Idea: Bounty Hunting

PvP content is coming up! Excite! Wonder if this could fit into their vision of PvP in this game.

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Yeah you’ll just get groups of GA/WH looking for bounty hunters.

Good luck.

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

Always looking for different ways to make the idea better if anyone has any 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

This sounds great.

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.

Whats stopping me or my friend to kill me and split your gold?

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.

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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.

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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.

Yeah I think that makes sense barring people who post it from collecting it. It also depends on what system we are talking about but let’s say it’s the original idea. Where I can post a 10,000 gold bounty on a player when they kill me. What’s to stop the player with the bounty on their head from going outside a deserted town, having their friend come over and kill them and splitting the bounty? Kinda defeats the purpose.

That’s why I feel it almost needs a contract system that is randomized to fix that. Even if you restrict it to faction assuming most people’s friends are on same faction, I don’t think that would stop people do abusing it. Again that’s great one possibility of the system.

Now! If we decide let’s not have it transfer gold, as cool as I think that would be, because of the abuse potential is too great then I don’t think it’s much of an issue. It’s already possible to find a friend on another faction to kill for the miniscule reward that exists right now. There is also a system preventing that from being abused repetitively already in place. So if we make it so it rewards 5x or some multiplier of the upcoming PVP track reward, then I don’t think there is much of an issue at all.

Just some additional thoughts

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Any other discussion to be had?! Tell my why this is wonderful idea! Tell me why it’s trash! Let’s discuss!!

Bump, now that we got the PVP rewards track. Wondering if anyone has any input. Most importantly we didn’t learn but instead reinforced the notion that players are going to exploit as much as humanly possible when given the chance haha

in my company we talked about bounty, and being able to make a bounty on someone may lead to some abuse (maybe some CD would suffice for the abuse) if i keep placing my bounties on the same person over and over as long as I have money I guess; I think there should be an automatic bounty system if you have killed more than X amount of ppl in open word you should get a bounty on you which would be visible on MAP and your coordinates(maybe not a solid marker because abuse right imagine 2000 ppl looking for you now) but maybe a blip every 30 seconds or whatever deems good enough to not trash the hunted experience either. I can see this bounties will come up pretty often specially pushing influence or with now ppl holding hands in great cleave to run the missions instead of killing. overall bounty should have existed in the game pretty early since in alpha this was a full PVP game

Would be really cool if a player gets enough kills in the open world without dying that it could trigger a bounty. Then you can hunt them in sanctuaries! Again only way to have this happen is if a player is participating in PVP. This would not be forced upon players that do not choose to PVP as you need to flag to enter this system and it requires even further participation in the system as well to be deemed a bounty target.

I also would love to see players have the option of putting a bounty on a player that killed you by spending gold, instead of it always being an automated karma based system. Again, heard some concerns regarding abuse but it’s still 1:1. You can only choose to place a bounty of you are killed by that player and it’s only one bounty per kill. You could even further limit it to a player can only see a bounty against a specific player once per 24 hours.

Really think it would be a cool and exciting system regardless of how they do it.

I’d do something as simple as randomly making a PvP flagged player become the bounty with 3000 pvp xp for the kill

Rules:
Can only be killed by opposing faction, this might create a scenario where your faction comes to defend
Random timer, random selection
Have to be PvP flagged at the time
Anywhere on the map
Global lists your curelrent map location eg Brightwood Cemetary with refreshes on location evey 3 minutes
Bounty player is locked out of teleporting
Bounty player cant enter safe havens
Bounty player gets the xp if they last 20 mins
Bounty player only has access to faction chat

This sounds way fun and different! The issue is always players abusing the game though. The biggest one being… zergs. Would love if they could implement this though.