Against any terms for bounty hunting content?

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    • Against any terms for bounty hunting content?

      So I had an idea of paying certain players that I trust, which are active in open world pvp in red zones around caerleon to kill certain players when they see them (Certain rules apply, they must have certain value worth of gear on and you loot it -- cannot be in any way affiliate with their alliance/guild, and must have killboard credit) and I give them the bounty in silver.

      These are people who have probably ganked me in the past, and I'll be streaming live Bounty Hunting content on criminals with CLS around red zoned areas with a compiled list of names of people who have ticked me off recently. Should be super fun content.

      Is this in any way against any terms or rules?
    • No but I already have a handful of names, depending on how much I dislike them on the situation I had with them, going to be giving up to 200k silver for the bounties -- in a certain time length. (24 - 48 hours)

      each person will have a different price depending on how good they are or how much the value of their gear typically is worth.

      For example.. someone like Haluk (I hope not :D) Would pay at least 200k silver or more for the killboard credit in exchange for his staff or offhand, so I can keep as a trophy.

      I will make video clips, highlighting each person who claimed the kill, with the footage of the exchange, trade of the reward, and a screenshot of the bounty/killboard for bragging rights on my Twitch/Youtube channel -- Blackzone kills will not be counted. | This will be for red zone content only.

      The post was edited 2 times, last by Appolos ().

    • If this goes well, I could create a bounty hunter judge discord bot of some sort.

      It could work like this.

      You: @judge-bot set-bounty Cathair 50000
      judge-bot: Bounty for Cathair's head is set. Announcing to the headhunters.

      judge-bot then sends a message to the network of bounty hunters, then can sign up for the contract then (otherwise the kill doesn't count as fulfilled contract), so

      judge-bot [to everyone]: Appolos is calling a bounty for Cathair's head, 50000 prize. Contract #2512
      MadKill3R2000: @judge-bot accept-contract #2512

      judge-bot [to everyone]: MadKill3R2000 is up for contract #2512


      Now, since we already have a bot that tracks the killboard, it's super easy to notify the network when the contract gets fulfilled.

      judge-bot [to everyone]: MadKill3R2000 has just closed the contract #2512 by bringing Cathair's head! Appolos has to pay the bounty.

      :thumbsup:
    • Appolos wrote:

      Because I was wondering why someone hasn't done it already,
      There was a bounty system before with prize and reward. the last guy i think won 3mill silver it was on discord but i forgot which one. has been done so there is nothing on the rule for this. You are free to go with it.
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    • Hey,

      I remember when I tried EvE Online that such a system existed: bounty to kill people.

      It would give a lot of fun to the game but some conditions may be fulfilled not to let people abuse the system.

      Proposal:
      - bounty can be limited/claimed by guild - alliance - whole community player (set by the person paying for the bounty)
      - killfame should be above a value (set by game designer or let player choose this conditions),
      - areas where the guy may be killed (set by game devs or let player choose this conditions) for example « Royal » or « BZ-Green/yellow/red »

      Happy
    • HappyWoodChuck wrote:

      Hey,

      I remember when I tried EvE Online that such a system existed: bounty to kill people.

      It would give a lot of fun to the game but some conditions may be fulfilled not to let people abuse the system.

      Proposal:
      - bounty can be limited/claimed by guild - alliance - whole community player (set by the person paying for the bounty)
      - killfame should be above a value (set by game designer or let player choose this conditions),
      - areas where the guy may be killed (set by game devs or let player choose this conditions) for example « Royal » or « BZ-Green/yellow/red »

      Happy
      problem with a built in bounty system is that it would be very easy to exploit it. The player with a bounty on their head could simply ask a friend to kill them so they cash in the reward and remove the bounty. Its almost imposible to make a bounty system work. All scenarios I have in mind can be easily exploited.

      One way to make the system work would require putting huge limits in some areas. Those limits would be simply too unfair.
    • I would be for a more in depth system regarding bounty hunting in general. Here's what I was thinking:

      Dreaded (or any low rep for that matter) players can travel the map freely, but must flag as an Outlaw at a new "shaded figure" npc that can be found in royal cities, could also take part in smuggler runs, allowing you to box up luxury goods (similar to faction heart system) and take packages to other cities for a direct silver profit. Outlaws can kill Outlaws, Merchants, and Bounty Hunters.

