saying is the reason it is like this..
Sit and wait then take the last shot, is not "battling" at all its "sitting back and waiting."
No, it's exactly what I say the reason is. Two bounty hunters in an area. A wanted pirate's hull is dwindling. Both try to compete to secure the kill. What kind of reality doesn't define this as a competition?
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the system we have now "that you say makes you battle" is:
fly in to a combat zone in solo shoot every enemy 1ce. then just put 4 pips to shields and let the npcs rake in the bounties..
Once upon a time, NPCs could also steal kills. Personally I think that should return.
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If it was by % you would fight till the last possible second to ensure you did the most damage *you would battle for the bounty* And in that scenario NPCS would also be entitled to steal your kill because they did the most damage.
It's not about battling for the bounty. It's about securing the kill. Like in many competitive sports, there's one ball. The team that brings the ball home gets the point. You don't evenly divide the points depending on how far each team moved the ball.
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The only reason they disabled npcs stealing the bounty is because the entire system is ridiculous.
Right now its a matter of shoot 1ce and let the npcs do the hard work.
Hey, if you wanna be slow and inefficient (or if you're in a sidewinder and are pressed for cash), go for it. The rest of us will kill the pirate normally.
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I hope you now see the absurdity within the content of your post.
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Well, let them COMPETE, take risks and do the most damage for the most reward. Let them compete getting proficient at blowing ships. That's competition.
Let's say it: this variant would be a step forward but it would take some work of FD to pull it right.
The content of your post displays an obvious lack of understanding of what a bounty hunter is - being a bounty hunter isn't about doing damage. All a bounty hunter needs to do is secure the kill. There is no reason in the world anyone is going to care about who does the damage. The amount you contribute is meaningless. All that matters is whether or not the target is dead. The only difference between a bounty hunter and an assassin is who's paying.
 
Romeo, don't use big words like "meaningless". Some might be offended, having offered no offence.

By definition, a bounty hunter is a person that is paid to apprehend a fugitive. The bounty is paid for the result and usually force must be applied in the process. If 2 or more work together to that end, do you think the state will cash out multiple bounties to each one?

In ED now, bounty hunting is just killing and senseless destruction of property. I've a suggestion about this on another post: https://forums.frontier.co.uk/showthread.php?t=226733
 
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Romeo, don't use big words like "meaningless". Some might be offended, having offered no offence.
Excuse me?

By definition, a bounty hunter is a person that is paid to apprehend a fugitive. The bounty is paid for the result and usually force must be applied in the process. If 2 or more work together to that end, do you think the state will cash out multiple bounties to each one?
If two or more people want to work together to that end, they should wing up and share the bounty. /thread
 
well this thread will be devided by those who do the work and those who like to get the last kill in and save ammo.
I will just start letting the npcs do the work too.
it should up my 750k CZ avarage by quite a bit i would imaging.
 

Robert Maynard

Volunteer Moderator
well this thread will be devided by those who do the work and those who like to get the last kill in and save ammo.
I will just start letting the npcs do the work too.
it should up my 750k CZ avarage by quite a bit i would imaging.

We don't have a "last shot gets the kill" system in place - unless more than one player is firing on the same target.

We have a "last player shot gets the kill" system in place (unless a Capital ship is also firing on the target).

I'm fairly sure that a significant number of players would complain if the "last player shot gets the kill" feature was changed (as they did to get it changed to that in the first place).
 
well this thread will be devided by those who do the work and those who like to get the last kill in and save ammo.
This has nothing to do with ammo, but please do keep dodging arguments you don't have a counter to - it really sheds the content of your post in a rather revealing light.
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It has everything to do with the way bounty hunters are supposed to interact with each other. It all comes down to the final shot.
That being said, If I saw CMDR shambles in an RES, and I saw an opportunity to steal their kill, I'd move to take it. Why? Because I'm a bounty hunter. I hunt bounties. If an easy kill was put before me, so I took it. Similarly, if a miner just dumped a bunch of gold, I'd take that too. Why? Because it's easy credits put before me, so I'll take it.
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What you suggest is like sharing the quantity of gold based on how close other pilots with their cargo scoop open were. It's absurd.
 
I'm fairly sure that a significant number of players would complain if the "last player shot gets the kill" feature was changed (as they did to get it changed to that in the first place).

The forum complaints were "Kill-stealing NPCs took my kill".

I really didn't like the idea of the current system when it was brought in, mainly because it treats NPCs and players differently.

Essentially how it works now (as I remember) is there's something like a 10-15 second window before the ship dies, the last player who hit during that time gets the kill.

I mean why would the in-game bounty "rules" treat a some pilots differently to others?

But at least it shut up all the moaning I suppose.

One of the issues was, if an NPC had a beam and you were on a pulse, getting the last hit was really difficult (for obvious reasons).

In the end, what we now may just have been the best solution, I imagine I can think of issues whichever why you try to do it.
 
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