# Player Bounties & Killrights temporarily disabled

**URL:** <https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017>\
**Category:** Announcements\
**Tags:** official\
**Created:** [October 13, 2020, 8:47am UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017 "2020-10-13T08:47:19Z")\
**Posts on this page:** 20\
**Page:** 6

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**Author:** ![Domunos](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/domunos/32/235019_2.png) [@Domunos](https://forums.eveonline.com/u/Domunos)\
**Post date:** [October 13, 2020, 4:27pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/101 "2020-10-13T16:27:46Z")

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I am surprised to see this feature disabled without any forewarning, not that being notified of the test ahead of time would have really made a difference. Killrights have been a big part of how I play the game; I will miss them while they are disabled over the next 30 days. CCP may not be able to (or it may be more trouble then it is worth) but it only seems fair to pause killrights or add 30 days to existing killrights to compensate for the time it is disabled.

This was explained as an attempt to help identify optimization opportunities for the eve client, not to fix or remove a broken game mechanic. I look forward to providing feedback on how to improve the system should CCP solicit it (It is fun but not a perfect mechanic).

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**Author:** ![The\_Economist](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/the_economist/32/234800_2.png) [@The\_Economist](https://forums.eveonline.com/u/The_Economist)\
**Post date:** [October 13, 2020, 4:35pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/103 "2020-10-13T16:35:10Z")

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I seem to remember the same thing, hence mainly aiming that comment at the crippling lag in large low sec fights; however knowing ccp I wouldn’t be surprised if they just disabled half the system and the server still makes ghost calls for sec rating but just doesn’t check them against anything or perform extra calculations. You’re probably right though, just always springs to mind when crimewatch related issues are mentioned.

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**Author:** ![Fox\_Walken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/fox_walken/32/227648_2.png) [@Fox\_Walken](https://forums.eveonline.com/u/Fox_Walken)\
**Post date:** [October 13, 2020, 4:38pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/104 "2020-10-13T16:38:45Z")

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Blackout died because Null-Sec folks dropped subscriptions and their large alliances are better organized to lobby CCP to change things they don’t like.

People should not draw comparisons between any implied similarities between HighSec players who complain about being ganked and the Nullsec folk who quit over blackout. Not the same thing at all.

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**Author:** ![Mr\_X5](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mr_x5/32/233472_2.png) [@Mr\_X5](https://forums.eveonline.com/u/Mr_X5)\
**Post date:** [October 13, 2020, 4:41pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/105 "2020-10-13T16:41:12Z")

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> [@Brisc\_Rubal](#):
>
> Killrights/Bounty system are inextricably linked, as I understand it, so getting rid of one requires getting rid of another, at least in this instance.
> 
> From a larger perspective, however, the whole concept of killrights is goofy, and I have only ever seen it used to screw over new players who get scammed into activating a really expensive killright and then getting blown up.
> 
> If we want to create a system that makes sense where players can hunt each other, CCP should start back at the drawing board and make one, knowing all the ways the old systems have been used, misused and broken over the years.

Scamming will always by active, but somehow the killing rights were at least reducing some of the ganking in HS. As you see in the posts, a lot of feedback is about the kill rights and the HS ganking.  
This should have been disabled when another solution was in place.

> [@Apo\_Lamperouge](#):
>
> It’s not necessarily server performance, but _client_/server performance. In those big fleet battles, the system is being bogged down unecessarily by the client’s insistence on checking for kill rights and bounties on each death in a system. So, in a system with 6000 people where there is 1200 battleships dying, that remote call is being parsed thousands of times, and that has shown to be negatively effecting everyone during those tidi slugfests. and when each remote call is going to take 10x longer, well you can imagine the frustration.

The worst TiDi I experienced was in X47 in 2018. I think I dropped out of fight after 12h - 14h, because I had to go to work. Had some other TiDi experiences, but that was the worst. I agree with trying to fix the problem for big fleet engagements, but not by removing a protection for HS without giving something in return.

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**Author:** ![Brisc\_Rubal](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/brisc_rubal/32/374307_2.png) [@Brisc\_Rubal](https://forums.eveonline.com/u/Brisc_Rubal)\
**Post date:** [October 13, 2020, 4:45pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/106 "2020-10-13T16:45:53Z")

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> [@Mr\_X5](#):
>
> This should have been disabled when another solution was in place.

Turning off bounties was the priority. This is, after all, a test. I don’t think they’re going to commit the resources to a permanent solution unless they know for sure it needs to be done.

