Worth a rant.

It could be exploited by players selecting another of their group as a target and taking potshots at random ships.

One possibility that springs to mind - if both the player and the inadvertent target are targeting the same ship it could be considered likely that they would not deliberately hit each other (as they would appear to have common cause). However, this could also be exploited by one bounty hunter deliberately hitting another while they are both targeting a third ship.

The main problem with dealing with friendly fire is that the game cannot possibly determine player intent - and therefore cannot determine whether a shot hitting a ship was deliberate or not.

You are correct. The thing is any system can and will be exploited.
The current solution though is too blunt and too broad, and can also be exploited in pvp between two players as one can hide behind an npc ship.
 
Go to the right panel. Got to the functions tab. Turn "Report crimes against me" to off. No more cops trying to "help".


Sorry, but are you blind to the obvious, i mean, do i have to spell it out for you...

Your solution only helps part of the problem, it does not solve it... Its like giving a lolipop to a cancer patient.
 

Robert Maynard

Volunteer Moderator
You are correct. The thing is any system can and will be exploited.
The current solution though is too blunt and too broad, and can also be exploited in pvp between two players as one can hide behind an npc ship.

One ship hiding behind another ship / station / asteroid / etc. is simply using the environment to provide cover - it is not an exploit, rather a tactic.
 
Two main miniguns and two beam lasers helps a lot as you do constant fast damage to target. Just be careful about friendly fire.
For smaller crafts, burst lazers works nice.
 
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One ship hiding behind another ship / station / asteroid / etc. is simply using the environment to provide cover - it is not an exploit, rather a tactic.

An exploit or a tactic - depends on which side you're looking from.
Since people like to talk about npcs as if they're living beings - that's akin to hostage taking.
Also shouldn't it be a crime to hide behind an innocent peaceful ship to evade your pursuer? Idk, sounds like a can of worms.
 
When I'm docking and the station opens up with full lasers onto another ship, the station never manage to hit me.
Actually, it did once, while undocking and took a bit of my shields
 
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So basically it would be fine if police officers were pursuing bandits and one of them would accidentally shoot the other one because he/she got into the line of fire? You are responsible for any shot you make so you are responsible for not hitting innocent or friendly.

Your solution would ruin the game for a lot of people including myself. It is a completion to deliver the killing blow that makes the game interesting. There can be only one winner.

I have to disagree on that. If I'm shooting at the bandit with a bloody minigun and you are so careless to jump between us, yes, you might get a stray bullet no matter I unpressed the trigger. And you wouldn't press charges for murder attempt. Because that's what's happening. I'm chasing my target, shooting with multicanons. I can't be aware of every stupid AI NPC who decides to boost right in front of me. And when I see him, I stop shooting but hey, one stray bullet scratched his shield. I must be a dangerous serious killer and need to be shot down right now.

And I won't even mention that I was clean, I came to aid to them while wanted criminal shot at them and I took that criminal down.

And regarding second point, that's up for debate. I, personally, think that killing blow is nothing special and it doesn't work well. But chasing someone for 10 minutes, getting their shields down, damaging them slowly, getting them to realize this is their end is by far more valuable then that last killing blow you're mentioning. Not wanna compare ED to WoW, but in WoW, when you did some amount of damage to en enemy, that enemy was tapped for you. No matter who comes in and kills it, it's still your target. And that was fair. They introduced it after they realized that this killing blow technique is bad cause it gives the opportunity to ninja looters. And it actually does not encourage team play. Because if I see you in fight with wanted criminal, in MMO my first thought would be to help you. But IF I do that it will look like I stole the bounty from you and then what? Are we friends now? Will you thank me for coming to your aid?
 
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Good points well made!

I expect these things to change in time just like they have in every other game I've played that started out with these mechanics. Its a sign of the lack of experience FDev have in this type of game, but they are fairly easy things to fix.
 

Robert Maynard

Volunteer Moderator
Sounds too much like picking and choosing to me.

All players are affected by gaining a bounty / wanted status for stray shots hitting unintended targets - all players can choose to place objects (where available) between themselves and their pursuer (s) - all pursuers know the risks associated with stray shots hitting unintended targets.

Not picking and choosing at all. It is the responsibility of each pilot to risk assess the situation that they find themselves in - probably continuously - and weigh up the potential rewards against the potential consequences.
 
