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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 Hunter: new feature Blood Debt?
Arya_Yeshe
Member
Considering the lackluster nature of the BH system, I came up with this: Blood Debt.
In this concept, each kill by a player on greens increases their blood debt count, while ramping up the corruption and becomming corrupted. Bounty hunters, however, can decrease this count by eliminating corrupted players. If a corrupted player manages to cleanse their corruption through PvE activities but still maintains a positive blood debt count, he will become green player with Blood Debt. Bounty hunters can see the number of active blood debts on any indebted they meet.
Bounty hunters would utilize their blood debt ability to mark indebted players permanently as purple, allowing any bounty hunter or previous victim to attack. Restricting the purple status to bounty hunters and victims ensures that random players cannot access dropped materials.
Rules:
Such feature would allow tracking who are the biggest head hunters in the server. Would also be acceotable starting the blood debt automatically when the player goes back to green, so people wouldn't have the chore of activating the blood debt.
I hope Intrepid considers implementing a feature where players can mark someone as attackable by specific people, similar to war targets, but in this case it would be specifically for blood debts attached to the victims and all bounty hunters
In this concept, each kill by a player on greens increases their blood debt count, while ramping up the corruption and becomming corrupted. Bounty hunters, however, can decrease this count by eliminating corrupted players. If a corrupted player manages to cleanse their corruption through PvE activities but still maintains a positive blood debt count, he will become green player with Blood Debt. Bounty hunters can see the number of active blood debts on any indebted they meet.
Bounty hunters would utilize their blood debt ability to mark indebted players permanently as purple, allowing any bounty hunter or previous victim to attack. Restricting the purple status to bounty hunters and victims ensures that random players cannot access dropped materials.
Rules:
- Each kill of a green adds one blood debt
- Each death caused by a bounty hunter or victim decreases one blood debt
- Bounty hunters and victims can activate the blood debt at any time and in any area
- Once the blood debt is activated the player will remain permanently purple for all bounty hunters and all his victims attached to the blood debt
- all victims and all bounty hunters will be able to participate in all remaining blood debts
- The perma purple should expire eventually, could be a 30 days timer starting at the momment the debt is actibated
- The blood debt count should auto expire in 30 days if no one activates them
Such feature would allow tracking who are the biggest head hunters in the server. Would also be acceotable starting the blood debt automatically when the player goes back to green, so people wouldn't have the chore of activating the blood debt.
I hope Intrepid considers implementing a feature where players can mark someone as attackable by specific people, similar to war targets, but in this case it would be specifically for blood debts attached to the victims and all bounty hunters
PvE means: A handful of coins and a bag of boredom.
0
Comments
I suggested a somewhat similar mechanic with "stolen goods bag", where anyone who wants to pick stuff up off of player corpses should have this bag. And then BHs would be the only ones who can loot this bag from a PKer (potentially from flagged dudes too, though that's a separate thing).
And I definitely support the ability for a victim to enact revenge.
As for the debt thing. What if we simply used the PK count instead and died that to the BH system, where they can hunt anyone who's over a certain value of the PK count, which would push those people to go reduce their count, while BHs can also have fun running around pvping PKers (even when they don't have corruption).
Isn't that more something like a Vengeance Feature ? Heheheheheh.
But i like the Thought that People can "see" Who often kills People and became corrupted often, even if that Corruption is gone.
Now,
if that Person would be someone who would kill mainly Bots who farm Materials, then i would even welcome them with open Arms.
Otherwise it is also a nice way to know who is probably not very trustworthy to,
well - entrust your back to.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
Someone get sa big bounty on em. they call a friend to kill them split the cash. its just not a feasible approach. Bounty Systems dont work but Bounty hunting can. If I offer you 100 gold to go kill someone and you bring me proof of it then yeah but theyre just gunna respawn
Yes, but in AoC is just because Intrepid doesnt register the gold loss when the gear gets damaged, if this was implemented then AoC would be the first game that bh works. I talked about this in many threads and there's a thread about just that and its not long
I remember that idea of yours about the bag idea, it was a good idea
I thought of the pk count because the corruption and bh systems are a big let downs and people will always chesse their way out of corruption. However, with the blood debt feature at least people will be able to kill them after they cleansed their corruption while doing PvE.
So, in the end the BHs will able to hunt greens who have positive counts on their backs, it is not a huge expansion to the bh system, but I think its important
Yeah, it has a vengeance vibe and a mob lynching the pk after the pk became green.
I came up with this since I can clearly see that there's a bunch of resenteful pvers all around in all games, specially in fantasy mmos... so I think they will want to hunt the pk if he went back to green
Yeah, about the people who play like bots, the way will be simply declaring war on their guilds and nodes and go roam the woods. AoC is an extremely anti pk game anyway, people will have to go on patrol with wardecs only (which is sad)
I like the concept, but it would need to be tuned in alpha2 to insure there is a balance in the risk and reward and also that there is enough corruption to keep the bounty hunters busy.
I like the idea, but this is all taken care of through the corruption system already. If it doesn't clear with corruption, this acts as an extra punishment. It could be a fun feature to tie into corruption itself just to show players how corrupt someone is or to increase a multiplier of how much they are worth for a bounty. But to stack this on top of corruption as it is meant to be just multiplies a system that is already supposed to be properly severe (we will see to that through testing). My PvP brain likes it though.
If the guy cleansed the corruption without being killed then he wasnt punished at all... but he would have blood debts so he he could be killed as purple and there would be no gear drop at all
If he gets killed while corrupted, then there would be no blood debt
For the corrupted the change isn't big, but it's big for the lynch mob going after him
There's supposed to be a risk vs reward aspect with corruption though. If they cleanse without dying, the risk paid off for reward.
I would prefer only bounty hunters to be able to activate that "blood debt"
Green players should be able to transfer it to bounty hunters.
The activation of it could be something else too, not necessarily flagging the player. Like gaining some advantage during fight.
Not really, as Steven repeatdly said: there's no reward for corrupted gameplay
But i guess the "reward" by cleansing the corruption is not losing any gear, he could still be killed with the forced purple state, he will lose materials only
I thought of that, but I am pretty sure victims will have fun with the taste of revenge, specially if they catch the murderer afk inside the city lol
I might have missed your pk count thread then, I didn't know someone else said the same thing
If people people are asking the same thing, then maybe it is a signal it is something that makes sense having
They are functionally the same. You just added a few more functions on top of that, which I totally support, I just think that we don't need a new system and can just change the current one to what might be better.
Corruption is meant as a deterrent to griefing. By the way it is supposedly designed, if you are griefing, your chances should get lower and lower the further you dip into the territory that would fit Stevens definition of said griefing. So the more you do it, the less likely you get out alive. Minor corruption isnt a big deal theoretically. 1 or 2 same level PKs on combatants will be easier to cleanse than 5 or 10 times as many. So minimal corruption kills will potentially be a rewarding occurrence. You have potential for far more rewards if you kill and loot a ton of corruption kills without cleansing in between, but the time itd take to cleanse paired with the debuffs will make it anywhere from extremely difficult to near impossible.
"If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[49] – Steven Sharif"
Now here is another idea for your suggestion. Instead of having blood debts for any corruption, have there be a threshold of corruption a player has to reach until this blood debt becomes available. So that a player who is clearly on a griefing spree can receive a little extra punishment in a way the corruption system sees fit in extreme corruption cases.