I'd prefer a thing where if the bounty-hunter fails, the bounty goes back to the board and that particular hunter can't take it again. But also that it can only go back to the board a set number of times before the bounty auto-expires.
It allows some differentiation from Mark contracts, keeping things from being too same-y. It also makes bounties a bit more resilient, but not to the point where somebody can just throw themselves at you over and over again until they succeed.
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
If a city is letting a random person take a bounty, at their own choosing, then it makes sense that if that person dies - the city would simply re-offer the bounty. I think resetting to the board a maximum of 3 times or something would make sense.
Assassin is a different thing entirely, and should be!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Bounties also shouldn't run out if the target isn't logged in or if they are just idle on a guard stack in their own city. I also wish there were more penalties for metagamey asshats like someone I recently took a bounty on, that immediately qq, get on their Targ alt and then avoid me for 5 days.
- 2015/06/16 04:52:24 - Held captive by the funeral mass of Page Aquil Winterhart, Rua Kopaka,
Seragorn has died with her song.
- 2015/06/16 04:56:13 - Held captive by the funeral mass of Page Aquil Winterhart, Rua Kopaka,
Seragorn has died with her song.
- 2015/06/16 04:56:47 - Held captive by the funeral mass of Page Aquil Winterhart, Rua Kopaka,
Seragorn has died with her song.
This should not have to happen where he throws himself at me in a one room exit in a Temple to try and kill me over and over with absolutely 0 regard for his own safety because if he fails he can just 'try again' until he gets it.
I'm personally happy, yes, that I am positive in experience and whatnot. But the whole aspect that he kept jumping me until he finally got it is just annoying. There should be a 3 strikes you're out rule. Or after the first death it should go back to the bounty board with reduced time. Or just vanish entirely.
Bounties are extremely fun for the person who took it and in a sense it can be for someone who's majorly into PK. But when they're in a totally different league than you and can just throw themselves at you over and over and over again, it becomes a whole lot less fun and just kind of annoying.
You should be happy about that. That's called interactive and fun bounty hunting. Dude's trying to tackle the odds to complete this bounty. If bounties were removed when the person dies, then they are not encouraged to take these risks to complete it. It's a pretty nice system. If you get a bounty on you, just take the death or accept your consequences. A death is no biggy.
You know what would suck? A serpent getting it and just backstabbing you while bashing and any time you attempt to fight back they run until you're back to bashing again. Someone dying over and over to you should be a gift.
He gifted you 3 pops of xp, which was more than you'd make hunting in that time, and maybe more if he didn't kill you.
You should like that. Sure if they're completely decimating you I can see it being crap, but if you fight then that's a single interaction usually, win or lose.
He isn't in a different league than you, considering you killed him three times in a row. Have you seen him fight other people? Should be ecstatic, imo.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
He gifted you 3 pops of xp, which was more than you'd make hunting in that time, and maybe more if he didn't kill you.
You should like that. Sure if they're completely decimating you I can see it being crap, but if you fight then that's a single interaction usually, win or lose.
He isn't in a different league than you, considering you killed him three times in a row. Have you seen him fight other people? Should be ecstatic, imo.
I made 4% which is 3 times less than I'd make on a hunting trip.
Not saying I don't appreciate it, it's just annoying because like Santar's post where Amranu died 9 times before he got it. It's annoying as fuck. Especially when you're in the middle of some form of dedicated RP and he just comes along. I'd rather him just spam warhorn and I deleteFull() it and can get on with my life until he just jumps me. Then like a contract, should fail when you kill them. I just told him to wait and I'd duel him because it was annoying and boring to just wait for a prism and fmass. He was just going to bring in the rest of Ashtan anyways to finally get it, and don't need that happening in a Temple.
And no, he's out of my league. He prism'd into a one room exit that I icewalled and then funeralmassed while he tried to go for kill sequence then had to wait for him to leave astral and finish deffing before he came in and repeat.
You should be happy about that. That's called interactive and fun bounty hunting. Dude's trying to tackle the odds to complete this bounty. If bounties were removed when the person dies, then they are not encouraged to take these risks to complete it. It's a pretty nice system. If you get a bounty on you, just take the death or accept your consequences. A death is no biggy.
