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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.
Bounty Hunters
TheHiddenDaggerInn
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Do we want to see bounty hunting specifically for Corrupted players?
OR would you like to see a option to place them on people who have wronged you? IE: Caravan Attackers who just ganked all your hard work.
OR would you like to see a option to place them on people who have wronged you? IE: Caravan Attackers who just ganked all your hard work.
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Comments
In Ashes of Creation, there's a notable absence of tracking the gold loss suffered by victims based on the extent and costliness of their gear repairs. For instance, if a player is killed by another player and their gear requires repairs costing 2000 gold, who collects this gold? Currently, no one does, the gold disapears and there is no receipt.
Implementing a system where bounty hunters can collect gold based on the gold needed to repair the victim's gear would add depth to gameplay. This system could be employed against corrupted individuals, enemies of the state, war targets, and even nodes could hire bounty hunters as mercenaries to bolster their lines.
Mayors could enact policies to allocate large sums of gold, such as one million, to pay hunters to eliminate war targets. This could pave the way for players to establish real mercenary guilds akin to the Golden Company from Game of Thrones. By knowing the repair costs of defeated players' gear, hunters could receive a percentage of the gold as a reward kill by kill until that one milion gold is consumed.
Guilds could open their coffers to their members and reward them based on their war kills. I fought a war in EVE recently and my CEO rewarded everybody who got kills in the war, I parcipated in 19 out of 20 kills, it feels awesome.
Dedicated hunters would target players with valuable gear and high bounties, forming hunting parties to eliminate such targets. This system could also be applied to pirates; if pirates destroy ships or wagons, the extent of their banditry could be measured based on the repair costs incurred by their victims.
This system certainly isn't a gold faucet; the gold has already been spent on repairs. Later on, when a bounty hunter eliminates his target, it results in yet another loss of gold. Both the victim and the criminal suffer a loss of gold, with a portion paid to the bounty hunter. This amplifies the system as a significant gold sink, increasing the overall loss pool and it will still feel organic and natural, it would be intrusive like taxes in the auction house. Nevertheless, it ultimately benefits the economy by incentivizing combat. If a criminal with a high bounty is killed while wearing no gear, the bounty hunter receives no payment.
Without a record of past events, there can be no accurate projection of future content.
There's no reason you can't offer your own rewards to mercenary groups. They're not Bounty Hunters, though, they're just plain Mercenaries.
I will try to recreate my own post that is hidden above:
Limiting bounties to only corrupted individuals would be detrimental to this type of content, resulting in a lackluster experience akin to EVE's kill rights system.
In Ashes of Creation, there's a notable absence of tracking the gold loss suffered by victims based on the extent and costliness of their gear repairs. For instance, if a player is killed by another player and their gear requires repairs costing 2000 gold, who collects this gold? Currently, no one does.
Implementing a system where bounty hunters can collect gold based on the damage inflicted on the target's gear would add depth to gameplay. This system could be employed against corrupted individuals, enemies of the state, war targets, and even nodes could hire bounty hunters as mercenaries to bolster their defenses.
Mayors could enact policies to allocate large sums of gold, such as one million, to pay hunters to eliminate war targets. This could pave the way for players to establish real mercenary guilds akin to the Golden Company from Game of Thrones. By knowing the repair costs of defeated players' gear, hunters could receive a percentage of the gold as a reward.
True hunters would target players with valuable gear and high bounties, forming hunting parties to pursue these lucrative targets. This system could also be applied to pirates; if pirates destroy ships or wagons, the extent of their banditry could be measured based on the repair costs incurred by their victims.
This system certainly isn't a gold faucet; the gold has already been spent on repairs, and there's potential for gold to change hands in various transactions. However, when a bounty hunter eliminates their target, it results in yet another loss of gold. Both the victim and the criminal suffer a loss of gold, with a portion paid to the bounty hunter. This amplifies the system as a significant gold sink, increasing the overall loss pool. Nevertheless, it ultimately benefits the economy by incentivizing combat. If a criminal with a high bounty is killed while wearing no gear, the bounty hunter receives no payment.
Without a record of past events, there can be no accurate projection of future content.