(07-13-2018, 07:21 PM)Sand_Spider Wrote: Technically, doing so could be considered a form of cheating, as both the hunter and hunted just conspired to basically steal money from the poster of the original bounty. At the very least, the players involved could certainly be sanctioned for breaking RP, as it would be incredibly ooRP 99% of the time for a pirate to willingly allow a hunter to destroy their ship.
(07-13-2018, 08:42 PM)Laz Wrote: It would be covered under rule 5.6--
UGH, rules-lawyering! The very bane that keeps the few admins we have stressed over politics and swamped with hundreds of insignificant, whiney 'OH PLZ SANCSHUN HEM HE DID A BAD OR ELSE I LEAV'.
Unless we had an entire department of admins (I'm talking about at least 50 admins) to take care of every sanction that comes their way, we cannot and SHOULD NOT rely on the rules to save us. 'Tis not only naive-thinking, but also allows cunning psychopaths to exploit the system.
I've seen Admins lose their SHIT over the constant barrage of drama-inducing sanctions and rules-lawyering. I don't want to see people like kingvaliantdavid, treehugger, JihadJoe, and the like, to ever experience such needless torrents of shit ever again.
We need a /bounty system that can take care of and police itself, only needing Admin intervention at the strangest and most exotic of circumstances.
(07-13-2018, 08:42 PM)Laz Wrote: I also think anything concerning NPCs is a bad idea for a number of reasons. The main one, for me, is that NPCs have no place in Discovery and do not add to the core concept that Discovery is based around. Players and RP. The second biggest thing is that FLHook NPCs cause large amounts of lag and to mass create them a lot of times would cause issues.
Th'ast a good point about the second thing.
But the first thing? Ehhhhh, maaaaaybe (and only maybe, like 30% success rate) when 'twas 4.85, and we had almost 200+ players to make it that NPC's didn't have to be a thing. Thing is, the only difference with the current forums-based bounty system and this console-based bounty system is that the transactions are processed faster, but it doesn't mean they'll be managed any better.
Maybe if we had:
> 500+ players on LOW hours
> an entire department of Admins to cater to every sanction
> at least 3 active, 10+ active player bounty hunter factions, official/unofficial
THEN this new bounty system might work. But even back in 4.85 where:
> 200+ players on HIGH hours
> only a handful of admins that not only handled important administrative/anti-cheat/anti-DDOS issues, but also the countless sanctions that came their way, making the task of being an admin less of a pleasant hobby and more of an... 'unpleasant' (to put it nicely) job
> 3 semi-active bounty hunter factions that were more focused on expanding their influence rather than, idk, actually collecting bounties
'Twas hard to make the forums-based bounty system work... 'Twas a nightmare. I even had a friend who could easily exploit the bounty system if he so wanted to (but didn't because 'twasn't really worth it, in his words).
As I mentioned earlier, 'tis not only quite naive-thinking to believe the player-based bounty system would be able to police itself (at least, without causing massive amounts of IRL drama)...
... but focusing on only the players and with the philosophy of NPC's not at all belonging to Discovery is ignoring the PvE aspect of the game. Focusing entirely on the 'players' and the 'player interaction' when we neither have the numbers nor the content/ability to back up such numbers is asking for not only trouble, but also backwards-thinking.