Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
PK/Bounty System Suggestion
PK and Bounty Hunting System Overview
This system introduces a dynamic balance between player-versus-player (PvP) combat and accountability, creating a self-regulating ecosystem for open-world interactions.
How It Works:
Player Killing
• If a player attacks and kills another player who is not in PK mode (i.e., not actively flagged for PvP), their name will turn red as a sign of their transgression.
• Each successive PK increases the “red” player’s negative status, further darkening their name and applying a stacking stat penalty as well as being visible to the community as a "Be On the Look Out" system.
• The more players they kill, the more their stats decrease, making them weaker over time as a deterrent to griefing or targeting lower-level players.
Bounty Hunting
• Players who successfully defeat a red-named player will see their own name turn blue, marking them as a bounty hunter.
• As a reward for taking down these red-named offenders, blue-named players will receive a small stacking renown buff for each red-named player they defeat. This buff is subtle but impactful enough to incentivize hunting red-named players as well as visible to the community to know who the best Bounty Hunters are.
Why It Works:
• Discourages Unfair PKing: Players thinking about attacking others unprovoked will need to weigh the consequences of becoming weaker with every kill.
• Promotes Fair PvP: Players interested in PvP combat can still engage in it without overly disrupting lower-level players focused on farming or leveling.
• Encourages Bounty Hunting: By offering a reward system for taking down red-named players, this creates a player-driven bounty hunting mechanic that adds depth and excitement to the game.
Core Philosophy:
This system promotes a balanced PvP experience by creating consequences for disruptive behavior while rewarding players who protect others or take on the challenge of hunting red-named players. It fosters a healthier game environment where open-world PvP feels fair, engaging, and rewarding without devolving into chaos.
This system introduces a dynamic balance between player-versus-player (PvP) combat and accountability, creating a self-regulating ecosystem for open-world interactions.
How It Works:
Player Killing
• If a player attacks and kills another player who is not in PK mode (i.e., not actively flagged for PvP), their name will turn red as a sign of their transgression.
• Each successive PK increases the “red” player’s negative status, further darkening their name and applying a stacking stat penalty as well as being visible to the community as a "Be On the Look Out" system.
• The more players they kill, the more their stats decrease, making them weaker over time as a deterrent to griefing or targeting lower-level players.
Bounty Hunting
• Players who successfully defeat a red-named player will see their own name turn blue, marking them as a bounty hunter.
• As a reward for taking down these red-named offenders, blue-named players will receive a small stacking renown buff for each red-named player they defeat. This buff is subtle but impactful enough to incentivize hunting red-named players as well as visible to the community to know who the best Bounty Hunters are.
Why It Works:
• Discourages Unfair PKing: Players thinking about attacking others unprovoked will need to weigh the consequences of becoming weaker with every kill.
• Promotes Fair PvP: Players interested in PvP combat can still engage in it without overly disrupting lower-level players focused on farming or leveling.
• Encourages Bounty Hunting: By offering a reward system for taking down red-named players, this creates a player-driven bounty hunting mechanic that adds depth and excitement to the game.
Core Philosophy:
This system promotes a balanced PvP experience by creating consequences for disruptive behavior while rewarding players who protect others or take on the challenge of hunting red-named players. It fosters a healthier game environment where open-world PvP feels fair, engaging, and rewarding without devolving into chaos.
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Comments
While farming glint on my level 11 Cleric Henders, Polar was attacking the town. I don't want to suggest repercussions for the way they like to play. I believe that encourages exclusive gameplay which I enjoy inclusive. They had killed me a few times needless to say. so, I took a cold shower and Though about a solution which would include an inclusive option. hence, I came up with Henders ball IE {Hinders Ball}.
Henders ball IE {Hinders Ball}
24-hour time frame
first player grief i.e. {the ball}: The reason for this is many low-level players I believe just don't enjoy doing their crafting or what have you Losing that work is it still one level 25 Coming into the town or a guild just killing people at vendors. This would eliminate some kind of penalties or repercussions for playing how they enjoy I pvp. this also would allow for the other players that enjoy pvp to rein in other pvp players and encourage pvp between players that enjoy Pvp. After The second kill i.e. griefing that player which was Killed is considered the ball. The killer would in turn pick up the ball and automatically be flagged as a combatant and a bounty Signal to the whole server. There would be no reward ie money currency mounts anything. the reward would be a snap tracking for pk's and how long the ball was held. This would encourage a healthy pvp community and yet still integrate PVE In turn But in a healthy way. Whomever was the ball on the first griefing of the 24-hour time receive maybe a hat or a trophy something simple non tradable they could display. Hardcore pvp Players would then be able to track how long they had the ball carried the ball and how many bounties were captured in a day. This would have to be only statistical with no benefit whatsoever but bragging rights. I believe this would be a healthy solution to PKs