Kill Stealing?

The few times it happened, the pilots had no idea they were taking a kill (most likely because they too are still trying to figure out this game). However, the mechanics of who "owns" a kill are a little off. MMOs have tried to work this out over time. Tagging is sometimes no good because people will tag everything they can to say it is theirs and get all the kills. Kill stealing is no good as you just have to wait for the other player to get the target down enough before you come in and nuke it.

Beyond a community that shuns such behavior, what kind of game mechanic can be implemented to prevent this?
 
The few times it happened, the pilots had no idea they were taking a kill (most likely because they too are still trying to figure out this game). However, the mechanics of who "owns" a kill are a little off. MMOs have tried to work this out over time. Tagging is sometimes no good because people will tag everything they can to say it is theirs and get all the kills. Kill stealing is no good as you just have to wait for the other player to get the target down enough before you come in and nuke it.

Beyond a community that shuns such behavior, what kind of game mechanic can be implemented to prevent this?

Calculate % of damage done by participants. Divide damage by percentages and give the matching percentage of the bounty to the damage inflicted by the player.
 
Beyond a community that shuns such behavior, what kind of game mechanic can be implemented to prevent this?

No additional game mechanisms needed.

Most people don't 'kill steal'. Those that do so habitually will eventually get shot down enough times by irate CMDRs that they won't find it profitable and will cease doing it.
 
The few times it happened, the pilots had no idea they were taking a kill (most likely because they too are still trying to figure out this game). However, the mechanics of who "owns" a kill are a little off. MMOs have tried to work this out over time. Tagging is sometimes no good because people will tag everything they can to say it is theirs and get all the kills. Kill stealing is no good as you just have to wait for the other player to get the target down enough before you come in and nuke it.

Beyond a community that shuns such behavior, what kind of game mechanic can be implemented to prevent this?

I get people in the conflict zones on the same team as me, firing missiles at me...

They normally wait until I'm in a dogfight, they unload missiles then come in for the kill.

Had 1 do it about 30 minutes ago. Must be a new guy cos he didn't do much damage. I had enough time to target him, line up and unload 2 straffing runs on him before I jumped out. Problem is they have all the time in the world choosing which sub-system they want to gank.

Wish FD would do something about this kind of behavior. All the cheap and dirty tricks gonks can pull in order to get (or in this case, try) cheap kill on a real player is ridiculous and become game breaking in my opinion.
 
I get people in the conflict zones on the same team as me, firing missiles at me...

They normally wait until I'm in a dogfight, they unload missiles then come in for the kill.

Had 1 do it about 30 minutes ago. Must be a new guy cos he didn't do much damage. I had enough time to target him, line up and unload 2 straffing runs on him before I jumped out. Problem is they have all the time in the world choosing which sub-system they want to gank.

Wish FD would do something about this kind of behavior. All the cheap and dirty tricks gonks can pull in order to get (or in this case, try) cheap kill on a real player is ridiculous and become game breaking in my opinion.

A conflict zone is a free for all and while I certainly consider it bad form to target people on your side, it's certainly possible and it's best to be prepared for such an eventuality.

FD doesn't need to do anything about this behavior, we do.
 
Agreed, they should split the bounties based on damage done (not counting other NPCs). They're going to likely do it with wings anyway. When bounty hunting NPCs I just play solo or in a private group. I don't see any point in open play at the moment (PvP sure but I'd want PvP orchestrated rather than trying to wander around aimlessly looking for people who do want to PvP and won't just jump out).
 
This is why pvp is open and fully consented when in open play. Shoot down the other commander for doing this trick. I know I would.
 
Agreed, they should split the bounties based on damage done (not counting other NPCs). They're going to likely do it with wings anyway.

It would be unfortunate if wings worked this way, because there are many cooperative combat roles that don't involve doing much, if any, damage to a target, yet may be just as crucial.
 
It would be unfortunate if wings worked this way, because there are many cooperative combat roles that don't involve doing much, if any, damage to a target, yet may be just as crucial.

I agree I suspect wings will get an even split of the bounty on a successful kill
 
I feel if you're grouped in a Wing, once they are implemented, it should be shared between all the players evenly.

However for Open Play, I feel the competitive role of Bounty Hunting should remain exactly that. I think of it, a little bit, like a claim in gold rush country. You respect my space, I'll respect yours. If someone intentionally tries to steal my bounties over and over, that's enough of a justification for me to defend myself against them.

Though with my setups I normally have at least one very-fast firing weapon which makes it almost impossible to steal a kill from me, unless I mess up myself etc. I had this guy try to take all my kills the other day, but he couldn't. I would have shot him up, at least to force him to jump away, but I was actually having more fun watching his steal attempts to fail. I felt like a tall kid in a street fight fighting a tiny bully by sticking his finger on the Bully's forehead as he swings wildly away into the air, missing every strike.
 
The few times it happened, the pilots had no idea they were taking a kill (most likely because they too are still trying to figure out this game). However, the mechanics of who "owns" a kill are a little off. MMOs have tried to work this out over time. Tagging is sometimes no good because people will tag everything they can to say it is theirs and get all the kills. Kill stealing is no good as you just have to wait for the other player to get the target down enough before you come in and nuke it.

Beyond a community that shuns such behavior, what kind of game mechanic can be implemented to prevent this?

This whole notion of if i hit a target first then the kill belongs to me is ridiculous. It's a bit like saying if i have the first shot on goal then the first goal scored belongs to me. Or if i have the most shots on goal then the goals belong to me.

A kill belongs to whoever actually kills, the mechanic is simple enough and works fine.
 
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I either immediately open fire on them, or wait until they are engaged and stab them in the back. They know they're doing it, you don't just accidentally start shooting an NPC right as their hull is critical having ignored them for the duration of a fight. If you steal my bounty, I'll steal your life.
 
No additional game mechanisms needed.

Most people don't 'kill steal'. Those that do so habitually will eventually get shot down enough times by irate CMDRs that they won't find it profitable and will cease doing it.


Therein is the problem. I don't shoot down other CMDRs because I really don't care to get a bounty on me.
 
The few times it happened, the pilots had no idea they were taking a kill (most likely because they too are still trying to figure out this game). However, the mechanics of who "owns" a kill are a little off. MMOs have tried to work this out over time. Tagging is sometimes no good because people will tag everything they can to say it is theirs and get all the kills. Kill stealing is no good as you just have to wait for the other player to get the target down enough before you come in and nuke it.

Beyond a community that shuns such behavior, what kind of game mechanic can be implemented to prevent this?

My suggestion : Most damage inflicted to target gets the kill.
 
Therein is the problem. I don't shoot down other CMDRs because I really don't care to get a bounty on me.

Cost of murdering another CMDR is far lower than many of these bounty rewards, and these bounty rewards are often far lower than the rebuy cost of a ship.

The threat of death at the hands of another player is one of these keeping player kill stealing uncommon. Most players with any sense will deliberately distance themselves from other bounty taking players in the same instance because they do not want to lose 100k for poaching a substantially lower bounty, and know that the bounty placed on other CMDRs for one murder is relatively low and easily removed.

My suggestion : Most damage inflicted to target gets the kill.

And if I follow someone around with my high damage energy weapon load out and simply out damage them to kill steal, what has been solved?
 
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