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Hi all
Had an idea today about a bounty system which i thought could be cool.
I have heard other people had similar thougts so now i wanna know the general opinion about this.
Imagine there is a player who camps your corps and kills you over and over, again and again.
Now imagine if you could go to a main city, walk up to an npc and put a bounty on that players head. :P
Then there would be wanted posters with his/hers name on it and people could take it like a quest.
After accepting the quest the player could see in what area/zone the wanted was in and if online.
A few notes:
It should be expensive so poeple would not exploit it and make life miserable for others just because of silly character names etc. Ofcourse if you had the money then you could go for it anyway...
At the other end it would also be worth the effort for the assasin to go look for that player...
The wanted should have a message popping up so one could keep a low profile.
There should be a timer so the wanted woulden stay wanted forever, only counting when player was online.
There could also be some types of bonuses when you had completed x amount of bounty quest. The possibilities are endless.
Feedback please.
Kind regards
Joas
Comments
I´m not sure this will solve the problem. Correct me if I´m wrong, but bounty on someones head will not really prevent him from coprse camping you - only punishing him for that later. What you need is some way to prevent corpse camping from happening, not a punishment for doing that. But if you have a pvp game, and want corpse camping to be a part of the game, should a player really be punished for doing it? And if it is a pvp game, I assume it is a game for those who like pvp, so will it actually be a effective way to discourage anyone from corpse camping? I mean, to punish a pvp:er with pvp, is like punishing a bank robber with a bag full of money. If you want pvp in the game, but want some kind of controll, then you should punish a pk:er with something he dont like. Like put him in the pranger, where other players can throw rotten tomatoes on him.
I had a chuckle at this line.
But in all seriousness, a bounty system won't stop people from camping others. Some will do it get bounties. I for one have sometimes have fun trying to get away from a camper. It adds excitment. If it gets bad I will just log and do something useful.
So not only do the grief ou but they then get a cherry on top when they get a buddy to kill them later.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
Does this system now make you attackable if someone puts a bounty on you?
What are the penalties for death in the game you'd be using the bounty system in?
How do new or poor players make use of this system or is it only for veteran players?
The system sounds a lot like what UO had and what EVE has only you are suggesting a fixed bounty instead of player-assigned bounty.
I dunno. In UO, if someone killed me and then camped the corpse I would just write off the stuff and move on, partially because I had every intent of finding and looting his guildhouse later, but... yeah.
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Problem with bounty systems, once the bounty gets high enough, they just get a friend to kill them and then split the bounty.
Yep that's how it works in SWG too still, it's a nice idea but if people know each other and ahve connections, they can defeat the purpose of bounties and actually profit from it.
TwitchTV: iNeoki
Endless griefing and camping = lots of bounty, then friend kills him and they split the loot. Rinse and repeat. I've seen it happen!
It happens in EVE all the time.
Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.
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Others have said it, but basically the possible exploits in nearly any bounty system make it a very bad choice to try and use for any kind of real consequences. It has failed miserably in every MMO it has been tried that I know of (failed or is largely ignored, like in EVE)
Sadly, for a number of reasons, the negative consequences from PvP (if you are going to have them) need to be NPC enforced.
Now I'd love to see an open pvp game where the consequences were based on factions, location, witnesses, investigative skill/magic etc and where death had some real teeth...but I don't see it happening soon.
Yep that's how it works in SWG too still, it's a nice idea but if people know each other and ahve connections, they can defeat the purpose of bounties and actually profit from it.
lol ...... in pre-cu if you wanted to do that, it would cost the jedi quite a bit of his experience.
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
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Yep that's how it works in SWG too still, it's a nice idea but if people know each other and ahve connections, they can defeat the purpose of bounties and actually profit from it.
lol ...... in pre-cu if you wanted to do that, it would cost the jedi quite a bit of his experience.
Lets not talk about pre-cu SWG, it doesn't exist anymore . And Yeah, I miss my Guardian Jedi and running away from "Good" Bounter Hunters and making sure I don't get Saber TEF... Good ole' days.
TwitchTV: iNeoki
Yeah, I haven't seen a bounty system work yet. There are just too many exploits. What I would like to see in open world pvp server is harsh penalties for ganking players who are much lower. One way to identify the level ranges is to color a lower player red, and as the levels get closer to yours it goes from red-yellow-blue-green and vice-versa. Something like that. So now a higher level character will think twice before attacking you.
Now the question is, what is the penality and how do you adjust it? Maybe you could add the penalty as a gameplay element, like if one player ganks another player that's in the red, the red players will get a trinket that allows them to become the same level as the ganker for a set period of time, with special powers that only a really skilled player can compete with. That way the gankee can get some instant gratification and revenge.
Personally, I want to see the consequences of PvP be entirely game driven. The immersion factor alone would be awesome.
Kill someone (or several) out in the wilds with no witnesses and no survivors = no consequences...except maybe some npc patrols looking for "bandits" if the area is under someones control....
Kill the same person in plain sight on the streets of a well controlled town and *bang zoom* you are top of the guards wanted list, hunted down and either chased out of town if you get away or imprisoned/executed as appropriate.
...and all the examples in between and around those two...
I'd love a game where being a "bandit" could mean something...or playing the secretive assassin in some big lawful city who survives by leaving no witnesses and no evidence...heck even have the possibility of lawless towns where no one is in charge and you have fights on the street constantly...just make every option have consequences...persistant, permanent ones...not some dinky faction adjustment that you gimmick away in 30mins of play.
This is just an idea but in my head the answers to your questions would be:
1. Let say there were two factions, and say you had safe zones on each side, then if a player had the quest to assasinate you that player should be able to kill you in the safe zone. But keep in mind he would have to sneek pass the npc guards and all your faction co players.
2. Haven´t thought about it, and are not sure what exactly you mean.
3. New players will have to learn how the system works. Poor players either need to beg or earn some cash before they could use it. The system would not only be for veteran players but for everyone.
The bounty system was not there to prevent corpse camping, it was just an example which could trigger someone to use it.
Personly i would find it equally as fun to have a bounty on my head then to be the assasin.
I would say there would be some pride in having as many bounties on you as possible, specially to pvp lovers. :-P
About people exploiting the system:
There will always be people exploiting everything in a game, but if this was in a game where you had two factions and only able to play one of those per account.
You would then either have to have two accounts or having a buddy on the other side, and lets be honost the majority have neither.
Maybe the system could work in a way so you still had to pay to put a bounty on someone, but the reward for the assasin was some honor points or bonuses etc.
It shoulden be because of the money, it should be because of the excitement of tracking someone down or trying to keep a low profile and in the end see who killed who.
There could be similar points for the wanted if the assasin failed and got killed instead.
It happens in EVE all the time.
I know - I play Eve