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**Author:** ![Mike\_Azariah](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mike_azariah/32/512626_2.png) [@Mike\_Azariah](https://forums.eveonline.com/u/Mike_Azariah)\
**Post date:** [October 13, 2020, 4:48pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/107 "2020-10-13T16:48:11Z")

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> [@Pinkisbrain](#):
>
> Only riskaverse pubbies and Mining-Bots in HS. None of both is contributing to the sandbox.

Oh? where will you be getting Trit for your “real gameplay lifestyle”

m

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**Author:** ![Pierre\_de\_Bricassart](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/pierre_de_bricassart/32/386093_2.png) [@Pierre\_de\_Bricassart](https://forums.eveonline.com/u/Pierre_de_Bricassart)\
**Post date:** [October 13, 2020, 4:48pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/108 "2020-10-13T16:48:56Z")

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> [@Brisc\_Rubal](#):
>
> I don’t think they’re going to commit the resources to a permanent solution

Full stop. There won’t be any other solution, just say good bye. Or do you honestly think they have the guts to set to old tidi because of that? Only if the test miserably fails.

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**Author:** ![Cpt\_WhiteEye](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_whiteeye/32/473463_2.png) [@Cpt\_WhiteEye](https://forums.eveonline.com/u/Cpt_WhiteEye)\
**Post date:** [October 13, 2020, 4:50pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/109 "2020-10-13T16:50:33Z")

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You new to this game?

Ever reprocessed whats left after a combat site?

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**Author:** ![Arrendis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arrendis/32/432594_2.png) [@Arrendis](https://forums.eveonline.com/u/Arrendis)\
**Post date:** [October 13, 2020, 4:51pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/110 "2020-10-13T16:51:52Z")

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The large alliances didn’t ‘lobby’ anything. CCP saw what the numbers were, and changed course. Look at the Q4 earnings statement from PA, you’ll see plenty of reason we didn’t have to lobby a damned thing.

But—more importantly—the statement wasn’t about saying highsec players are just like nullsec players. They statement was about the fact that CCP’s coded systems should not actively impair other peoples’ gameplay.

Do you think they _should_?

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**Author:** ![Mike\_Azariah](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mike_azariah/32/512626_2.png) [@Mike\_Azariah](https://forums.eveonline.com/u/Mike_Azariah)\
**Post date:** [October 13, 2020, 4:52pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/111 "2020-10-13T16:52:06Z")

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New? Me?

/me chuckles

Yeah I have swept battle sites before, so you get exact return to build everything that was lost, eh? You must be better at janitorial services than I am, good for you.

m

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**Author:** ![Brisc\_Rubal](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/brisc_rubal/32/374307_2.png) [@Brisc\_Rubal](https://forums.eveonline.com/u/Brisc_Rubal)\
**Post date:** [October 13, 2020, 4:53pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/112 "2020-10-13T16:53:06Z")

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> [@Pierre\_de\_Bricassart](#):
>
> Full stop. There won’t be any other solution, just say good bye. Or do you honestly think they have the guts to set to old tidi because of that? Only if the test miserably fails.

The question has always been whether the bounty system does have an appreciable impact on these big fights. Players seem to think it does, but the data isn’t conclusive. This will be the first time they’ll be able to see what happens with the bounty system off in a big fight. Once we get a few of those big fights worth of data, they’ll be able to come to a final conclusion.

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**Author:** ![Cpt\_WhiteEye](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_whiteeye/32/473463_2.png) [@Cpt\_WhiteEye](https://forums.eveonline.com/u/Cpt_WhiteEye)\
**Post date:** [October 13, 2020, 4:53pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/113 "2020-10-13T16:53:14Z")

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Im pretty sure you didnt understand a thing i just wrote.

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<div class="post-metadata">

**Author:** ![Arrendis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arrendis/32/432594_2.png) [@Arrendis](https://forums.eveonline.com/u/Arrendis)\
**Post date:** [October 13, 2020, 4:54pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/114 "2020-10-13T16:54:28Z")

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What is ‘old tidi’? Do you mean returning things to the way they were last week? That’s pretty much what null expects after this test, so why not?

That said, I can’t fault you for being suspicious of CCP’s track record of promises to keep iterating.

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**Author:** ![Cpt\_WhiteEye](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_whiteeye/32/473463_2.png) [@Cpt\_WhiteEye](https://forums.eveonline.com/u/Cpt_WhiteEye)\
**Post date:** [October 13, 2020, 4:55pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/115 "2020-10-13T16:55:28Z")

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Like how we waited 5+ years for T2 ammo in faction guns? Or shield slaves?

