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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
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In that case, I genuinely apologize for getting involved and derailing this. It somehow wasn't clear to me that this was specifically for RP and that's my bad.
My 'expertise' if you can call it that is 'converting people's activities and motivations into game mechanics'. 'Facilitating and encouraging RP' is a whole other skillset which is applied separately. I'll hand this thread over to @JustVine in that case.
Good luck with your idea.
The difference here is that you want a third party to commission and pay for the success of the duel and the loser of the duel to lose nothing. But if the winner of the duel kills the target in order to earn some money/loot without the third party, you suggest they receive corruption and are thus punished (if you say they would not receive corruption if they don't kill the target, this is what you suggest).
Do you see the difference between that and a duel? A duel has clear terms, a winner and a loser and even if nothing is gained/lost it at least doesn't follow some strange logic of who gets rewarded and who gets punished.
A lot of quote from wiki because i feel some people here misunderstand what bounty hunting really is. (technically)
This is what bounty hunting is. An automatised system. directly bind to the amount of corruption anyone can have. People with enough corruption become automatically bounty hunting targets.
The bounty hunter is a "non combatant" It means that any "combatant" who kills a bounty hunter gets corruption.
Corrupted players can kill bounty hunters without taking corruption. And even more, while corruption gives some stats malus on PvP, it is not the case while finghint a bounty hunter (so "fair fight" ) And if the corrupted players win => potential reward.
Now, about the first post
1) there is not a player setting a bounty on another. it is a system bind to corrupt system and is automatic.
2) It is to make life of corrupted people even worse. Because they can be hunted easily (with the map in tavern showing where they are)
3) Defeat but not dead = no malus from corruption = corruption useless.
This is the main point, the corruption. It is a system put in place to limit people to gank non stop "non combatant"... We know how people can become real cancer, killing anyone, anywhere, brainlessly. With corruption, you can do it. there is no way to be safe from PvP BUT those who craves for blood will be corrupted and risk their stuff. Suggesting way to not being corrupted in some cases, or not losing stuff while dying corrupted is just offering way to not have to suffer from corruption. . .
For the core idea "take the bounty but not killing" there is 2 things
1) the corrupted stays corrupted, continue to be target from other bounty hunter, right he doesnt dies, but being focused by all bounty hunters can become... boring.
2) the corrupted lose some corruption like if he died. ok good, ill call friends to bounty hunt me, and get rid easily of my corruption. faster than natural decrease, and without the risk to lose anything. => ready to kill more green people yay
It seems it was a lot less complicated to fully explain it as an optional RP element. I have no intentions of altering any existing system, taking over any system etc etc. It was never said anywhere.
An RP feature still needs to either have no mechanical aspect to it, or needs to provide a specific mechanical function.
An example of each would be the ability to sit on a chair, and player housing.
Sitting in a chair does nothing. It is 100% RP. If Intrepid made it so sitting in a chair increased HP recovery speed, then all of a sudden they would need to pay attention to where every chair in the game was placed.
Player housing is an RP feature, but also offers up a mechanical aspect that isnt available in any other manner in the game - and is an essential aspect of the game.
I don't see how your suggestion even works as an RP device. If you wanted a player to attack another player, the "best" RP way to do that is to ask that player to do the thing you want, and offer them money.
The general idea makes much more sense being a feature with a specific mechanical function, rather than a feature for RP. Thing is, that specific function still needs to be correctly defined and identified as something that is beneficial to have, and then the idea needs its specific features to be considered with that specific function in mind.