You think my example is unrealistic? What server you play? Ppl can be rly salty / vindictive when you kill them while they think they are good. 200K is not that much. Ppl 1v1 on my server for 250K winner takes all. Chestrun in gathering gear… Lots of ppl suck at pvp when 1v1. A ton of PvE players are running pvp cause of the 30/10 % pve bonus.
Well putting 10 bounties at once on a player when the system only lets you do it once is unrealistic unless you are suggesting that to be part of the system? Which I might argue against it for the same reason you are mentioning.
I’m pro bounty systems for sure but you need a villain aka you need real karma system and PK killing imho. The hunted needs to deserve the bounty on his/her head.
Anyone have any thoughts on what a karma system would look like in the game? That’s another way of approaching this and I think it would be really cool to consider. My idea does not really factor this in but would love to hear people’s ideas
There could possibly be some randomization to it.
You kill 5 people, your name is entered in to the pool
The game randomly chooses a name from the pool once per hour or whatever
Imagine if you had to deliver a package from Shattered to First Light to collect a bounty, but your pvp flagged and have to run there.
Ince the bounty starts a global message is displayed (Bounty Tab) so everyone knows. If they kill you, the package is transferred to them and they are now on the run.
I don’t think marking the player on the map is a good idea. It makes the bounty hunting far too easy and far too short.
Rather, I think a player with a bounty should be 100% flagged for PVP, and have a color coded Icon over them so that anybody who sees them knows they are the subject of a bounty.
That player would be safe in towns, but would basically be forced to port to a random Shrine to leave town or they would certainly be dead.
Perhaps the Bounty Board could simply list the map the player is currently in. This would allow a sort of “tracking” to chase them, if someone really wants to.
Ooo, it’s been a while since I revisited the idea. So what you are saying is that when a player has a bounty, essentially anyone can try and collect it without being assigned a bounty hunting contract (essentially fancy word for bounty quest).
Bounty hunting I feel can go in so many different ways. I actually think this is really cool. In a way it’s essentially a forced flagging system that is triggered by another player placing a bounty on their head (alternatively people have suggested a karma system to trigger a bounty). My only concern is that if gold is involved, that there needs to be a way to prevent abuse such as a friend being able to easily collect the bounty instead.
That’s where a bounty contract system would help circumvent that issue. You make it so at least 20? 50? people sign up and then it is assigned randomly to one or more of those players. Think of it like an OPR queue of sorts.
Now if we are moving away from players being able to set a gold bounty on another player, perhaps it’s based on a karma system (killing players below your level, killing people who have not killed another player in a while, etc) or having it so players can set a bounty in another way (love to hear ideas) and the player can’t simply collect 10k for free with a friend then maybe an open system could work. Another option would be making it a flat 1000g cost and instead the reward is something other than gold (operating as a money sink) such as faction tokens, Azoth, PVP specific loot or increased xp from the PVP track then that might work. People would still abuse that but possible?
I really think it could be cool and agree that a market might be a little too much. Wondering if maybe it could escalate? The longer they go without being caught the more intense it is? What territory they are in? Maybe a massive circle showing where they could be (obviously not centered in the player haha), and finally a marker that is on a 20 second delay. This would be until they are caught and only could work if you are assigned a bounty contract. Otherwise that would totally spam the map if it showed all bounties haha.
That’s where bounty contracts would be used to help mitigate this, still could be possible but less likely. Another reason we could move away from a 1:1 gold system and reward (which I secretly think would be so cool, but obviously has its abuse potential) to a flat fee of 1000g to mark someone. Then the reward could be something else such as increased likelyhood of legendary loot drop chance (after they fix it to drop to your GS), faction tokens, Azoth, increased PVP reward track xp, etc.
That would be pretty cool actually. Similar to a proposed karma system. If you are killing a lot of people in open world PVP then this eventually escalates to a bounty contract placed against you. Seems pretty easy to implement actually. Maybe make it so you get 5x Azoth Salt and PVP XP for the bounty kill and call it at that.
Love this. Maybe the system can have multiple ways to enter the bounty system. One being a karma based system or if you are killing enough people to trigger a bounty on your head, another could be a player paying x gold to trigger a bounty, and finally others could be exactly what you are proposing and that’s a delivery mission between settlements where you obviously can’t fast travel. You sign up for it, wait for at least a few others to be in the same mission queue signed up as bounty hunters and then you are allowed to start. That may be excessive and perhaps just let people start them on their own and the PVP bounty hunters will follow.
A lot of your concerns could be mitigated by barring anyone who posts the bounty, or the money for the bounty, from collecting it.
Thinking on this further, I think the “forced flagging” and Bounty Icon could be used to “track” the target. When you get in a certain proximity, the flagged player appears on your compass. It doesn’t have to be immediate vicinity, maybe musket range.