You know what would suck? A serpent getting it and just backstabbing you while bashing and any time you attempt to fight back they run until you're back to bashing again. Someone dying over and over to you should be a gift.
Nah, metawake on and after 5 EZ months of eye sigiling and metawake no bounty anymore. I wouldn't mind that honestly, and I only hunt in groups now so I'd like to see that happen.
I'm just stating after 3 strikes or so they should lose the bounty. I personally think it's a stupid system that only gets boring and annoying after the second death they give you.
Seems hard to find a solution that encourages the bounty taker to take some risks and not make this another 'have to win' scenario in this game. 2-3 deaths before returning bounty to the board could be the solution, but seems clunky. Let people get their PK on. It was initiated by the person that had the bounty placed on them in the first place. If someone doesn't like it and it hurts their game-play, the solution is in their hands already.
It's refreshing to see people ignore the possibility of losing because they are trying to complete a bounty. I wouldn't want that to go away.
The "You got put on the bounty board, accept your death" arguments don't hold water because there's no criteria for being put on the bounty board. MINSECs can add someone to the bounty board just because they don't like them; not every bounty is valid, so the target needs a way to win, too.
I agree that bounties shouldn't be like mark contracts, and I agree that with Jhui in that bounties should be more forgiving and encouraging more risk-taking than Mark contracts. Bounties offer opportunities to foster some good-natured combat between factions in ways that shrines and contracts don't. But the instances we've seen of that kind of "eventually-I'll-get-lucky" bounty fulfillment are pretty annoying. That DOES encourage the target to just log out, because their options are either A) let you kill them, or spend their every waking moment dealing with you as you throw yourself at them.
What if killing the bounty holder set it "dormant" for a while? It's metagamey without any good IC explanation, but it would solve that annoying problem without changing the system much. Attempting the bounty every hour? That's cool. Attempting the bounty every 3 minutes from death-to-Cave? That's not cool.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
The "You got put on the bounty board, accept your death" arguments don't hold water because there's no criteria for being put on the bounty board. MINSECs can add someone to the bounty board just because they don't like them; not every bounty is valid, so the target needs a way to win, too.
I don't think min secs are allowed to do this (without getting in trouble). If they were, you know we'd abuse it.
Ehh, the HELP says bounties are for organizational crimes only, so you "can't" just add them because you don't like them, but organizational crimes are whatever the org wants them to be, and there's no oversight or appeals process for that, so yes you can.
If I wanted to put someone on Cyrene's bounty board because I didn't like them, I could come up with a reason/justification to do so. ("Disrespect" is a org crime in Cyrene, I shit you not) I was enemied to Ashtan for attacking Hirst while he was raiding in
Cyrene, so you could put me on the bounty board for that if you wanted.
So yeah. There does need to be some "win" condition for the bounty target, even if its only a temporary reprieve, because right now all the power is in the hands of the org/bounty hunter.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Ya I doubt you'd see a min sec get away with that. Raiding/trespassing would be the normal reasons. Hence the person the bounty is on is the instigator. If you're trying to assume bounties don't work that way then any system is flawed
I'm sure a minister would get reigned in they were being gratuitous or obvious about it, but I don't think it's fair to say that just because a city puts a bounty on you, you deserve it and should just accept your inevitable death. There still needs to be a "win" condition for the target that doesn't involve logging out or dealing with the constant advances of the bounty hunter, every 3 minutes, for 5 (real) days.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
What is interesting though, Aerek, is that a person who is unjustly bountied (and not a top tier fighter) is not helped at all by the proposed change. If anything, you might consider clearing a bounty to stop a "gravy train" for the bountied person, but not to protect bountied people from rogue ministers. The person this change would benefit doesn't need that protection. That person can and will very possibly already collect several "pops of XP" as Atalkez pointed out. Again, if anything, it at least stops the gravy train for the bountied guy who is like "sure, send another one"... but it does also deny the org the emotional satisfaction of ultimately killing the bountied person (which they might value highly, even if it costs them more than it should).
if they can't handle a single death so much that they need to log out because they are afraid of dying that bad, then I am okay with them not being involved in PK at all. Those people are the people that just can't handle losses and look to only participate if for-sure wins. This system punishes that behavior and I love it.
