Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Bounty Hunting tokens
Marzzo
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Instead of simply awarding the "quest complete" to the last hitting player, the killed bounty should drop some form of token (ear or whatever).
In turn, this token should be delivered to the local taskmaster or sheriff.
This is in my opinion a much better way to do things than simply giving the bounty reward to the last hitting player.
In turn, this token should be delivered to the local taskmaster or sheriff.
This is in my opinion a much better way to do things than simply giving the bounty reward to the last hitting player.
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Comments
Why? Your post contains no information really.
Based on the recent livestream @ 3:57: https://youtu.be/pH5Yt-UfzyQ?t=237
ohhhh ok. I mean, yeah I think a token dropping sounds better than the sweaty dude you turn the quest into just magically knowing you actually hunted down the right target. What I wonder is how the game will choose who has ownership of other player's loot when it drops. If it's only ever going to be the killing blow that hands it over, the amount of saltiness and trolling that can happen will be monumental.
Edit: Thinking about it a bit, we could solve this issue at least for bounty hunters, as in, the first to tag the corrupted player marks them with their unique bounty hunter "tag" and they gain the loot when the target dies. However, if the bounty hunter dies before the target does then the tag is removed, or replaced by any other bounty hunter that was vying for the kill at the time. We all know that bounty hunters and mercs aren't the holly jolly type and who's to say they wouldn't kill each other to claim a bounty target? Since they are both "flagged" as bounty hunters, and I assume as combatants as well, this would be a great way for those more pvp centered to go out and just duke it out without fear of attacking a bounty hunter that's a non-combatant.
Add all that to the fact that the bounty drops a token that needs to be turned in, and whoever looted the bounty token is prime targeting by other bounty hunters that wanted to make some extra coin but found the job already done.
Looting a bounty for proof of kill is not complex, nor is it annoying. The opposite, its immersive and fun. Nothing has to stop multiple players from looting a bounty token.
We should probably not add feature creep - already a full plate.
Also...we'll have to wait until Bounty Hunting is implemented to know how it feels.
Keep this in mind to revisit once Bounting Hunting is implemented - we can better evaluate then.
Bounty hunters hunt Corrupted players.
Corrupted players can probably drop gear. The game can calculate pretty easily which gear is 'most reasonable' for them to drop (least rare of belt, ring, earring, is the easy way), and it has to 'know that the other player is a bounty hunter' already for a certain system (removal of PvP dampening if any).
The Bounty Hunter takes one gear piece as their trophy, and turns that in to the 'Sheriff' as proof (mostly showing, they can keep it). Then some small system allows them to share out the Bounty to some set of people who are also registered as Bounty Hunters (either in the party or designated by the hunter who shows the gear).
Benefits:
Drama ensues if Bounty Hunters don't want to share a kill or cheat others out of their share, but avoids it and encourages some cooperation between those who choose to work together, without having to worry as much about things like 'doing most of the work, dying at the last moment, and having your Bounty swiped'.
Also, if players can't work out terms, they can just join up and agree to lot on the dropped gear or similar.
The target could 'take off all their rings and earrings and store them' but that just makes it progress to other 'better' gear. If they run around completely naked, dropped item is 'Corrupted Player's Dignity' (for laughs mainly)
The datastructures for this to work are inherent in Bounty Hunting as a system, so the overhead is small. There's already a 'Bounty Issued' data entry on the server, just give that entry itself a 'Token Item' slot that is filled on kill (or on pickup) with the item.
Downsides:
Came up with it too fast to think of any.
I can program this for them in about 10 minutes.
It may need slight behind the scenes alterations, but keeping it seeming the same to players (whoever does most damage gets credit and rewards) is probably a good thing.