Player Bounties & Killrights temporarily disabled

This change has no effect on the Location Node in the EVE Cluster that is hosting the solarsystem in which the fleet fight is happening.

To explain in a bit more detail*: Thousands of EVE Clients connect to the EVE Proxy nodes and their calls get routed to the EVE Server. But the EVE Server is 280 nodes, each with their specific purpose. One such purpose is being a Location Node, which is a node hosting a solarsystem. Another such purpose is being a Cluster Singleton Node, which is a node hosting global / location-agnostic singleton services.

Fleet fights happen in solarsystems and are handled by a specific Location Node. In the case of large fleet fights then that solarsystem is solo on a node, but on average then for Empire there are 25 solarsystem per node, for Null it is 40 and for Wormholes it is 130.

Calls for Player Bounty information go from the EVE Client to the Cluster Singleton Node hosting the Player Bounty Service. They never arrive at or hop through the solarsystem’s Location Node.

*I’m leaving out a lot of specifics.

4 Likes

Make this permanent thing, please. No one really cares about bounties or killrights and we don’t have bounty hunters roaming New Eden trying to collect bounties or killrights.

Just pay the people the money back and remove the feature.

Hopefully they increase Concord respons, its not like police got caught of with traffic, right

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Yar, complex systems layering onto complex systems get exponentially more complex. Doesn’t help when those complex systems are themselves ‘good enough for now’ kludges that weren’t intended to be the final product, but nobody’s had time to deal with them for a decade.

CCP really should staff up more, and not necessarily all on a volcanic rock in the middle of the North Atlantic.

2 Likes

What are you people talking about ? Im literary tested it few seconds and STILL RECEVING KILLRIGHTS AND CAN ACTIVATE THEM. WHY???

The change is not in effect…

Thanks for the clarification and explanation on these.

Why not completely disable them just in null sec then, until “a wild fix suddenly appears”? The client does know if it’s in null/high sec, doesn’t it?

1 Like

There’s no reason to do this.

You’re doing what that guy did and taking what I’m saying out of context. They didn’t turn the killrights system off for any reason other than they couldn’t turn the bounty system off without turning killrights off, too. The two systems are linked together. I personally don’t think the killright system is well explained and it’s something CCP should fix, which was the context of that conversation.

It’s the whole paying for/selling/activiating etc. that gets people confused. High sec PvP is littered with rules that apply nowhere else in EVE and don’t make any sense outside of high sec.

Most of PvP is poorly explained via the NPE, which is one of the reasons I’ve been suggesting there be more PvP focus in the NPE for a while.

As I already said, this isn’t why it was turned off.

Ok, boomer.

2 Likes

Is this an assertion that the current crime watch mechanic is adequate? There are career criminals operating in High Security space with impunity. It would be nice to see meaningful punishment for their crimes rather than a mere slap on the wrist.

Yeah, and Criminal is a legitimate career choice in EvE.

Kind of one of its selling points.

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It was not planned to be reversed. Nullsec players just whined loud enough.

So you are voting for further dumping down the game? The rules make perfectly sense in a sandbox, and give an advantage to people who care. You know, in contrast to other k-spaces to live in high and low you need an individual brain …

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Yes, this is an assertion that we don’t need to nerf ganking anymore.

It is not true that this was not planned to be reversed. It was. The length of it was what was undetermined. But yes, when you see massive drops in player logins, that’s a good way to recognize that what you experimented with was a bad idea.

No, I’m voting for the NPE explaining more of this type of thing than it currently does. The rules don’t “perfectly” make sense, either. There are a bunch of rules, not all of them make sense together, and the side that knows the rules best are veterans, who also already have advantages in skillpoints, ships and fittings. This is one of the reasons why the game has such a steep learning curve.

I’ve always taken great pride in claiming the killrights of people that tried to gank me. I’ve even reserved some space in my bio for the guy that shot my Mammoth into deep armor… and paid for it by losing his Orca. I know it’s small fries compared to nullsec numbers of blappage but to me that content had great entertainment value.

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BS. Pic or just BS…

BS too. AVG Salvage is 7-10m each site. 40 * 7-10 != 1.2B

You are just plainly wrong with that assumption.

While most players don’t care about it there are many players who do and their playstyle is centered on that functionality. And I can tell you, it was really fun to do so. Be it on the side of the ‘baddies’ or the side fighting them.

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Bounties should be removed forever, they serve basically no real purpose. Killrights on the other hand are pretty important to hisec PvP. I’m pretty sure that the main issue with bounties (server issues due to the bounty system sending a ton of requests during large battles) isn’t really connected to killrights, so I’m curious as to why they were removed as well.

3 Likes

So you think they don’t know their own code? Or do you know the code and just don’t care to help CCP?

Removed inappropriate and off-topic posts - keep it civil please

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I guess this conversation is moot, seeing as how killrights are still active and can be activated just as they normally would.

That’s actually about average in a super, you pretty much just shout ‘bang bang’ and the whole haven is dead.