Like I said, a bounty is instigated by the person the bounty is on. It is hard enough to kill someone that doesn't want to be killed. No reason to give that power to the person that started the conflict in the first place. They accept the consequences of raiding/trespassing, or they don't. People are griping over a single death WAY more than anyone ever should. If you don't like being jumped constantly by the bounty hunter then take your death and move on. A single death... who would have thought.
The "You got put on the bounty board, accept your death" arguments don't hold water because there's no criteria for being put on the bounty board. MINSECs can add someone to the bounty board just because they don't like them; not every bounty is valid, so the target needs a way to win, too.
I don't think min secs are allowed to do this (without getting in trouble). If they were, you know we'd abuse it.
This is correct. I tried to put a second bounty up on someone after it had expired due to a temporary cease-fire between Targossas and Eleusis. Said person promptly issued themselves and had an admin contact me and force me to take it down. Point being, if a bounty is illegitimate or otherwise illegal, admins will do something about it if they are aware.
To be quite honest, if you know you have a bounty on your head and you do -everything- you can do to -not- die to the bounty, then you're the one prolonging the issue.
As a bounty hunter, I'm going to be watching you and take any chance I get. I've walked into a room of 3 people alone and attacked because the person would never leave the city.
You can't whine and say the bounty is why you're not enjoying the conflict, when (for all intents and purposes) -you're- the one who instigated the conflict to a degree. If you get attacked then run to your city and sit for 4 days, you have -zero- leg to stand on to complain about how long it takes or whatever, because you're metagaming your way out of the bounty.
If you stand up and take the fight, and win, there -should- be some sort of reprieve. Maybe giving you a cooldown on the cause to be able to attack you (ie, attack and die gives me 1 hr of "non-cause" time, meaning if you attack me again I can hire/issue on you) or something. Even resetting it to the board.
@Noak took a bounty on me today, and the first thing I did was Market that I was waiting on clouds for the bounty-taker. If you let go of the possibility of dying and just roll with it, it's a lot more fun.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Seems hard to find a solution that encourages the bounty taker to take some risks and not make this another 'have to win' scenario in this game. 2-3 deaths before returning bounty to the board could be the solution, but seems clunky. Let people get their PK on. It was initiated by the person that had the bounty placed on them in the first place. If someone doesn't like it and it hurts their game-play, the solution is in their hands already.
It's refreshing to see people ignore the possibility of losing because they are trying to complete a bounty. I wouldn't want that to go away.
I don't think it'll be clunky at all, actually. I wouldn't mind a system
where the bounty goes back to the board after each death (failed
completion, in other words) and have the reward automatically increase
in value, to reflect the evident danger of chasing after the notorious
bandit. As Sarathai suggested, the bounty should preferably be
unavailable to the person who failed for a certain period of time -
having just shown how unfit they are for the job, the organization would
naturally want another person to take up the bounty instead. It'd be
more reflective of how an organization's bounty system actually would
work by increasing the reward in respect to the number of crimes committed
by the target, and also create more incentive for the bounty to be
taken. The difference between each tier of reward should
be set by the organization, and the bounty should maintain the time decayed on activation each time it resets, so with greater rewards come smaller windows of opportunity. In turn, the decay timer should be made equivalent to how contracts decay, as it'll be highly unlikely to score a high-reward bounty otherwise.
I find the current mechanic of
bounties continuing to be active through death a tad ridiculous. It's a
mockery of what bounty hunting should be - a cold, calculated, possibly
coordinated effort to slay the target and receive the reward, because
failing the first time could just spell your death (in a world where
death actually matters). I'm not sure what risks the bounty hunter is
even taking here - dying multiple times a risk? Neither of us consider
that as any real punishment (you refer to people who are afraid of dying
later on in the thread with scorn, so you evidently do not consider
death of much consequence) so it hardly factors into impacting our
methodology for chasing the bounty. Certainly, there are people who are concerned
with dying repeatedly in their pursuit of a bounty, but it is not that
crowd that is the issue here, but the crowd that treats a bounty as a
small reward with a lack of any actual risk - because that is what it
certainly is to me. And I dislike it.
It's sort of disappointing they limit to a single bounty hunter who seems to sort of have a "contract". In my game, anyone in the org can just do "BOUNTIES", and hunt anyone on the list until that person dies (which removes the bounty). It can also certainly be coordinated if necessary, as Iakimen mentions.