      Whilst flagged outlaws would be visible on the minimap (as red dots) to players using another flag option in Caerleon (perhaps add a new bounty board with NPC) - Bounty Hunters. Bounty hunters could work with Merchants to escort them safely, or even use one of their own party to bait flag as a merchant to trick outlaws. Bounty Hunters only can kill Outlaws.

      Finally a third option in any royal city - Merchant, would be the final flagged option. The merchant NPC allows you to box up a certain number of resources, and transport them to other merchant NPC's in other royal cities upon picking the trade mission (very similar to faction warfare). Reaching the desired city, and speaking to that cities merchant would allow you to unbox your materials, granting you a greater return of that cities primary resource (Sterling - Ore, Lymhurst - wood, etc). Merchants cannot kill outlaws, so must enlist the protection of Bounty hunters, defensive skills would still be allowed and take effect. (fighting over-encumbered is useless anyway)

      Merchants would be visible to Outlaws, but only at intervals, perhaps shown as occasional pings on the minimap. This creates a target for the outlaws, and balances out the reward of running materials for exchange and bonus return between cities. Outlaws having the benefit of the kill and whatever rewards they reap, then finally bounty hunters would be able to hunt for outlaws, and also protect merchant runs for payment.

      Rewards for this could mirror the faction system, with points allowing you to buy 'Broken heart' - outlaw, 'Shimmering heart' - Bounty hunter, 'Gilded heart' - Merchant. Giving access to:
      • Outlaw mount (Branded mare - a mean looking mount with an attitude to match) Faster riding horse with some carry weight, very minor, saddle bags filled with loot, rough black main, dark pelt (think heavy horse breed).
      • Outlaw "coin purse" - cosmetic - allows a few idle animations, tossing coin bag in the air and catching it, flipping a coin (heads or tails game that could be used in game), sinister laugh (tied to character sex.
      • Bounty hunter mount (Armored stallion - swift and strong, a beacon of hope and sanctuary) Faster armored horse with no carry weight, banner cloth over mid section for bounty hunter/guild flag, white main and pelt (again heavy horse breed to draw parallel with outlaws).
      • Bounty hunter "guard horn" - cosmetic - choice of rallying tunes to play
      • Merchant mount (Merchant Cart - Two, steadfast steeds pulling a sturdy cart) Reminiscent of the ballista or legendary cart, this would be another mount pulled structure. Two armored horses, pulling a cart behind (very similar to fast travel npc). Good armor but less magic resistance the cart would be fixed at one speed similar to the thetford lizard, but slower, can be affected by cc but has some resistance. (would encourage escorting).
      • Merchant "walking stick" - cosmetic - allows different walking animations
      • Faction capes could also be added for each.
      Points and renown would be gained as follows:
      • Outlaws - Killing merchants (more points the higher renown the hold), Killing bounty hunters (more points the higher renown they hold), Killing other outlaws (more points the higher renown they hold)
      • Bounty hunters - Killing Outlaws - more points the higher renown they hold, in theory outlaws having more ways to gain renown would have higher renown faster, meaning bounty hunters killing them would be able to keep up, despite having less sources to gain renown from.
      • Merchants - From completing merchant runs.


      Balancing:
      • Merchant runs should not be possible on battle mounts, these already ruin the system to a degree, the rhino is fine due to it being cc-able, but the mammoth is pretty ridiculous. Battle mounts must not be allowed to keep this content accessible.
      • Outlaw smuggler runs as above.
      • Points gained with one faction within this system, would cause you to loose renown with the others, meaning you must pick either bounty hunter, outlaw, or merchant, whilst still being able to change side at the cost of loosing you access to current renown and associated rewards.
      • Not being able to kill outlaws as a merchant flagged player, is to balance out the ability of bounty hunters baiting with merchants, and using the merchants to assist in killing outlaws, and as stated, fighting will not be possible over-encumbered. Perhaps more importantly, to encourage escorted trade runs. Outlaws could also band together with merchants to bait other outlaws as well as bounty hunters. (not sure about this one)
      • Only low rep players < yellow skull can join as an outlaw.
      • Only high rep player > silver star can join as a bounty hunter.
      • Merchants can join at any rep.
      • Dying to another player causes you to loose renown with your primary and currently flagged faction (to prevent players abusing the mechanic of killing each other to gain renown easily). Point gain based on renown of player killed also prevents players killing alts to gain renown.


