No if you kill off the bounty hunter why should it keep going back to the board over and over at same prize?
Maybe the XP loss for the target could be halved or something, but half the reward to the bounty hunter who takes on an obviously more difficult target doesn't make sense.
No if you kill off the bounty hunter why should it keep going back to the board over and over at same prize?
Maybe the XP loss for the target could be halved or something, but half the reward to the bounty hunter who takes on an obviously more difficult target doesn't make sense.
Bounties shouldn't go up automatically, that gold doesn't come from nowhere it comes from city coffers. Way too open to abuse, and just a headache for whoever is tracking/sorting funds.
In all honesty, does it matter that the reason is just "Raiding"? It's pretty much the only reason bounties get placed, that and possibly theft inside the city.
Agreed that the bounty should be cancelled if the bounty hunter is killed, like the Mark system. In my short stint as MoS I would happily cancel bounties if a duel was offered and the Hashani was the one who lost.
Bounties that are taken out on me have usually been for (now) illegal reasons - defiling shrines to Artemis/Gaia/Deucalion/Aurora, rather than actual attacks on a city. Even after Nicola's post clarifying that bounties are supposed to be for things done against a city that other forms of retribution don't exist, I've had two bounties filed on me that were for defiling or defending myself and chasing the person/people who attacked me into E. Ithmia (not defendable).
I think you need to put more than 'raiding' down as the reason, and give the specific instance, otherwise it becomes a guessing game of which raid that bounty is/was for.
I also think the rules for bounties need to be even more spelled out. If someone raids and destroys three rooms, can I put a bounty on them for each room? If they kill 2 city denizens, wait an hour, then kill them again, can I put 4 on them? 2? 1?
Now that we know you can issue the person who puts a bounty up, I think the system needs to be fleshed out more.
You can only have one bounty on a person, at a time. You can't put up more than one, if one is currently active. While I'm sure there may be some people who will nitpick enough to keep track of the 8 chances to bounty you, I'd say that generally isn't going to be that big of a problem. Cracking down on why a bounty is being placed, will lead to better bounty practices overall I believe.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I personally don't feel that because you have a bounty up that it makes you immune to everything you do while it's up/taken. I'm definitely keeping lists of repeat offenders and putting a new bounty on them the instant one is completed.
Grandue said: Unfortunately in Achaea we don't know anything about restraint and this inevitably turns into a grief fest and wouldn't work, but I can dream.
Not just Achaea, unfortunately. Roll an alt in Lusternia for a week, if you wanna see what this is like. They even have a Avenger system that makes you lose a ton of exp if one person kills the same person multiple times. People still do it. Exp isn't the only reason people dislike it, sorry.
As a level 106 dragon who loses... 0.2%? (? I don't know, I don't really pay attention to it) when I die, I'm bewildered by the fact people still insist I must be bothered by the exp loss if I don't want to die for no real reason.
There are countless reasons not to want to die, both roleplay and mechanics wise. xp is only one of them.
As a level 106 dragon who loses... 0.2%? (? I don't know, I don't really pay attention to it) when I die, I'm bewildered by the fact people still insist I must be bothered by the exp loss if I don't want to die for no real reason.
There are countless reasons not to want to die, both roleplay and mechanics wise. xp is only one of them.
People say the same thing to me, "Why do you care about dying, you lose like .1%?"
It's never about the experience, it's usually about how shitty that the mindset of the other person was to kill me like that.
As a level 106 dragon who loses... 0.2%? (? I don't know, I don't really pay attention to it) when I die, I'm bewildered by the fact people still insist I must be bothered by the exp loss if I don't want to die for no real reason.
There are countless reasons not to want to die, both roleplay and mechanics wise. xp is only one of them.
People say the same thing to me, "Why do you care about dying, you lose like .1%?"
It's never about the experience, it's usually about how shitty that the mindset of the other person was to kill me like that.
I ... Excuse that I... Remember when when you died you just Dragon??? Oh yeah
From the posts I've been able to find on the subject, it seems Riding lowers the amount of damage you receive while hunting (correct me if I'm wrong, please!). Also, it seems the level of Riding you've learned, and the type of mount (mule vs warhorse vs legendary) both affect this.
Are there any numbers out there to how effective things are for denizen damage mitigation?
I knew Avoidance did, I've already transed that. Planning on getting riding anyway, for other reasons, but if had affected denizen damage, it would affected some choices. Hmm, thanks.
From the posts I've been able to find on the subject, it seems Riding lowers the amount of damage you receive while hunting (correct me if I'm wrong, please!). Also, it seems the level of Riding you've learned, and the type of mount (mule vs warhorse vs legendary) both affect this.
Are there any numbers out there to how effective things are for denizen damage mitigation?
No damage resistance from riding, it's only a dodging bonus. The dodging bonus depends on riding skill (the bonus for that part ranges from the equivalent of +1 to +4 dexterity) and on the mount's numerical level rather than warhorse/legendary/etc. (the bonus for this part technically ranges from the equivalent of +0 to +10 dexterity, but it's unlikely for any mount to actually be high enough for +10, so you can more realistically consider +4 to be the limit).
I think @Taraus was having a problem with this before also but is there any way to select refined materials over raw ones? I couldn't remove any ice from my rift until I took out all the impure ones and put it in my pack.
Yea, enchanting is being problematic right now with particular things. The ores - silverbar, goldbar, etc, you can specify by adding bar on there, but other stuff (impureice, rawobsidian, rawbone, rawgems) now favors unrefined vs refined
Yeah I submitted another bug related to all of this (mine was for ironore/iron), and it was fixed yesterday, so MAYBE all commodities at the least are fixed up, hopefully.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
He's still the God of Death and did not perish, and instead of PRAY FOR SALVATION, you now EMBRACE DEATH. It has a whole new sequence similar to the Halls of Maya, but much more Thoth-themed. It's pretty nifty.
Lol the irony of this statement now. I wonder if any admin that were reading this statement back then began chuckling to themselves
Put redink in flare;drop flare. We messed around with mine when i first made it. Loads of fun and hilarious hearing people asking alarmedly about the big red x.
Comments
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
I think you need to put more than 'raiding' down as the reason, and give the specific instance, otherwise it becomes a guessing game of which raid that bounty is/was for.
I also think the rules for bounties need to be even more spelled out. If someone raids and destroys three rooms, can I put a bounty on them for each room? If they kill 2 city denizens, wait an hour, then kill them again, can I put 4 on them? 2? 1?
Now that we know you can issue the person who puts a bounty up, I think the system needs to be fleshed out more.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
There are countless reasons not to want to die, both roleplay and mechanics wise. xp is only one of them.
It's never about the experience, it's usually about how shitty that the mindset of the other person was to kill me like that.
Are there any numbers out there to how effective things are for denizen damage mitigation?
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Other searches included Iron Realms, Achaea, and Iron Realms Mobile.