Overwatch design philosophy and genre are different to the point of being incomparable.
Assuming we're dealing with say, a part time weekend murder hobo 2 accounts is enough. Account A becomes a heinous criminal on odd numbered weeks and dies every other Monday, Account B becomes a deplorable so-and-so on even numbered weeks and explodes their following Mondays. Each has cooled down and claimed the others bounty on a rotating basis making sure they keep it low denying actual bounty hunters any incentive to actually hunt/bait them.
But if, as you say, it's balanced to be a non-issue usually, I'd just like to ask how/why is it a factor that would ever attract players from other modes given they are just as likely to die the majority of the time and draw 0 benefit from the bounty system?
This is to many not a good thing given that it serves no underlying purpose here save perhaps hiding the rate at which content could be fully experienced and exhausted.
Yep. My favorite PvP is when there's no risk. Most FPS games don't have any risk, World of Warships and World of Tanks don't, PvP in many if not most MMORPGs don't.Risk doesn't need to be PvP. In ED terms that is very close minded. You could put my BGS at risk no sweat by doing missions against my faction, blowing up clean ships in my systems and delivering biowaste in bulk to my stations. You can do this in open/pg/solo and even cross platform. The fact that even in open PC players can't pvp me on console but can still tank the bgs of my MF speaks volumes to me imo
Sure, but with 10+ minute travel times via supercruise, that ship has sailed.Or, you could design your game mechanics in a way which respects players time.
Your proposal stated that if the bounty holding player is killed the bounty goes inactive and decays over 7 days till gone. With a single alt you can even control where that goes then just use the alt to do more killing while the first is on cooldown. You don't need a half dozen unless there was something you left out in the proposal you initially described. Especially if the bounties only become prohibitive over a significant period of time and activity.Your proposal doesn't really avoid the bounties, tbh. If you kill someone, you get a bounty. Then if a bounty hunter kills you, they claim that bounty. Unless you're planning to stop using an account every single time you get any sort of bounty, there will be no way to avoid it. The best you could do is pay it off each time, but since even that would instantly be restored whenever you committed a new crime, it wouldn't matter. The bounty hunters would just need to follow and wait.
The only way to bypass it would be to have dozens of accounts, and swap to each new one each time you commit a crime, but for obvious reasons that's not a very practical choice. Worst case you could abuse it, but you'd end up paying Fdev a few hundred bucks for that right, so I'm sure they wouldn't argue.
The benefits of this system is that, currently bounty hunting is not a viable activity for players, due to the low payouts. This makes playing a defensive role when entering low-sec non-viable, which means the haulers will usually be defenseless, which pushes them away from Open and into Solo.
By making defense a more viable activity with significant payouts, it opens the door for bounty hunters, and through that door, the haulers can follow.
Your proposal stated that if the bounty holding player is killed the bounty does inactive and decays over 7 days till gone. With a single alt you can even control where that goes than just use the alt to do more killing while the first is on cooldown.
Also, this is still no benefit to haulers. In PG/Solo they are safe. In open they may not be.
From what I've read here and my own view, I think it would actually be the other way around; lowering the risk would increase the likelihood of a player being prepared to be shot at.Clearly the risk has to be met with reward to encourage participation.
It would prolly be a better idea to turn the ship. Next best would be to not use lengthy respawn timers to exacerbate the problem.Sure, but with 10+ minute travel times via supercruise, that ship has sailed.
You've gotta balance any wait times on the rest of the game, and the game already doesn't respect player time. You could go either way; reduce supercruise/etc times, or increase respawn times. But you can't have a disparity between the two or things break down.
You stated the bounty would decay then disappear in 7 days. If the bounty doesn't actually disappear on cooldown as described then your statements following this only hold true if you do this within 7 days of the cooldown starting. Otherwise it drops and you have a fresh start. So before going forward I need you to specify which it is.You're forgetting the fact that the bounty instantly reactivates if they commit another crime.
There are a lot of assumptions regarding social benefits being a draw for people playing asocially. Or at the very least temporarily seeking to avoid interruption.Yes, but we've already recognized this. It's not about making them safe; it's about making them safe enough they'd rather stay in Open and enjoy the social benefits.
Having a significant population of bounty hunters would have ripple effects; you could contact a bounty hunter and have them escort you to your destination and back, because again, they're actively looking for a fight. Following haulers is what they'll be doing anyway, looking for pirates trying to attack them. This falls under the 'social benefits' I spoke of.
There's no way to get 100% of players to play in open, but that's impossible no matter what. What you can do is make the game fair and enjoyable enough that people who are already leaning that direction feel allowed to indulge themselves without sacrificing any hope of efficiency.