      Packaging resources and luxury goods:
      • Lvl.1 , 2 , 3 missions for T4, 5 , 6 luxury goods, you pick a city to transport to, if in Lymhurst, you can trade Lymhurst luxury goods for a "Fort sterling smuggler's pack"(for example), when you arrive there, and speak to the correct NPC, he will reward you with an increased number of Fort sterling luxury goods. Each level mission could also have options for carrying a light package, or heavy package, light being transportable on a riding horse or equivalent. Heavy being ox or equivalent. Killing a player transporting would cause a lesser amount of the initial luxury good being carried to drop.
      • The same logic applying for resources, except having tiers for each resource (and relevant enchant), as well as the choice of small, large or bulk packaging. Small requiring riding horse, large perhaps stag, and heavy being ox or equiv. This system is for a direct trade of resources, meaning you could (though passage of royal cities, trade 6.3 wood, or ore, for 6.3 leather. Something that would balance out the overall economy for materials, as well as encourage greater movement of harvested materials around the map (would work very nicely with planned portal change). This would also grant you a slightly higher return of the initial number of resources you took. Granting a percentage extra based on the tier, and also enchantment of the material (more of a bonus at lower rarity, less at higher rarity).


      Hop on in to my Discord and Twitch ^^
    • Khladraven wrote:

      I would be for a more in depth system regarding bounty hunting in general. Here's what I was thinking:

      Dreaded (or any low rep for that matter) players can travel the map freely, but must flag as an Outlaw at a new "shaded figure" npc that can be found in royal cities, could also take part in smuggler runs, allowing you to box up luxury goods (similar to faction heart system) and take packages to other cities for a direct silver profit. Outlaws can kill Outlaws, Merchants, and Bounty Hunters.

      Whilst flagged outlaws would be visible on the minimap (as red dots) to players using another flag option in Caerleon (perhaps add a new bounty board with NPC) - Bounty Hunters. Bounty hunters could work with Merchants to escort them safely, or even use one of their own party to bait flag as a merchant to trick outlaws. Bounty Hunters only can kill Outlaws.

      Finally a third option in any royal city - Merchant, would be the final flagged option. The merchant NPC allows you to box up a certain number of resources, and transport them to other merchant NPC's in other royal cities upon picking the trade mission (very similar to faction warfare). Reaching the desired city, and speaking to that cities merchant would allow you to unbox your materials, granting you a greater return of that cities primary resource (Sterling - Ore, Lymhurst - wood, etc). Merchants cannot kill outlaws, so must enlist the protection of Bounty hunters, defensive skills would still be allowed and take effect. (fighting over-encumbered is useless anyway)

      Merchants would be visible to Outlaws, but only at intervals, perhaps shown as occasional pings on the minimap. This creates a target for the outlaws, and balances out the reward of running materials for exchange and bonus return between cities. Outlaws having the benefit of the kill and whatever rewards they reap, then finally bounty hunters would be able to hunt for outlaws, and also protect merchant runs for payment.

      Rewards for this could mirror the faction system, with points allowing you to buy 'Broken heart' - outlaw, 'Shimmering heart' - Bounty hunter, 'Gilded heart' - Merchant. Giving access to:
      • Outlaw mount (Branded mare - a mean looking mount with an attitude to match) Faster riding horse with some carry weight, very minor, saddle bags filled with loot, rough black main, dark pelt (think heavy horse breed).
      • Outlaw "coin purse" - cosmetic - allows a few idle animations, tossing coin bag in the air and catching it, flipping a coin (heads or tails game that could be used in game), sinister laugh (tied to character sex.
      • Bounty hunter mount (Armored stallion - swift and strong, a beacon of hope and sanctuary) Faster armored horse with no carry weight, banner cloth over mid section for bounty hunter/guild flag, white main and pelt (again heavy horse breed to draw parallel with outlaws).
      • Bounty hunter "guard horn" - cosmetic - choice of rallying tunes to play
      • Merchant mount (Merchant Cart - Two, steadfast steeds pulling a sturdy cart) Reminiscent of the ballista or legendary cart, this would be another mount pulled structure. Two armored horses, pulling a cart behind (very similar to fast travel npc). Good armor but less magic resistance the cart would be fixed at one speed similar to the thetford lizard, but slower, can be affected by cc but has some resistance. (would encourage escorting).
      • Merchant "walking stick" - cosmetic - allows different walking animations
      • Faction capes could also be added for each.
      Points and renown would be gained as follows:
      • Outlaws - Killing merchants (more points the higher renown the hold), Killing bounty hunters (more points the higher renown they hold), Killing other outlaws (more points the higher renown they hold)
      • Bounty hunters - Killing Outlaws - more points the higher renown they hold, in theory outlaws having more ways to gain renown would have higher renown faster, meaning bounty hunters killing them would be able to keep up, despite having less sources to gain renown from.
      • Merchants - From completing merchant runs.