We talked about adopting that system in Ashtan, without the mechanics obviously.
Just hunt the person city-wide until someone kills, whoever does gets the reward. It really is kind of odd that you walk to the board and "claim" the bounty and no one else even has an opportunity to attack that person.
Would be nice to just post them to the board, and while you have a bounty out on your head, you're open PK to that entire faction. If I raid Targossas, I shouldn't suffer reprecussions from 1 person (if they choose to), it should be a city-wide effort to handle the problem in my opinion.
Of course changing it to this type of system would require some sort of "win" for the bandit, such as 3 successful kills without dying to that faction wipes your bounty clean, forcing you to actively seek out that faction's players to wipe off the bounty. Make them not decay.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
To be quite honest, if you know you have a bounty on your head and you do -everything- you can do to -not- die to the bounty, then you're the one prolonging the issue.
I cannot comprehend this at all. If a bounty is on your head, if you don't die it's your fault you're getting attacked? That's terrible logic.
Yes, the system should encourage bounty hunters to take some risk to get the bounty. No, the system should not encourage less action against cities because you should be resigned to a death for doing so.
There should be no loss besides standard death for failing a bounty, but you should, individually, lose the chance to complete that specific bounty.
-Make the bounty time tick down as it does whenever someone has it accepted. -List time remaining on the bounty board -If you are killed by bounty target, the bounty automatically returns to the bounty board with remaining time equal to the time when you died *The original bounty taker cannot re-accept the bounty OR can only re-accept after a time limit (this would ideally also come with a lesser time penalty on the remaining bounty time)
This keeps the same vulnerable time frame for the target without forcing them to deal with constant attacks from a single individual (Read: Bad conflict loop). The city is not penalized in any way, there's no incentive to nullify-gank the bounty holder like a contract because you just end up with the next person picking it up later, there's no added loss to the original bounty holder.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
To be quite honest, if you know you have a bounty on your head and you do -everything- you can do to -not- die to the bounty, then you're the one prolonging the issue.
I cannot comprehend this at all. If a bounty is on your head, if you don't die it's your fault you're getting attacked? That's terrible logic.
What I mean is, if you get a bounty placed on your head, then QQ or afk on ship for the next 3 days, you have no reason to whine about being attacked repeatedly, under the current incarnation of the system. Unless I'm wrong (I don't think so, but possible) the bounty decreases in time as long as the bounty holder is in realms, not the bountee - so if I'm here playing and you qq for 5 days, I lose the chance to get the bounty completed.
We're all saying the same thing, in different ways.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Aquil did bring up a QoL issue that I don't think has been addressed fully, although I agree heartily that if someone is throwing themselves at you and dying repeatedly in Achaea you should be appreciative. I'd be careful about saying "if someone dies they can't go after the target" though, because in Aquil's case he freely admits the bounty hunter was "out of his league", but that guy still died 3 times, I imagine due to other circumstances. Other people mentioned bounty hunters taking incredible risks as well, and if you say "you die, you can't hunt again", that does seem to discourage people from taking those big risks, which is what you want, right?
That said, sometimes you just want to go shopping, or get your arpee on, or whatever, and bounties can be awfully insistent. Being bountied is certainly "opt-in" in a sense, but once you're in, you're in that mode until the bounty clears, whether you're in the mood for that sort of gameplay or not. Fine, but you can understand why people want to get to a resolution, and might not want to stay in that mode for an extended period.
Anyway, when I am bountied in my game, I have all sorts of vehicles to seek out people from the org that bountied me and/or attract their attention (and this is exactly what I do). That said, all it usually takes is going somewhere and loitering until someone comes to attack. Of course I am going to kill someone who comes after me if at all possible (it's not if they are any good ), but ultimately, both the bountying org and I are on the same page - we want to clear that bounty so we can all go back to doing something else for awhile.
It looks like the bountying org and the person bountied still aren't on the same page over here, and I am betting that someone like Aquil would use the sort of things I am talking about exactly because he does want to go back to a more normal existence. Not everyone who likes PK wants to be constantly jumped, and that is more of a lifestyle/QoL matter than anything. So in short, providing vehicles for the person to say "come and get me, I dare ya" (without incurring another bounty, and ideally without opening themselves up to being killed by someone who can't clear the bounty) would probably be even more useful in a bigger game like Achaea, where people might be more likely to get lost in the shuffle.