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<div class="post-metadata">

**Author:** ![Fox\_Walken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/fox_walken/32/227648_2.png) [@Fox\_Walken](https://forums.eveonline.com/u/Fox_Walken)\
**Post date:** [October 13, 2020, 4:55pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/116 "2020-10-13T16:55:32Z")

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Not at all. I love it when I get TIDI in lowsec on account of some massive fight Null - my gameplay is in no way impaired - just like (clearly) the high folk enjoy losing their kill-right system to make those fights work more efficiently.

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**Author:** ![Scoots\_Choco](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scoots_choco/32/262262_2.png) [@Scoots\_Choco](https://forums.eveonline.com/u/Scoots_Choco)\
**Post date:** [October 13, 2020, 4:55pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/117 "2020-10-13T16:55:33Z")

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> [@Cpt\_WhiteEye](#):
>
> Im pretty sure you didnt understand a thing i just wrote

I’m pretty sure you’re full of crap because cleaning up after a wreck primarily gives you Salvage, which is only useful for rigs. So unless you’ve figured out a way to build ships out of nothing but Rigs and salvage, you’re just pulling junk out your ass.

Modules, Ammo and Drones are always stripped from the wreckages. The only thing you’re left with are cap booster charges and salvage (if that).

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<div class="post-metadata">

**Author:** ![Cpt\_WhiteEye](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_whiteeye/32/473463_2.png) [@Cpt\_WhiteEye](https://forums.eveonline.com/u/Cpt_WhiteEye)\
**Post date:** [October 13, 2020, 4:56pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/118 "2020-10-13T16:56:35Z")

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You didnt understand either then.

NS combat Anomalies are called Combat Sites. Im not refering here to wrecks after pvp.

PS: Its like all of you forgot that tritanium exist in wrecks in the form oc dropped moduels and ammo. And its not a small amount/ not jsut tritanium.

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<div class="post-metadata">

**Author:** ![Scoots\_Choco](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scoots_choco/32/262262_2.png) [@Scoots\_Choco](https://forums.eveonline.com/u/Scoots_Choco)\
**Post date:** [October 13, 2020, 4:58pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/119 "2020-10-13T16:58:12Z")

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> [@Cpt\_WhiteEye](#):
>
> NS combat Anomalies are called Combat Sites. Im not refering here to wrecks after pvp.

Lmao, okay, so you’re just a carebear who is trying to talk madshit about things he doesn’t understand. Got it.

> [@Cpt\_WhiteEye](#):
>
> PS: Its like all of you forgot that tritanium exist in wrecks in the form oc dropped moduels and ammo. And its **not a small amount/ not jsut tritanium.**

lol, sure, kid. keep telling yourself this.

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<div class="post-metadata">

**Author:** ![Mr\_X5](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mr_x5/32/233472_2.png) [@Mr\_X5](https://forums.eveonline.com/u/Mr_X5)\
**Post date:** [October 13, 2020, 4:58pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/120 "2020-10-13T16:58:39Z")

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> [@Brisc\_Rubal](#):
>
> Turning off bounties was the priority. This is, after all, a test. I don’t think they’re going to commit the resources to a permanent solution unless they know for sure it needs to be done.

This is a “Machiavelli” answer. The purpose doesn’t justify the means…  
You just say that you don’t care about HS if this improves just a little bit the TiDi in NS.  
I was in INIT. on and off for years. I expected just a little bit more from the person supported by INIT for CSM knowing how Sis is, and the old guys from STK.

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<div class="post-metadata">

**Author:** ![Scoots\_Choco](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scoots_choco/32/262262_2.png) [@Scoots\_Choco](https://forums.eveonline.com/u/Scoots_Choco)\
**Post date:** [October 13, 2020, 5:00pm UTC](https://forums.eveonline.com/t/player-bounties-killrights-temporarily-disabled/273017/121 "2020-10-13T17:00:31Z")

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> [@Mr\_X5](#):
>
> The purpose doesn’t justify the means…

The purpose was to test whether turning off bounties would relieve server resources during massive scale TiDi fights.

The means is _literally turning off bounties_ to see the effect on server resources.

How else are you going to test it out? Wait for nullsec to declare a war, convo the FCs and ask them “hey, we’re gonna test something out, mind delaying this massive escalation until after downtime while we turn off bounties?”

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