I'm not really sure what exactly is unclear. If you commit a crime, you get a bounty. If you die, you pay that Bounty and the Bounty goes on standby. If you commit another crime before that standby bounty decays, it immediately reactivates.You stated the bounty would decay then disappear in 7 days. If the bounty doesn't actually disappear on cooldown as described then your statements following this only hold true if you do this within 7 days of the cooldown starting. Otherwise it drops and you have a fresh start. So before going forward I need you to specify which it is.
Ok, so my point stands, this is easily bypassable and you don't need a dozen accounts to move your piracy to another character for a week.I'm not really sure what exactly is unclear. If you commit a crime, you get a bounty. If you die, you pay that Bounty and the Bounty goes on standby. If you commit another crime before that standby bounty decays, it immediately reactivates.
So, yes, absolutely, if you are willing to wait 7 days between committing crimes, you don't have to worry about it. But that's working as intended.
I don't think you're quite thinking this through. Remember; the bounty reactivates the instant you commit another crime. Which means the instant you go back out to continue doing whatever it is you were doing, the Bounty comes back in full, and bounty hunters are free to attack you again.Ok, so my point stands, this is easily bypassable and you don't need a dozen accounts to move your piracy to another character for a week.
If the goal is for this to basically cost a second account and a cheap rebuy to deny bounty hunters any decent payouts and that's working as intended I don't really know what you're trying to accomplish other than a more convoluted version of exactly what we have now.
Within 7 days. And only within 7 days. Day 8 you are free with 0 bounty and start over. And per what you said this would build somewhat slowly so as to not be intrusive to most PvPers. So if it doesn't become intrusively costly in 7 days but would later, all it takes is one alt and for the next 7 days I kill people with that. I don't need any downtime. I jusat do the same thing under another name.I don't think you're quite thinking this through. Remember; the bouncy reactivate the instant you committed another crime. Which means the instant you go back out to continue doing whatever it is you were doing, the Bounty comes back in full, and bounty hunters are free to attack you again.
Immediately yes, 7 days from the death no. All I have to do is just shoot people with another account for 7 days.Which essentially means, if you mean to do any significant amount of criminal activity, there's not really any point in transferring the bounty. It will just come back immediately, as well as costing you the re-buy for no reason.
This is factually wrong. I only have to stop with 1 character for a week at a time.The only time what you were talking about would be beneficial is if you intend to stop being a criminal and do legal activities, but I don't see a problem with that.
So if there was less of a threat in Open (lower risk) then more people would engage in Open.From what I've read here and my own view, I think it would actually be the other way around; lowering the risk would increase the likelihood of a player being prepared to be shot at.
I mean...okay?Within 7 days. And only within 7 days. Day 8 you are free with 0 bounty and start over. And per what you said this would build somewhat slowly so as to not be intrusive to most PvPers. So if it doesn't become intrusively costly in 7 days but would later, all it takes is one alt and for the next 7 days I kill people with that. I don't need any downtime. I jusat do the same thing under another name.
Immediately yes, 7 days from the death no. All I have to do is just shoot people with another account for 7 days.
This is factually wrong. I only have to stop with 1 character for a week at a time.
Ok, so you're fine with the maximum payout being potentially capped to 7 days worth of bounties while aggressors may kill weeks or months worth of bounties that they basically get to keep cycling off and never have to pay out?I mean...okay?
I'm still not seeing the problem here. The active account would still gain bounties, which could then be paid in full to any bounty hunters. That's working exactly as intended.
Heck, you wouldn't even need to switch accounts; you could just go to a different system. I've got no problem with that, either.
The problem with the current system is that a caps out at 2 million credits, no matter how high the actual Bounty is. This would fix that problem. If people choose to play around these new restrictions, that's absolutely fine, and in fact expected.
So none of what you are saying is in any way a problem.
Simply increasing the response time would be inadequate, because a good gank is over before security would even have a chance to respond, even if it was near immediate. Noteritity would need to be a long-lasting statistic for a player, and it would have to have a meaningful impact on a player outside of being randomly interdicted by incompetent NPCs occasionally.I see that the thread has circled back to the same suggestions that have already been discussed that really only benefit PvP players and would be of no interest to the rest of the community.
The rewards suggestion wouldn't work. The additional reward necessary to make risk worthwhile would have to be of such a magnitude that it would break how levelling up works in the game. Otherwise it's not worth it. Sorry, but we know the difference between reward and bait.
The principle problem is that the security model in ED is a joke. The consequences of attacking another player in a high security system are pretty much what they'd be in an anarchy system - limited to none. Of course, it would make sense to beef these up to reflect the security level of the system, but then those same PvP players would start whinging that they can't go around with impunity making others go boom.
But sure, keep on coming out with these same tired suggestions that are oblivious to what those players you claim to want to convince actually would be tempted by, if it makes you all happy. These discussions genuinely just go round in pointless circles, TBH.