The City-wide thing that @Atalkez mentioned I think would be a really great way of adding dynamic pvp into the game. There are too few reasons to hunt people; I think that would add a lot more fighting. Though with a few tweaks, can't just "hunt anyone in that faction". Could hard-code a way to join the city's "bounty team" or something.
The City-wide thing that @Atalkez mentioned I think would be a really great way of adding dynamic pvp into the game.
Not really. It might be cynical of me, but I think you'd probably wind up getting 3-4 person gank squads and even more people sitting on guard stacks until the bounty runs out. I don't think the bounty system should be a free-for-all.
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
@Sarathai Actually yeah, I didn't consider the guard-stack part of that. Though I personally think group-PK outside of raids would be fun if it actually happened (more often).
Having the ability to knock out the bounty holder, sending the bounty back to the board, would also provide incentive to take up a duel. There's no point in accepting a duel here, unless you do it with the intention to lose and clear the bounty that way. If you win, they'll try again. Or if they find they can't beat you, then they'll gank you when you're bashing or hanging out somewhere, or they bring friends to raid. So what's the point in accepting a duel when you might as well just sit down and let the bountyholder kill you to get rid of it, and that's surely not what this system is about.
Having the ability to 'win' would make it far more appealing for the criminal to step up and fight the bounty holder. I think you might see more willing fights this way. Having the reward increase on each failed attempt would be good incentive for people to try again.
Comments
It allows some differentiation from Mark contracts, keeping things from being too same-y. It also makes bounties a bit more resilient, but not to the point where somebody can just throw themselves at you over and over again until they succeed.
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
If a city is letting a random person take a bounty, at their own choosing, then it makes sense that if that person dies - the city would simply re-offer the bounty. I think resetting to the board a maximum of 3 times or something would make sense.
Assassin is a different thing entirely, and should be!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
This should not have to happen where he throws himself at me in a one room exit in a Temple to try and kill me over and over with absolutely 0 regard for his own safety because if he fails he can just 'try again' until he gets it.
I'm personally happy, yes, that I am positive in experience and whatnot. But the whole aspect that he kept jumping me until he finally got it is just annoying. There should be a 3 strikes you're out rule. Or after the first death it should go back to the bounty board with reduced time. Or just vanish entirely.
Bounties are extremely fun for the person who took it and in a sense it can be for someone who's majorly into PK. But when they're in a totally different league than you and can just throw themselves at you over and over and over again, it becomes a whole lot less fun and just kind of annoying.
You know what would suck? A serpent getting it and just backstabbing you while bashing and any time you attempt to fight back they run until you're back to bashing again. Someone dying over and over to you should be a gift.
He gifted you 3 pops of xp, which was more than you'd make hunting in that time, and maybe more if he didn't kill you.
You should like that. Sure if they're completely decimating you I can see it being crap, but if you fight then that's a single interaction usually, win or lose.
He isn't in a different league than you, considering you killed him three times in a row. Have you seen him fight other people? Should be ecstatic, imo.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Not saying I don't appreciate it, it's just annoying because like Santar's post where Amranu died 9 times before he got it. It's annoying as fuck. Especially when you're in the middle of some form of dedicated RP and he just comes along. I'd rather him just spam warhorn and I deleteFull() it and can get on with my life until he just jumps me. Then like a contract, should fail when you kill them.
I just told him to wait and I'd duel him because it was annoying and boring to just wait for a prism and fmass. He was just going to bring in the rest of Ashtan anyways to finally get it, and don't need that happening in a Temple.
And no, he's out of my league. He prism'd into a one room exit that I icewalled and then funeralmassed while he tried to go for kill sequence then had to wait for him to leave astral and finish deffing before he came in and repeat.
Nah, metawake on and after 5 EZ months of eye sigiling and metawake no bounty anymore. I wouldn't mind that honestly, and I only hunt in groups now so I'd like to see that happen.
I'm just stating after 3 strikes or so they should lose the bounty. I personally think it's a stupid system that only gets boring and annoying after the second death they give you.
It's refreshing to see people ignore the possibility of losing because they are trying to complete a bounty. I wouldn't want that to go away.
