Sathrago wrote: » I posted a thread concerning this about 2 years ago. https://forums.ashesofcreation.com/discussion/47476/expanding-on-the-bounty-hunter-system/p1 The main thing that should be addressed even if the above suggestions are not taken is the lack of content for bounty hunters to actually engage in. They need targets outside of corruption to fight or fulfill their role on. I do not expect many corrupted players after players realize the gravity of going red and it would be a shame to see an iconic role like a bounty hunter just waste away as a relic only used to deal with corruption when it can easily be so much more.
Bounty hunters can be defined broadly as a category of persons who track down someone or something for money. A bounty is a subsidy that is paid to a category of persons who have performed a public service. Bounty is the proper term to be applied when the services of several persons are sought, and each person who fulfills the offer is entitled to the promised compensation. By contrast, a reward compensates a single service to be performed only once, such as in the capture of a fugitive.
Bounty hunters have existed since medieval times—the notion of bail predates written english law. The foundation for bounty-hunter rights in the United States was laid down in the 1872 case of Taylor v. Taintor, 83 U.S. (16 Wall.) 366, 21 L.Ed. 287 (1872). "Where one charged with crime is released upon bail, he is regarded as being delivered to custody of his sureties. Their dominion is a continuance of the original imprisonment," wrote the U.S. Supreme Court, in a decision that has never been overruled.
Frostywombat wrote: » How about npcs who spawn and wander in a random direction murdering players. They could look like players but have a themed name and be a member of the npc guild. Basically a murder hobo bot. Various levels so may need a full party for some. Make them walk everywhere so if you can get out of there way if your looking out for them but they make the world a bit more random. Kinda like the rare elite spawns in wow.
George_Black wrote: » BH needs to be balanced around the severity of the corruption gains, purpuse of PK counts (if any) and the stats reduction of reds. We have to wait till we can strike a balance. My opinion so far is that unless the corruption system is exactly as severe as the one in L2, the BHs become too much to bear. I want to see a change of direction with the harsher approach to going red in AoC, so that BH are meaningful and necessary, and more can be done ABOUT THEM.
George_Black wrote: » Frostywombat wrote: » George_Black wrote: » I want to see a change of direction with the harsher approach to going red in AoC, so that BH are meaningful and necessary, and more can be done ABOUT THEM. Totally agree, ideally there needs to be enough reds on the map that the bh group can roam and not get to bored and going red is dangerous but you’re still got a chance that you can get away with it without being the only red target on the bh radar. Hard to balance. While not ideal, npc dynamic spawning could be a useful tool to help balance it. Npc s should probably not actually advance the class just give you a bit of loot to keep the group together till a juicy target shows up. If there’s enough red players on the map then Npc murder hobos wouldn’t spawn I dont advocate for "more reds for BHs". Im saying that the recent announcements show that AoC system will be way more severe than L2, the main point being that (without being very clear) people will drop gear from the first PK, which wasnt the case in L2. With such severity BHs are an extra pain in the ass. What more can be done for the BHs? Nothing that wont completely shut down PKing.
Frostywombat wrote: » George_Black wrote: » I want to see a change of direction with the harsher approach to going red in AoC, so that BH are meaningful and necessary, and more can be done ABOUT THEM. Totally agree, ideally there needs to be enough reds on the map that the bh group can roam and not get to bored and going red is dangerous but you’re still got a chance that you can get away with it without being the only red target on the bh radar. Hard to balance. While not ideal, npc dynamic spawning could be a useful tool to help balance it. Npc s should probably not actually advance the class just give you a bit of loot to keep the group together till a juicy target shows up. If there’s enough red players on the map then Npc murder hobos wouldn’t spawn
George_Black wrote: » I want to see a change of direction with the harsher approach to going red in AoC, so that BH are meaningful and necessary, and more can be done ABOUT THEM.
NyceGaming wrote: » George_Black wrote: » BH needs to be balanced around the severity of the corruption gains, purpuse of PK counts (if any) and the stats reduction of reds. We have to wait till we can strike a balance. My opinion so far is that unless the corruption system is exactly as severe as the one in L2, the BHs become too much to bear. I want to see a change of direction with the harsher approach to going red in AoC, so that BH are meaningful and necessary, and more can be done ABOUT THEM. Wait! I like your point. What if surviving a bounty Hunter removes corruption 👀
NiKr wrote: » I had this kind of idea for balancing of the whole system. grinding off corruption takes only 5-10 minutes on high value mobs (with the timer increasing with each PK counter tick obviously) any loot picked up from the victim gets "marked" and only drops from the PKer if he's killed by a BH once the PKer removes corruption, he gets a debuff that lets any BH murder him for free (the PKer doesn't flag up against the BH, so he suffers x1 death penalties; debuff goes away once any BH kills the PKer) BHs see the PKer as long as he's Red or has the debuff BHs loot the victim's stuff from the PKer and have to return it to the victim's node and leave it at some special building (that every node has) if there was no victim loot, BHs just gotta report the kill to their org's master the victim gets a system message that their stuff has been left for them at the special building or that their death was avenged in both of those cases the victim can come to the special building and receive an XP boost relative to their lvl, so that they can remove their XP debt faster or just make up for lost time BHs who fail to return the loot or report the kill get big penalties and after several missed reports will be kicked from the org and prohibited from joining it again To me this seems fair. The PKers get to kill people and potentially avoid the x4 penalty, but not the x1 one (because a BH will always find and kill them). The BHs will always have targets to hunt and will even have competition between themselves, because only one BH can claim the bounty. The victims not only get their stuff back, but also get a boost that helps them get back to their pre-death state. Oh, and the "exploit" of "friend is a BH and kills me to loot my gear and victim's stuff" only works for the PKer gear part, because if the BH friend fails to return the victim's loot and report the kill - they won't be a BH anymore. In other words, this kind of system would literally reward all participants, while not killing open world PKing.
Arya_Yeshe wrote: » Why didn't you suggest just this: BHs get loot from the killed corrupted, other people get nothing
NiKr wrote: » Arya_Yeshe wrote: » Why didn't you suggest just this: BHs get loot from the killed corrupted, other people get nothing Because this still allows friends to abuse the feature. It doesn't introduce any positive feedback into the system. And prevents normal greens from killing a Red and getting his own loot, while my suggestion allows for that, while also lets BHs return the loot to the victim of the PKer.
Arya_Yeshe wrote: » "any loot picked up from the victim gets "marked" and only drops from the PKer if he's killed by a BH" How dos this doesn't allow abuse?
Sengarden wrote: » NiKr I've suggested a similar idea about getting items back to victims before and was pretty quickly ratioed. Maybe some people have changed their minds, but most of the prospective bounty hunters in the thread I was posting on a few months ago viewed that stolen loot as their reward for killing the bad guy. Which I still find ridiculous. They get to feel like they're helping the victim by offering a disincentive for PKing without recognizing that their content is built off of other players' suffering. Kind of feels like one step away from killing the green player themselves, but I'm sure they won't see it that way.
NiKr wrote: » I think they just forget that the PKer might still have some of his own loot and could potentially drop gear too. And those things would be purely BH's. On top of that you have the rewards within the BH system itself. But it's difficult to talk about those cause we got nothing to talk about.