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Bounty Hunting Profession idea, to promote all aspects of gameplay

Below I try to describe a system to promote Bounty Hunter Profession, player assassin carrier (not class), End game content/activities, and many additional options for players that add to the “world of consequence factor” that I wish this MMO will achieve.
Please bear with me (and my English) for this is long, but hopefully satisfying…

Relationship state between players
• At first interaction, player names will not be revealed (just like in real life). In this state, name-plates can have all the visual information (Male Kaelarian Ranger, Guild X)
• If the two players interact (friendly) they will automatically reveal the player name on name-plate
• Friendly interactions:
o Trade. Either trade for profit (action house) or even give away (alt)
o Invite to Party
o Duels
o Guild-mates
o Have a relationship (if this is gona be a thing)
o Or just get acquainted (a two way friendly handshake just to meet ppl)


Court Bounty Register, Recognition and Bounty Hunting Profession

 If a player gets murdered (does not fight back his attacker/s), he gets the right for the next 3 hours to put a bounty on the person who killed them for X gold (or whatever in game currency). This can be an additional effect to pvp state up to now (combatant, corrupt).
 The “Victim” will be able to go to the city’s court and pay a price for the “Killer’s” (Outlaw) recognition and bounty hunting.
o If the Outlaw is known (by name) to the Victim, he is automatically Recognized by the Court. And there is no need for Recognition Process.
o If the victim does not recognize his aggressor he pays a price for “Recognition” and a larger price for “Bounty” prize.
o The recognition price is given to the first player that can recognize the Outlaw (if not know by the Victim). The only clue, are considered the attacker’s gear, so the “Recognition” process is a privilege given only to crafters that have sold something to this person (ex. the previous 30 days). The process will be automatic and it will not require writing anything. Crafters can regularly check Court Recognition Table to see if they can recognize someone to get “free” gold. The crafter will only have to push the recognition button (maybe he will not, if the killer is a Guild mate). If the Outlaw is not recognized the money is returned to the victim.
o If a crafter recognizes an Outlaw, a Bounty Hunting Quest appears with the suspect photograph (or sketch!!).
o The Bounty Hunting prize will be given to the first person who kills the Outlaw (while having accepted the particular “Bounty Hunting Quest/Task). The bounty will have a time period (ex. 3 days, or 10hours of Outlaw being online on a pvp-enabled territory).
o If the Outlaw is Recognized (by court) but a Bounty Hunter does not know him (as told before players are anonymous), he must target the suspect player (or everyone around looking like him), and interact with his icon (thus needs to be close enough to be able to target) so the Outlaw will become known.
o An additional fun option would be to add the ability that Bounty Hunters, can put/hire spy NPCs that will beacon to the Hunter if an Outlaw (known or unknown) is nearby. This will add a cat and mice hunting game between players just like a real hunt. Outlaws with high Prizes on their heads, may even try to wear low lvl gear (or other costumes) to try and sneak through populated areas without being recognized from Bounty Hunters.
o Upon killing the Outlaw, the Bounty Hunter will receive the quest reward (Bounty Hunting Prize) and something from the outlaw, additionally the Victim will also earn something (revenge factor, and a way to protect system from abuse when Outlaw and Hunter are friends). For example the Hunter will earn 5% of whatever gold the Outlaw is carrying on him at the moment of the kill (localized markets make this even better – increased possibility of better loot). Another 5% of that money will be transferred to the Victim. Another example can be, than one of them (victim, hunter) may get something from the outlaw’s inventory/gear (it depends on how much you want to incentivize Bounty system). Maybe even add a 10 minutes jail time for the Outlaw, to make sure players care enough not to be caught by Hunters.
o If the Bounty Prize is not claimed, the money are returned to the Victim.
o If the Hunter kills the Outlaw (even without fighting back) the Hunter does not get to the Corrupt State.



Results:
 Realistic dilemmas in world pvp. Do I know this guy? He can recognize me, but does he have enough money to put a (meaningful) bounty on my head? I better kill him with an alt?
 Added value/options for crafters. An additional strategic approach to pricing (a reason to sell cheap and invest in future profits through court recognitions).
 A meaningful bounty hunting profession. An enjoyable experience to hunt and get hunted (and escape).
o Maybe even add a mini-game where the Bounty Hunter has a profession skill which immobilizes the Outlaw for a long time from far away (cast from max target range, ex. 40m, immobilize target known Outlaw for 15 sec.) where the Outlaw will have to insert a random key stroke sequence (like BDO fishing mini-game) to get out of a bit earlier. Experienced Outlaws will be harder to catch. The anxiety of suddenly getting a rope on your feet will always be thrilling though.
 A meaningful “assassin” career. If someone really wishes to be a “professional outlaw” (world pvper), it will be wise to stay anonymous (to make Recognition process harder). To make this happen, he/she must make his own gear, should not interact with many individuals (potential Victims), cannot hang out to populated areas (where there may be a lot of spys). Practically, sneaking around cities etc. Even more, a characteristic can be added for players to show for, like “Sum of Bounty Prizes Issued for your head” or “Sum of Bounty Prizes collected for your head”. Even further, if someone reaches a certain cap on Prizes Issued, he will unlock the “Assassin” will title, and if this guy reaches a certain difference on these two stats, he will unlock the “Master Assassin” title.
o Maybe even create an expensive “Black Market” in a distant city, hard to get into, where the buyers pay additional fee to crafters, to stay anonymous so crafters cannot “recognize” them in Court (isn’t THIS what Black Market should be?!). In this city, (maybe ruled from a Thieves Guild) random Assassination Quest can spawn (high reward, high risk/difficulty). Quests like: kill a specific NPC in royal court yard in a big city/castle and get his necklace (do not die). This can be extended into group (assassination) quests for killing even highly valued players (city leaders).
 Low lvl players that can put a low bounty on someone, but high lvl Bounty Hunters can hope for the 5% of someone’s pocket, if that someone is wealthy. So, continually killing (different) low lvl players can become a more thoughtful process (than just smashing 3 buttons). World of consequence.
 Bounty Hunting will require players to be fairly social (the more ppl you know, the easier it will be to have a known Outlaw than just a Recognized one) and most importantly, it is a profession with high luck factor. Hunters can get from only the Prize, to some rare lucky strike. Discussions about how lucky some Hunters got, will motivate many.
 Killing someone wealthy (high lvl merchant, or city leader) can be easy (they probably invest their time in other activities than pvp), but can result to having half a server going after you (if the prize is high enough). This may give value to players who focus on economy, more than pvp.
 Adds another in game fun activity (mostly end lvl).
 With a good balancing of all the above factors (risk, reward, difficulty etc) this system can be equally risky and fun for all players (Outlaw, Victim, Hunter) whilst it will not “create” new money (and risk potential player abuse), so economy will not be influenced.

What do you think ppl? (to the very few that stayed so far :P)

Comments

  • Cool idea
  • Seems like a very thought out idea and leaving the exact numbers to the devolopers is how it should be, very complex but extremely cool if done right
  • Played SWG and it had the bounty hunting system, granted you needed to be the class. Would love some form of revival of the system though.
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