      Balancing:
      • Merchant runs should not be possible on battle mounts, these already ruin the system to a degree, the rhino is fine due to it being cc-able, but the mammoth is pretty ridiculous. Battle mounts must not be allowed to keep this content accessible.
      • Outlaw smuggler runs as above.
      • Points gained with one faction within this system, would cause you to loose renown with the others, meaning you must pick either bounty hunter, outlaw, or merchant, whilst still being able to change side at the cost of loosing you access to current renown and associated rewards.
      • Not being able to kill outlaws as a merchant flagged player, is to balance out the ability of bounty hunters baiting with merchants, and using the merchants to assist in killing outlaws, and as stated, fighting will not be possible over-encumbered. Perhaps more importantly, to encourage escorted trade runs. Outlaws could also band together with merchants to bait other outlaws as well as bounty hunters. (not sure about this one)
      • Only low rep players < yellow skull can join as an outlaw.
      • Only high rep player > silver star can join as a bounty hunter.
      • Merchants can join at any rep.
      • Dying to another player causes you to loose renown with your primary and currently flagged faction (to prevent players abusing the mechanic of killing each other to gain renown easily). Point gain based on renown of player killed also prevents players killing alts to gain renown.


      Packaging resources and luxury goods:
      • Lvl.1 , 2 , 3 missions for T4, 5 , 6 luxury goods, you pick a city to transport to, if in Lymhurst, you can trade Lymhurst luxury goods for a "Fort sterling smuggler's pack"(for example), when you arrive there, and speak to the correct NPC, he will reward you with an increased number of Fort sterling luxury goods. Each level mission could also have options for carrying a light package, or heavy package, light being transportable on a riding horse or equivalent. Heavy being ox or equivalent. Killing a player transporting would cause a lesser amount of the initial luxury good being carried to drop.
      • The same logic applying for resources, except having tiers for each resource (and relevant enchant), as well as the choice of small, large or bulk packaging. Small requiring riding horse, large perhaps stag, and heavy being ox or equiv. This system is for a direct trade of resources, meaning you could (though passage of royal cities, trade 6.3 wood, or ore, for 6.3 leather. Something that would balance out the overall economy for materials, as well as encourage greater movement of harvested materials around the map (would work very nicely with planned portal change). This would also grant you a slightly higher return of the initial number of resources you took. Granting a percentage extra based on the tier, and also enchantment of the material (more of a bonus at lower rarity, less at higher rarity).

      Interesting idea....just that there is already a similar system called factions.
    • @Holoin I mean, not sure if you read it but I even reference faction warfare.

      The problem with faction warfare is that it is a meaningless objective. With the only progressive outcome being capes and mounts. If they were to make faction warfare a system where you had to choose one faction, and had monthly rewards for keeping that faction in power, it would maybe be interesting. Even things like having a faction outpost under your control giving a bonus to gathering yield for players faction flagged in tiles under that outpost's control would be interesting. As it stands, it's a poor system. Something activity displays.

      This system however removes some of the hard restrictions for low rep players, as well as even giving them more gameplay around being low rep, instead of only punishments. Whilst also allowing a more supported bounty hunting, merchant caravan and escorting system, again looping back into meaningful content for low rep players. Providing a mechanic like this simply places a guiding path for people unsure how to make their own content, something which clearly many struggle with. The amount of people that sit around "waiting" for content is crazy to me, but understandable for sure.