Regarding solution 2:
it is a design decision. Yesterday I was delivering a killing blow in about 90-95% of cases in the war zone. Change you tactics so that your shot would be the killing one. It has always required some skill to hit the enemy at the right time to deliver a killing blow.

Hmmm.... it seems like you are assigning a virtue to something because it is quite tricky to pull off. Quite tricky to pull off is fine, but for me, the last shot gets the credit principle is just flawed, regardless of difficulty and a better solution (eg shared credit, proportional credit, credit to lion's share) should be implemented.

I don't think the OP's need to lay down "rules" strengthens his case, although I agree with some of his points. I disagree that AI's should be taken ot of the reward equation, and presumably all credits go to any players present. That seems to me to be putting a big sign up on every AI ship saying, "They're not real, you know". So I don't agree with Rant 2, but I agree something could be done about Rant 1, the "Oops, sorry I shot you, but you did get in my way" scenario, his solution seems reasonable to me.
 
Ever forgotten to ask for docking clearance?? When you get that trespassing red waning you know you only have a few seconds to turn your ship around and get of there, then you get fined if you manage to.
That's how I like it, unforgiving. Lucky we even get a warning.
 
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Hmmm.... it seems like you are assigning a virtue to something because it is quite tricky to pull off. Quite tricky to pull off is fine, but for me, the last shot gets the credit principle is just flawed, regardless of difficulty and a better solution (eg shared credit, proportional credit, credit to lion's share) should be implemented.

I don't think the OP's need to lay down "rules" strengthens his case, although I agree with some of his points. I disagree that AI's should be taken ot of the reward equation, and presumably all credits go to any players present. That seems to me to be putting a big sign up on every AI ship saying, "They're not real, you know". So I don't agree with Rant 2, but I agree something could be done about Rant 1, the "Oops, sorry I shot you, but you did get in my way" scenario, his solution seems reasonable to me.

Flawed or that you are just no good at it? It's funny how so many game features get called flawed when they have a degree of challenge to them.

I mean what next? How about if i hauled cargo from a to b and crashed at b i should still get credits because i hauled cargo most of the distance? That sounds as stupid to me as does crediting a player just because they managed to hit a ship.
 
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Ever forgotten to ask for docking clearance?? When you get that trespassing red waning you know you only have a few seconds to turn your ship around and get of there, then you get fined if you manage to.
That's how I like it, unforgiving. Lucky we even get a warning.

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I wonder if that's how it would work in reality? I'm not working with any other bounty hunter.

So... which part of this game reminds you of reality, exactly?
Is it the space bucks, the faster than light travel or maybe the respawning?

I never understood the point of comparing a video game to real life.
 
Flawed or that you are just no good at it? It's funny how so many game features get called flawed when they have a degree of challenge to them.

I mean what next are you saying if i hauled cargo from a to b and crashed at b i should still get credits because i hauled cargo most of the distance? That sounds as stupid to me as does crediting a player just because they managed to hit a ship.

"if they managed to hit a ship" now you described last hitting.

There would be an easy way to share bounty.

The % of damage he does, is there share of the bounty, with a strict time limit, so people can't just tag and run. 10 or 20% being the minimum limit or you get no pay.
 
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Hmmm.... it seems like you are assigning a virtue to something because it is quite tricky to pull off. Quite tricky to pull off is fine, but for me, the last shot gets the credit principle is just flawed, regardless of difficulty and a better solution (eg shared credit, proportional credit, credit to lion's share) should be implemented.

I don't think the OP's need to lay down "rules" strengthens his case, although I agree with some of his points. I disagree that AI's should be taken ot of the reward equation, and presumably all credits go to any players present. That seems to me to be putting a big sign up on every AI ship saying, "They're not real, you know". So I don't agree with Rant 2, but I agree something could be done about Rant 1, the "Oops, sorry I shot you, but you did get in my way" scenario, his solution seems reasonable to me.

Wonder if that's how it would work in the real world? I'm not working with any other bounty hunter.
 
Flawed or that you are just no good at it? It's funny how so many game features get called flawed when they have a degree of challenge to them.
No, just flawed. Following your logic to it's extreme only the board members of a company would get any salaries. Yay for capitalism!
 
if you can't stand the heat, get out of the kitchen?

If combat's not ticking your boxes, there are plenty of annoyances in trading and exploring too :)
 
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