[ SnB PvP Guide | Link ]
I agree that bounties shouldn't be like mark contracts, and I agree that with Jhui in that bounties should be more forgiving and encouraging more risk-taking than Mark contracts. Bounties offer opportunities to foster some good-natured combat between factions in ways that shrines and contracts don't. But the instances we've seen of that kind of "eventually-I'll-get-lucky" bounty fulfillment are pretty annoying. That DOES encourage the target to just log out, because their options are either A) let you kill them, or spend their every waking moment dealing with you as you throw yourself at them.
What if killing the bounty holder set it "dormant" for a while? It's metagamey without any good IC explanation, but it would solve that annoying problem without changing the system much. Attempting the bounty every hour? That's cool. Attempting the bounty every 3 minutes from death-to-Cave? That's not cool.
If I wanted to put someone on Cyrene's bounty board because I didn't like them, I could come up with a reason/justification to do so. ("Disrespect" is a org crime in Cyrene, I shit you not) I was enemied to Ashtan for attacking Hirst while he was raiding in Cyrene, so you could put me on the bounty board for that if you wanted.
So yeah. There does need to be some "win" condition for the bounty target, even if its only a temporary reprieve, because right now all the power is in the hands of the org/bounty hunter.
What is interesting though, Aerek, is that a person who is unjustly bountied (and not a top tier fighter) is not helped at all by the proposed change. If anything, you might consider clearing a bounty to stop a "gravy train" for the bountied person, but not to protect bountied people from rogue ministers. The person this change would benefit doesn't need that protection. That person can and will very possibly already collect several "pops of XP" as Atalkez pointed out. Again, if anything, it at least stops the gravy train for the bountied guy who is like "sure, send another one"... but it does also deny the org the emotional satisfaction of ultimately killing the bountied person (which they might value highly, even if it costs them more than it should).
Like I said, a bounty is instigated by the person the bounty is on. It is hard enough to kill someone that doesn't want to be killed. No reason to give that power to the person that started the conflict in the first place. They accept the consequences of raiding/trespassing, or they don't. People are griping over a single death WAY more than anyone ever should. If you don't like being jumped constantly by the bounty hunter then take your death and move on. A single death... who would have thought.
To be quite honest, if you know you have a bounty on your head and you do -everything- you can do to -not- die to the bounty, then you're the one prolonging the issue.
As a bounty hunter, I'm going to be watching you and take any chance I get. I've walked into a room of 3 people alone and attacked because the person would never leave the city.
You can't whine and say the bounty is why you're not enjoying the conflict, when (for all intents and purposes) -you're- the one who instigated the conflict to a degree. If you get attacked then run to your city and sit for 4 days, you have -zero- leg to stand on to complain about how long it takes or whatever, because you're metagaming your way out of the bounty.
If you stand up and take the fight, and win, there -should- be some sort of reprieve. Maybe giving you a cooldown on the cause to be able to attack you (ie, attack and die gives me 1 hr of "non-cause" time, meaning if you attack me again I can hire/issue on you) or something. Even resetting it to the board.
@Noak took a bounty on me today, and the first thing I did was Market that I was waiting on clouds for the bounty-taker. If you let go of the possibility of dying and just roll with it, it's a lot more fun.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I find the current mechanic of bounties continuing to be active through death a tad ridiculous. It's a mockery of what bounty hunting should be - a cold, calculated, possibly coordinated effort to slay the target and receive the reward, because failing the first time could just spell your death (in a world where death actually matters). I'm not sure what risks the bounty hunter is even taking here - dying multiple times a risk? Neither of us consider that as any real punishment (you refer to people who are afraid of dying later on in the thread with scorn, so you evidently do not consider death of much consequence) so it hardly factors into impacting our methodology for chasing the bounty. Certainly, there are people who are concerned with dying repeatedly in their pursuit of a bounty, but it is not that crowd that is the issue here, but the crowd that treats a bounty as a small reward with a lack of any actual risk - because that is what it certainly is to me. And I dislike it.
It's sort of disappointing they limit to a single bounty hunter who seems to sort of have a "contract". In my game, anyone in the org can just do "BOUNTIES", and hunt anyone on the list until that person dies (which removes the bounty). It can also certainly be coordinated if necessary, as Iakimen mentions.
