Glorious Alpha Two Testers!
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.
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.
Bounty Hunter and Corruption System
iznebula
Member, Braver of Worlds, Kickstarter, Alpha Two, Early Alpha Two
The Bounty Hunter system is one of the most interesting aspects of PvP of Ashes for me personally and I look forward to having a discussion and brainstorm of ways to make the system balanced and fun for both parties that would be engaging in it the most the (Corrupted and Bounty Hunters). IF you have feedback on this post or the Bounty Hunter system in general, feel free to reply.
Bounty Hunter Boards - Meaningful way to keep both type of player engaged while keeping it balanced.
Bounty Hunters would have a Bounty Hunter Board located at each node (similar to the Notice Boards in Witcher 3 that would have Contracts associated with targets to kill) that only Bounty Hunters have access to using. This board would be updated throughout the day (they could even make a dedicated npc do these updates to the board for immersion purposes). Now, because these boards will be within nodes, it is up to the Bounty Hunters to check up on a nearby node on a regular or while passing, to determine if there is a corrupted player within an area that has been reported (mechanically the game would know when a non-combant aka innocent citizen has been killed and a player has become corrupted and this would lead to the node to update the Bounty Hunter Board accordingly). The maximum area could be within that node's parent node or within that node's specific ZOI, depending on how big of an area is. Testing would be needed.
Active Bounty Hunters - A an immersive and balanced way to determine who has access to bounties and when
Since not all Bounty Hunters will be everywhere at the same time throughout Verra due to the limitation of the Bounty Hunter Boards, it is up to the Bounty Hunters to check the nearby nodes and thee local chat to determine if there is any nearby Corrupted. By setting this limitation, The Corrupted wouldn't be tracked by every single Bounty Hunter across Vera. Keep in mind, it doesn't mean other players can't find them on their own, but moreso limiting the amount of Bounty Hunters that can track them if they are too far from the node the Bounty exists at. This would be much more immersive as well, as it gives a reason for Bounty Hunters to explore and travel to zones they would normally not go looking for Bounties. This why I am advocating for local chat and no world chat.
Shareable Bounties - The Bounties are shareable with other nearby Bounty Hunters.
As a Bounty Hunter who has accepted a Bounty, they have the option of sharing it with other nearby bounty hunters, but will result in splitting the rewards with them as well.
Bounty Difficulty Tiers - Each Bounty will have a difficulty tier based on the Corrupted's current Bounty Hunter kill count or the Corrupted's mitigated stats.
Difficulty Tiers: Novice, Master, Elite, Mythic, Legend.
Novice Difficulty: Corrupted killed 1-2 Bounty Hunters or has very high mitigated stats.
Master Difficulty: Corrupted killed 2-4 Bounty Hunters or has high mitigated stats.
Elite Difficulty: Corrupted has killed 4-6 Bounty Hunters or has medium mitigated stats
Mythic Difficulty: Corrupted has killed more than 8+ Bounty Hunters or has low mitigated stats.
Legend Difficulty: Corrupted has killed more than 8+ Bounty Hunters AND has low mitigated stats.
Rewards, Titles and Loot - Balance between Incentives and penalties
Killing a Corrupted would provide all Bounty Hunterswho participated in the kill with Corrupted Embers, the amount is determined based on Corrupted's difficulty status, with Legend giving the most and Novice giving the least. The corrupted embers can be turned in for Renown to increase your Bounty Hunter rating which would give you access to different titles and additional (TBD) Bounty Hunter rewards. Bounties can also be promoted by players by adding more gold for the Bounty reward, but only if they have been recently killed by the Corrupted. Additionally, Corrupted when in engaged in a fight with a Bounty Hunter, do not drop full loot, instead they drop gatherables based on their armor and durability loss, in addition to the normal gatherables they drop on death which is 4x that of non-combatant.
Things to keep in mind - A lot of these suggestions are being made so that even being a Corrupted with the penalties you have, they aren't as severe when fighting a Bounty Hunter, but still severe enough to also dissuade you from griefing. I think it's only fair that if a Bounty Hunters can track you on the map, your penalties should also be less severe as compared to dying by the hand of any other type of player or mob. This also makes it worthwhile for Bounty Hunters to go hunt down these corrupted players due to the added rewards. I felt Corrupted having a chance to drop entire pieces of gear even when fighting a Bounty Hunter, who can track you was too much.
