NiKr wrote: » Could also see it as a good mechanic for sieges. Make either side try going for a lot of kills on one specific dude instead of achieving their main goal, especially if the bounty is big.
SongRune wrote: » I feel like this is a bad mechanic. You never want to make the personal incentives of a player conflict with the overall incentives of their team or you just cause a general social breakdown over time, not to mention the logistical breakdown that degrades the overall experience of the event for all involved.
St_Nyack wrote: » Or how about mayors putting bounties on guild leaders . The bigger the guild , the bigger the bounty
Warth wrote: » Persinally I'd love a system to that, but it can't be related to the corruption system as to not incentivize griefing. Personally I'd attach it to the Caravan System and logically it would fit as well. Why wouldn't bandits stealing cargo have bountys? Attacking caravans should have some risk involved either way, which is nissing right now.
Asgerr wrote: » The issue is that the bounty system only applies to actively Corrupt players. Once they've lost that corruption they no longer have a bounty on them. In that case, rather than the bounties being a ranking, it could be a matter of total PKs over the toon's history, or PvP skills. Then in a siege, or war, the highest ranked players are chosen as "champions" and you get buffs or debuffs or other benefits for defeating them or them defeating more of your enemies.
LordPax wrote: » Genuine question: Has ANY game ever had a truly good bounty system? I've heard of Ultima Online's, but I never played it myself. I only ask because, especially when in-game gold gets involved, the path to corruption is quick. Im genuinely curious how a Bounty System in an MMO can be implemented WITHOUT being abused.