Griefing "Solution"

theres litteraly nothing hyprocritical about my viewpoint because a 1 billion credit rebuy doesnt exist.
its like 50 million max
plus the most ive seen on an exploration trip is 40 million. to which i would say frontier needs to add a black box that can be retrieved if the explorer dies out in the cosmos, I highly doubt there are any explorers out there taking the time to pull in 1 billion in exploration data at a time.

Also I never said "git gud" I said that greifers are already punished in significant amounts already. hence them being forced to pay 1 billion in bounty fines if they get caught and therefore ragequitting. But whatever floats your boat?

I know the example you were using was exaggerated. It didn't matter though. It isn't like it depends on me to ensure others are not misled by you. I did a single 8000 ly passenger mission and took in 35 million in data. I spent two afternoons. Your numbers are still off. Granted, cargo may not get as expensive as data but why not make gankers accountable to their victims. It wouldn't be hard.
 
Adding rebuy costs to Bounties only serves as a loophole for exploitation of enrichment in credit earnings.

Imagine a group of "friends" who just get together and kill each other repetitively for "Bounty Hunting".

With no safeguards to prevent exploitation of Bounties, adding rebuy costs or increasing them does absolutely naught, let alone solve "griefing".

Frontier has yet to distinguish between "griefing" and "PvP"... that's the only true solution, as they're the ones that make the "rules" for the game. Until that happens, nothing else will.
 
I know the example you were using was exaggerated. It didn't matter though. It isn't like it depends on me to ensure others are not misled by you. I did a single 8000 ly passenger mission and took in 35 million in data. I spent two afternoons. Your numbers are still off. Granted, cargo may not get as expensive as data but why not make gankers accountable to their victims. It wouldn't be hard.

where am I misleading anyone?

I actualy haven't said anything misleading this entire time

There was actualy someone that gained 1 billion credits in bounties and rage quit when they finally got caught because they couldn't pay off the credits.

Im actually part of the guild that hunted the player down.

So far you've either been very presumptuous or trolling.

Adding rebuy costs to Bounties only serves as a loophole for exploitation of enrichment in credit earnings.

Imagine a group of "friends" who just get together and kill each other repetitively for "Bounty Hunting".

With no safeguards to prevent exploitation of Bounties, adding rebuy costs or increasing them does absolutely naught, let alone solve "griefing".

Frontier has yet to distinguish between "griefing" and "PvP"... that's the only true solution, as they're the ones that make the "rules" for the game. Until that happens, nothing else will.

This is a good point to why frontier has the game set the way it is now. Greifers are forced to pay all the rebuys of the players they killed should they be caught but the killed players are still made to pay their own rebuy so that people cant just outright get rich quick by stacking bounties and then poping them for another player.

If the players were reimbursed like OP wanted everyone would get rich by murdering each other without penalties.
 
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Adding rebuy costs to Bounties only serves as a loophole for exploitation of enrichment in credit earnings.

Imagine a group of "friends" who just get together and kill each other repetitively for "Bounty Hunting".

With no safeguards to prevent exploitation of Bounties, adding rebuy costs or increasing them does absolutely naught, let alone solve "griefing".

Frontier has yet to distinguish between "griefing" and "PvP"... that's the only true solution, as they're the ones that make the "rules" for the game. Until that happens, nothing else will.

The game can control wealth creation but transfer among friends might be possible by using the mechanic. So in that case making sure to compensate oldest to newest victims would work to make sure real victims were compensated first, but then you lose the ability to create more localized bounties. Unless you just compensate oldest to newest victims no matter where it is collected.

I have no idea how the amount of a bounty is figured. They could almost do the same thing now without changing anything except that when a bounty is settled with the offender's real credits, it gets dispersed to his victims in the right order. (Instead of the credits disappearing into thin air.) The debate is how much compensation. That affects the amount of the bounty.
 
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The game can control wealth creation but transfer among friends might be possible by using the mechanic. So in that case making sure to compensate oldest to newest victims would work to make sure real victims were compensated first, but then you lose the ability to create more localized bounties. Unless you just compensate oldest to newest victims no matter where it is collected.

Or simply prevent repetitive killing from offering the same players bounties with a timelock, say 24 hour period to prevent exploitation.

The problem that introduces, however, is it then gives criminals a "get out of jail free card" to commit crimes if there's only a select group of players actively engaging others for Bounties, and discourages gameplay for Bounty Hunters.

In any case- there's going to have to be significant restrictions on the mechanics to prevent exploit, and again, this does nothing to solve "griefing". Until Frontier acknowledges it as a "problem" and decides to distinguish what they determine "griefing" and "PvP", all is just "PvP".
 
The game can control wealth creation but transfer among friends might be possible by using the mechanic. So in that case making sure to compensate oldest to newest victims would work to make sure real victims were compensated first, but then you lose the ability to create more localized bounties. Unless you just compensate oldest to newest victims no matter where it is collected.

I have no idea how the amount of a bounty is figured. They could almost do the same thing now without changing anything except that when a bounty is settled with the offender's real credits, it gets dispersed to his victims in the right order. (Instead of the credits disappearing into thin air.)

maybe you should learn how the game works first then instead of making wild accusations
 
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