We talked about adopting that system in Ashtan, without the mechanics obviously.
Just hunt the person city-wide until someone kills, whoever does gets the reward. It really is kind of odd that you walk to the board and "claim" the bounty and no one else even has an opportunity to attack that person.
Would be nice to just post them to the board, and while you have a bounty out on your head, you're open PK to that entire faction. If I raid Targossas, I shouldn't suffer reprecussions from 1 person (if they choose to), it should be a city-wide effort to handle the problem in my opinion.
Of course changing it to this type of system would require some sort of "win" for the bandit, such as 3 successful kills without dying to that faction wipes your bounty clean, forcing you to actively seek out that faction's players to wipe off the bounty. Make them not decay.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Yes, the system should encourage bounty hunters to take some risk to get the bounty.
No, the system should not encourage less action against cities because you should be resigned to a death for doing so.
There should be no loss besides standard death for failing a bounty, but you should, individually, lose the chance to complete that specific bounty.
-Make the bounty time tick down as it does whenever someone has it accepted.
-List time remaining on the bounty board
-If you are killed by bounty target, the bounty automatically returns to the bounty board with remaining time equal to the time when you died
*The original bounty taker cannot re-accept the bounty OR can only re-accept after a time limit (this would ideally also come with a lesser time penalty on the remaining bounty time)
This keeps the same vulnerable time frame for the target without forcing them to deal with constant attacks from a single individual (Read: Bad conflict loop). The city is not penalized in any way, there's no incentive to nullify-gank the bounty holder like a contract because you just end up with the next person picking it up later, there's no added loss to the original bounty holder.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
What I mean is, if you get a bounty placed on your head, then QQ or afk on ship for the next 3 days, you have no reason to whine about being attacked repeatedly, under the current incarnation of the system. Unless I'm wrong (I don't think so, but possible) the bounty decreases in time as long as the bounty holder is in realms, not the bountee - so if I'm here playing and you qq for 5 days, I lose the chance to get the bounty completed.
We're all saying the same thing, in different ways.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Aquil did bring up a QoL issue that I don't think has been addressed fully, although I agree heartily that if someone is throwing themselves at you and dying repeatedly in Achaea you should be appreciative. I'd be careful about saying "if someone dies they can't go after the target" though, because in Aquil's case he freely admits the bounty hunter was "out of his league", but that guy still died 3 times, I imagine due to other circumstances. Other people mentioned bounty hunters taking incredible risks as well, and if you say "you die, you can't hunt again", that does seem to discourage people from taking those big risks, which is what you want, right?
That said, sometimes you just want to go shopping, or get your arpee on, or whatever, and bounties can be awfully insistent. Being bountied is certainly "opt-in" in a sense, but once you're in, you're in that mode until the bounty clears, whether you're in the mood for that sort of gameplay or not. Fine, but you can understand why people want to get to a resolution, and might not want to stay in that mode for an extended period.
Anyway, when I am bountied in my game, I have all sorts of vehicles to seek out people from the org that bountied me and/or attract their attention (and this is exactly what I do). That said, all it usually takes is going somewhere and loitering until someone comes to attack. Of course I am going to kill someone who comes after me if at all possible (it's not if they are any good ), but ultimately, both the bountying org and I are on the same page - we want to clear that bounty so we can all go back to doing something else for awhile.
It looks like the bountying org and the person bountied still aren't on the same page over here, and I am betting that someone like Aquil would use the sort of things I am talking about exactly because he does want to go back to a more normal existence. Not everyone who likes PK wants to be constantly jumped, and that is more of a lifestyle/QoL matter than anything. So in short, providing vehicles for the person to say "come and get me, I dare ya" (without incurring another bounty, and ideally without opening themselves up to being killed by someone who can't clear the bounty) would probably be even more useful in a bigger game like Achaea, where people might be more likely to get lost in the shuffle.
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
Actually yeah, I didn't consider the guard-stack part of that.
Though I personally think group-PK outside of raids would be fun if it actually happened (more often).
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Having the ability to 'win' would make it far more appealing for the criminal to step up and fight the bounty holder. I think you might see more willing fights this way. Having the reward increase on each failed attempt would be good incentive for people to try again.