Last hitting design intentional?

I've noticed that full credit goes to whoever gets the last hit on a wanted ship instead of to all player character parties who were involved in its destruction either proportionally or otherwise.

Officially, is this intentional? If so, why? I find this drives me away from playing with or around other people without explicitly being in a "wing" with them. I arrive at a RES, there's a few people there who don't want to party up, then I'm frankly better off going to another instance so we're not fighting over the last hits.

This latest bounty hunting community event that crams a bunch of strangers into a couple systems all fighting over last hitting criminals for credit is pretty frustrating. Seems counter intuitive to encourage people to start collecting around a given event or location and then not actually support their being in the same vicinity doing the same thing by only giving credit to whoever gets the last hit in.

So the positive of last hitting is what? Is it meant to encourage player hostility to one another? Don't like somebody fighting with you over your kill credit, so you deal with them yourself? I suppose that plays fine into people who want to be pirates, but probably most people don't want to deal with that hassle because they'll start getting chased off by security or other bounty hunters. I'd sooner try to find an isolated area than fight somebody over potential bounty credit.

Anyway, just wondering the design intent with a decision like this regarding bounty kill credit. Thanks.
 
It is as intended, unless you are in a wing, when you all share the bounty
:
The design intent is to allow for kill stealing, like a crafty hyena sneaking off with the lions kill whilst they are distracted.
:
I believe the thinking is that this will make for more interesting player interaction.
:
Remember you can steal kills too! Gimballed beams are good for this.
 
Last edited:
Yea, I feel the same, and its sad. I am just not willing to compete for NPC bounties because that's my farm, I like the idea on Player Bounties, because that is a high stakes, high skill player interaction. I am in a Viper right now, and it seems like everytime I roll into the RES I usually farm, there is a Vulture rolling around, all they have to do when I get a ship low, is line it up, and blast them once, those large hardpoints are good at securing a kill. So I leave.

This is bad, because it makes people not want to play with others. I mean we get to tag NPC bounties when System Security have already done most of the work, and still get paid. Would be nice to see other players in Res and Navs as making the grind a bit easier, rather than competition enough to drive me off.
 
Yea, I feel the same, and its sad. I am just not willing to compete for NPC bounties because that's my farm, I like the idea on Player Bounties, because that is a high stakes, high skill player interaction. I am in a Viper right now, and it seems like everytime I roll into the RES I usually farm, there is a Vulture rolling around, all they have to do when I get a ship low, is line it up, and blast them once, those large hardpoints are good at securing a kill. So I leave.

This is bad, because it makes people not want to play with others. I mean we get to tag NPC bounties when System Security have already done most of the work, and still get paid. Would be nice to see other players in Res and Navs as making the grind a bit easier, rather than competition enough to drive me off.

You could always offer to form a wing and share the bounties.
 
Perhaps there could be some form of "claiming" a target (hotkey, function), clearly marked to other commanders, that if then another commander (not in your wing) killsteals your claim you have carte blanche to fire on them, without repercussions (no bounty put on you). Can make one claim at a time, can't claim a target that is not yet hostile with you (to stop commanders waiting for NPCs to do all the work when other commanders are around that could be more willing to be hands-on), can't claim a target that is already claimed (obvious).

Inspiration comes from The Walking Dead, if it helps. :p
 
Last edited:
In other MMO games, whoever damages the target first "tagged" it... or whoever did the most damage. Either is good, last hit just sucks.
 
If you think its bad that other players can kill steal - you should have been around when the npcs could do it as well.
.
At least now if you are the last "real" player in 10 Seconds or so to hit it you get the kill, previously a NPC would come barrelling in from nowhere after you spent 10 mins fighting that elite anaconda and wander off with the bounty never to be seen again
 
Perhaps there could be some form of "claiming" a target (hotkey, function), clearly marked to other commanders, that if then another commander (not in your wing) killsteals your claim you have carte blanche to fire on them, without repercussions (no bounty put on you).

Why do you need a carte blanche? just kill them and go pay your fine.
 
Why do you need a carte blanche? just kill them and go pay your fine.

Yeah but, you lose your RES then as the security forces become hostile. It is more that the whole thing become massively less profitable regardless of what you do that is the problem - would be nice to have a solution like I mentioned that a) keeps player conflict, while b) doesn't diminish the very point of being there (especially since that then removes the player conflict by removing the player!).
 
Yea, I feel the same, and its sad. I am just not willing to compete for NPC bounties because that's my farm, I like the idea on Player Bounties, because that is a high stakes, high skill player interaction. I am in a Viper right now, and it seems like everytime I roll into the RES I usually farm, there is a Vulture rolling around, all they have to do when I get a ship low, is line it up, and blast them once, those large hardpoints are good at securing a kill. So I leave.

This is bad, because it makes people not want to play with others. I mean we get to tag NPC bounties when System Security have already done most of the work, and still get paid. Would be nice to see other players in Res and Navs as making the grind a bit easier, rather than competition enough to drive me off.

There are plenty of RES sites in systems where you won't find a single player (seems like the human population is just too small for that 4 billion star galaxy). I also found that these RES sites have much higher bounty ships, i.e. Anacondas, Dropships, Clippers. I do that all the time and head back to civilisation when I choose to interact with players.
 
Can be frustrating sometimes in high conflict zones where there can be loads of NPCs attacking the same ship - however as others have mentioned it sometimes works in your favour so probably balances out in the end...
 
You could always offer to form a wing and share the bounties.

I go round in a Wing and effectively police/control bounty hunting in a system. If me and my 4 friends are there we warn you to go/leave. If you listen no harm comes to you, we've not had many cases to kill someone. If we have wing space you get to join us and share/pay tribute, again if you don't ;listen you die. We need reasons in this game to be hostile I feel.
 
Yea, I feel the same, and its sad. I am just not willing to compete for NPC bounties because that's my farm, I like the idea on Player Bounties, because that is a high stakes, high skill player interaction. I am in a Viper right now, and it seems like everytime I roll into the RES I usually farm, there is a Vulture rolling around, all they have to do when I get a ship low, is line it up, and blast them once, those large hardpoints are good at securing a kill. So I leave.

This is bad, because it makes people not want to play with others. I mean we get to tag NPC bounties when System Security have already done most of the work, and still get paid. Would be nice to see other players in Res and Navs as making the grind a bit easier, rather than competition enough to drive me off.


what do you mean your farm ?

space is so big , there are a lot of res es , nav beacons or uss es . if you don t wanna be bothered by other players just go to another system and once you get vulture you ll have same odds as those players that are bothering you now :)
 
I've noticed that full credit goes to whoever gets the last hit on a wanted ship instead of to all player character parties who were involved in its destruction either proportionally or otherwise.

Not quite. It goes to whoever got the last hit, unless a player got a hit in the 10 seconds before the ship explodes, then the bounty goes to the player, or gets shared amongst the wing.

This is a designed mechanic because it did use to be purely down to last player hits who get the bounty. but there was much whining and gnashing of teeth about system security ships kill stealing so the last 10 second rule was introdcued.
 
Back
Top Bottom