      Look at it as encouraging content, and not only that, providing rewards for more structured content withing the boundaries of consensual pvp for an extra reward.
      Hop on in to my Discord and Twitch ^^
    • Good ideas there Khladraven


      For a bounty system, I recommend an added silver loss on death throughout the game, but this silver is 'held' by the victims. Once a silver amount goes high enough, like 50k, 100k, 200k, and beyond, players may 'release' or auto-release the held amount of silver, to allow Bounty Hunters to take the stacked amount from Outlaws. This would be done by permission of the victims. So if lots of victims choose to say yes to a Bounty Hunter, then that Bounty Hunter would rake the silver by killing the Outlaw. This would apply to all zones, including BZ.

      Scammers would be stopped since they need Permission from victims, to collect silver amounts. However, some victims can simply auto-release the silver, and not worry about who gets the silver. Most players would probably auto-Release the silver.


      Those that choose to hold the silver, can be more specific about which Bounty Hunters (by reputation in game, on reddit, and on forum) about who to Reward.

      Establish bounty hunters, with positive reputations, like linking Youtube videos showing the assassinations, most victims would Release the stacked silver amounts to these players.


      This sytem would allow a fair use of 1million or higher Bounties and kills.
    • Theat wrote:

      Good ideas there Khladraven


      For a bounty system, I recommend an added silver loss on death throughout the game, but this silver is 'held' by the victims. Once a silver amount goes high enough, like 50k, 100k, 200k, and beyond, players may 'release' or auto-release the held amount of silver, to allow Bounty Hunters to take the stacked amount from Outlaws. This would be done by permission of the victims. So if lots of victims choose to say yes to a Bounty Hunter, then that Bounty Hunter would rake the silver by killing the Outlaw. This would apply to all zones, including BZ.

      Scammers would be stopped since they need Permission from victims, to collect silver amounts. However, some victims can simply auto-release the silver, and not worry about who gets the silver. Most players would probably auto-Release the silver.


      Those that choose to hold the silver, can be more specific about which Bounty Hunters (by reputation in game, on reddit, and on forum) about who to Reward.

      Establish bounty hunters, with positive reputations, like linking Youtube videos showing the assassinations, most victims would Release the stacked silver amounts to these players.


      This sytem would allow a fair use of 1million or higher Bounties and kills.
      I think that could be combined with the current reputation system.

      Eliminate the dreaded penalties of not being able to enter the royal continent. Allow then to enter. Instead of that penalty, when they reach dreaded their name should appear in a bonty board. These players can be atacked anywhere on the map, including bluezones, without any kind of penaltie. On dead, they will drop a big silver amount from their own silver, including all their loot.Their name will remain in the bounty board as long as the player remains dreaded.

      I think thats the one of the very few ways a bounty system could work without becoming an exploited activity.
    • Holoin wrote:

      I think that could be combined with the current reputation system.
      Eliminate the dreaded penalties of not being able to enter the royal continent. Allow then to enter. Instead of that penalty, when they reach dreaded their name should appear in a bonty board. These players can be atacked anywhere on the map, including bluezones, without any kind of penaltie. On dead, they will drop a big silver amount from their own silver, including all their loot.Their name will remain in the bounty board as long as the player remains dreaded.

      I think thats the one of the very few ways a bounty system could work without becoming an exploited activity.
      Hmm, only problem here would be getting a friend to kill them for the bounty no?
      Hop on in to my Discord and Twitch ^^
    • Khladraven wrote:

      Holoin wrote:

      I think that could be combined with the current reputation system.
      Eliminate the dreaded penalties of not being able to enter the royal continent. Allow then to enter. Instead of that penalty, when they reach dreaded their name should appear in a bonty board. These players can be atacked anywhere on the map, including bluezones, without any kind of penaltie. On dead, they will drop a big silver amount from their own silver, including all their loot.Their name will remain in the bounty board as long as the player remains dreaded.

      I think thats the one of the very few ways a bounty system could work without becoming an exploited activity.
      Hmm, only problem here would be getting a friend to kill them for the bounty no?
      no, because the silver they drop would not generated.It would be from their own purse or bank, so they cant generate any money by asking a friend to kill them.

      Also, the bounty would stay active for aslong as the person stay dreaded, so asking a friend to killthem just to remove it wont work. To remove bounty they need to increase reputation. And lose dreaded status.

      Thats the only way I see a bounty hunting system work.