Neurath wrote: » How would a bounty hunter track people in such a circumstance?
Neurath wrote: » I feel 83 zones will be too difficult to police. I would say your idea might have merit if it was based on zoi of larger nodes (multiple nodes rather than one) but I still think the current decisions are making bounty hunters less likely.
Arya_Yeshe wrote: » NiKr, I see that you understand the main idea, but I would like to explain myself further. To clarify, when I refer to "zone," I mean the entire ZOI of the vassal chain. I didn't mention this before, but I believe that this is the best approach to prevent players from fleeing to other areas to clear their corruption points. If a player doesn't return to the dampened zone, he will remain unable to easily purify his sins, resulting in being red for a long time. This can be quite comical, as the PKer must either return to the zone and face the rebuke or continue on their path and slowly grind the purification. While it's possible that some players may farm in other areas, it's unlikely that we'll see large groups of red players doing so. This is because the penalties are linked to the zone, meaning that players can only easily clear their corruption points in that specific zone. There are two situations to consider: Firstly, if a player only kills citizens from another zone, he will become red and unable to easily clear the corruption points from that zone far away. He will remain red for a long time and suffer the consequences unless he visits the dampened zone and clear the corruption points quickly. Secondly, if a player kills his own citizens or those without any citizenship, he will become red and immediately dampened in the zone he is in. He can clear the corruption points right away, but he can also run away to another zone and stay red for a long time if he chooses to do so. There is no way to avoid the consequences in a controlled manner. One solution could be to make the purification 5-10 times slower if a player tries to clear their points outside of the dampened zone. This could be a fair trade-off and prevent deadlocks.
Arya_Yeshe wrote: » I believe that dampening effects should apply based on two criteria: first, the victim's zone, and second, the zone where the kill occurred. Cleansing attempts outside these zones should be much slower, and outside these zones, the PK should suffer no dampening, allowing them to dive deeper into player killing and collecting more enemies and being enemy of the state in many places. I understand that the character will become utter garbage and not using storages and not being able to trade are overkill against PKs, but some people will take the challenge sometimes.