2for4Sausag3ggMcMuff wrote: » I don't think the system should reward corrupted players through looting fallen bounty hunters gear, but I do believe a risk to bounty hunters will create a barrier to entry so instead of having 1000 people willing to bounty hunt, u now have 100. The world is supposed to feel dangerous I imagine, if there's no threat of my goods being stolen solely because people don't want to be punished, many organic PvP interactions will never take place that would've otherwise.
2for4Sausag3ggMcMuff wrote: » @/Caeryl, yes absolutely; I guess what I'm trying to articulate is the desire for a system that allows corrupted players to carve out their own place in the community while remaining thoroughly ostracized and punished, if there's no corrupted players to hunt because the system is tilted too much in favor of non corruption, bounty hunters will have no bounties to hunt. An in game system will rarely be used because the deterrent is too strong.
IllusionTokomi wrote: » As others have said, there appears to be a misunderstanding surrounding "Corrupt" players. Not necessarily by you, OP. Maybe by you but certainly by others. Corruption is a black spot, a Scarlet Letter, a brand, a societal mark of shame. It has never been communicated to me that this is anything other than that. Adding a game-play style or mechanic, relaxing sanctions, and assuredly adding a reward is counter to its foundational principle.
2for4Sausag3ggMcMuff wrote: » IllusionTokomi wrote: » As others have said, there appears to be a misunderstanding surrounding "Corrupt" players. Not necessarily by you, OP. Maybe by you but certainly by others. Corruption is a black spot, a Scarlet Letter, a brand, a societal mark of shame. It has never been communicated to me that this is anything other than that. Adding a game-play style or mechanic, relaxing sanctions, and assuredly adding a reward is counter to its foundational principle. the societal mark of shame is real and I'm totally for it, criminals should be hunted, should be hated, should be punished by in game systems, should be punished by players. If the system makes in game life unliveable and unrewarding for criminals however, no one will become a criminal, and the complex system means nothing because you could've saved time and given caravans an immunity buff to get a similar result
Beateerr wrote: » There will definitely be pk guilds which will gank ppl around the map. And just because economic is very important in the game people will just naturally make enemies, like they do irl. And for the 3) they drop only 1 piece of equipment
2for4Sausag3ggMcMuff wrote: » 1) Bounty Hunters who are killed by Corrupted players during the bounty hunt should be penalized somehow(small loss of gear 1 or 2 pieces, and/ or loss of gold) this creates a risk for the bounty hunters and it becomes a more niche playstyle, great bounty hunters will rise to the top and develop identity 2) Since there is a risk to Bounty Hunt, it should be rewarding. Either an Npc can give a set amount of gold or items on a successful bounty(boring), or the community can pitch in gold to posted bounties of truly loathed criminals to make it more appealing to bounty hunters(exciting) 3) I'm hoping corrupted players wouldn't drop a full gearset on death, 3-4 pieces seems reasonable however 4) Griefing lowbies should be a bannable offence, just kidding, but there should be harsh crime points for killing low levels and i mean harsh, a level 50 pking a lvl 49 i have no problem with tho. 5) Corrupted players only drop gear on a bounty hunter kill
Over1ander wrote: » Hmmmm, 1. Bounty Hunters should not share the same Risks as corrupted players, maybe a slap on the wrist or reduced bounty if killed by your bounty. 2. With the system expressed by AoC in mind there won't be a risk for the hunters, just a way to keep the corrupted in their place. So High rewards shouldn't be a thing either. 3. Corrupted players will "Maybe" drop a piece on death I can imagine a 20% chance to drop a piece at near max corruption, just due to the amount of people on a server (10k). 4. Sure, take level and gearscore into consideration when flagging on characters and scale the corruption points based on how much of a bully one is. 5. On the fence with this one, Maybe have a reduced chance to drop gear depending on how many people are involved with your death. Each person that hits you, heals the person that hits you, buffs the person, etc. should be taken into account if possible. And just reduced the chance to drop gear down to 1% if applicable. Maybe a 50% chance to drop gear on death by a bounty hunter, 20% by a random solo player, which can be reduced down to 1% if more players are added to the equation. I think bounty hunting should be promoted more and rewarded. If a player goes corrupted there is no fun in fighting unwilling people we want to fight small scale wars like an old west bank heist crew vs a sheriff and his posse. If a bounty hunter wanted to go up against someone willingly being corrupted then they should be rewarded because that person will fight back because they can and they must defend themselves. I also believe that in this one situation as a corrupted person vs a bounty hunter then the corrupted person who chooses to fight back and fend off several bounty attempts should be rewarded with something ffs. It's a built-in mechanic that allows a situation for consensual pvp between a known bad guy and a known good guy. The more bounty hunters a bad guy kills, he should have a higher price on his head and maybe if he survives for x amount of attempts maybe give him a title or a little pet or something. Why not explore this system between the two consensual participants while still heavily penalizing any griefing or big level gap pking. U can have honest bad guys who aren't running the game for people that is outside of big-scale guild war and city raids.
Hmmmm, 1. Bounty Hunters should not share the same Risks as corrupted players, maybe a slap on the wrist or reduced bounty if killed by your bounty. 2. With the system expressed by AoC in mind there won't be a risk for the hunters, just a way to keep the corrupted in their place. So High rewards shouldn't be a thing either. 3. Corrupted players will "Maybe" drop a piece on death I can imagine a 20% chance to drop a piece at near max corruption, just due to the amount of people on a server (10k). 4. Sure, take level and gearscore into consideration when flagging on characters and scale the corruption points based on how much of a bully one is. 5. On the fence with this one, Maybe have a reduced chance to drop gear depending on how many people are involved with your death. Each person that hits you, heals the person that hits you, buffs the person, etc. should be taken into account if possible. And just reduced the chance to drop gear down to 1% if applicable. Maybe a 50% chance to drop gear on death by a bounty hunter, 20% by a random solo player, which can be reduced down to 1% if more players are added to the equation.
SSRogue wrote: » If a bounty hunter wanted to go up against someone willingly being corrupted then they should be rewarded because that person will fight back because they can and they must defend themselves. I also believe that in this one situation as a corrupted person vs a bounty hunter then the corrupted person who chooses to fight back and fend off several bounty attempts should be rewarded with something ffs.
Over1ander wrote: » @SSRogue I hard disagree because the player base will be too high
Over1ander wrote: » @SSRogue You're contradicting yourself here with "they can and they must defend themselves" and "the corrupted person who chooses to fight back", can't have both.