Bounty Hunter Boards - Meaningful way to keep both type of player engaged while keeping it balanced.
Bounty Hunters would have a Bounty Hunter Board located at each node (similar to the Notice Boards in Witcher 3 that would have Contracts associated with targets to kill) that only Bounty Hunters have access to using. This board would be updated throughout the day (they could even make a dedicated npc do these updates to the board for immersion purposes). Now, because these boards will be within nodes, it is up to the Bounty Hunters to check up on a nearby node on a regular or while passing, to determine if there is a corrupted player within an area that has been reported (mechanically the game would know when a non-combant aka innocent citizen has been killed and a player has become corrupted and this would lead to the node to update the Bounty Hunter Board accordingly). The maximum area could be within that node's parent node or within that node's specific ZOI, depending on how big of an area is. Testing would be needed.
Active Bounty Hunters - A an immersive and balanced way to determine who has access to bounties and when
Since not all Bounty Hunters will be everywhere at the same time throughout Verra due to the limitation of the Bounty Hunter Boards, it is up to the Bounty Hunters to check the nearby nodes and thee local chat to determine if there is any nearby Corrupted. By setting this limitation, The Corrupted wouldn't be tracked by every single Bounty Hunter across Vera. Keep in mind, it doesn't mean other players can't find them on their own, but moreso limiting the amount of Bounty Hunters that can track them if they are too far from the node the Bounty exists at. This would be much more immersive as well, as it gives a reason for Bounty Hunters to explore and travel to zones they would normally not go looking for Bounties. This why I am advocating for local chat and no world chat.
Shareable Bounties - The Bounties are shareable with other nearby Bounty Hunters.
As a Bounty Hunter who has accepted a Bounty, they have the option of sharing it with other nearby bounty hunters, but will result in splitting the rewards with them as well.
Bounty Difficulty Tiers - Each Bounty will have a difficulty tier based on the Corrupted's current Bounty Hunter kill count or the Corrupted's mitigated stats.
Difficulty Tiers: Novice, Master, Elite, Mythic, Legend.
Novice Difficulty: Corrupted killed 1-2 Bounty Hunters or has very high mitigated stats.
Master Difficulty: Corrupted killed 2-4 Bounty Hunters or has high mitigated stats.
Elite Difficulty: Corrupted has killed 4-6 Bounty Hunters or has medium mitigated stats
Mythic Difficulty: Corrupted has killed more than 8+ Bounty Hunters or has low mitigated stats.
Legend Difficulty: Corrupted has killed more than 8+ Bounty Hunters AND has low mitigated stats.
Rewards, Titles and Loot - Balance between Incentives and penalties
Killing a Corrupted would provide all Bounty Hunterswho participated in the kill with Corrupted Embers, the amount is determined based on Corrupted's difficulty status, with Legend giving the most and Novice giving the least. The corrupted embers can be turned in for Renown to increase your Bounty Hunter rating which would give you access to different titles and additional (TBD) Bounty Hunter rewards. Bounties can also be promoted by players by adding more gold for the Bounty reward, but only if they have been recently killed by the Corrupted. Additionally, Corrupted when in engaged in a fight with a Bounty Hunter, do not drop full loot, instead they drop gatherables based on their armor and durability loss, in addition to the normal gatherables they drop on death which is 4x that of non-combatant.
Things to keep in mind - A lot of these suggestions are being made so that even being a Corrupted with the penalties you have, they aren't as severe when fighting a Bounty Hunter, but still severe enough to also dissuade you from griefing. I think it's only fair that if a Bounty Hunters can track you on the map, your penalties should also be less severe as compared to dying by the hand of any other type of player or mob. This also makes it worthwhile for Bounty Hunters to go hunt down these corrupted players due to the added rewards. I felt Corrupted having a chance to drop entire pieces of gear even when fighting a Bounty Hunter, who can track you was too much.
0