Bounty System – Let the Ferryman Judge the Damned

  • My idea is that when you die, the Ferryman lets you put a bounty on the player who killed you. Then other players can take on bounty quests to hunt them down.

    It fits the game because the Ferryman controls the space between life and death, so it makes sense he’d offer this chance for revenge and justice. This adds purpose to PvP fights without forcing players into it and lets players who aren’t good at PvP get revenge by sending hunters after their killer.

    Placing a Bounty:
    When a player is killed by another, they respawn on the Ferry of the Damned. There, the Ferryman himself offers a new option: to place a bounty on their killer for a fee in gold or doubloons.

    Bounty Hunting Voyage:
    At the ship’s quest table, crews can vote for a “Bounty Hunt” voyage. Once accepted, the game selects a live player with an active bounty and server-merges the hunter crew into their world.

    Tracking the Bounty:
    The hunting crew spawns nearby, but not too close to the target and receives a magical compass pointing to their location.
    The bounty hunter’s goal is simple: track and kill the bounty target.

    Kill Confirmation & Rewards:
    When the bounty target is killed, one of two options could occur:

    • A bounty item drops (e.g. a token or scroll) that must be returned to an outpost for the Bounty gold reward.
    • OR: The voyage completes instantly on kill, granting gold and progress.
      (This detail is flexible and still up for discussion.)

    Bounty Scaling:
    If a bounty target sinks hunting ships, their bounty value increases — making them worth more gold and more likely to be selected for future hunts.
    If a hunting ship is sank then the quest fails and the ship is sent into a new server.

    Monthly Bounty Ledger – “Most Wanted” Style:
    The system tracks two roles:
     • Hunters – players who accept bounty voyages and sink targets
     • Bountied Players – players who sank hunter ships

    • Only sinking the hunter's ship gives the bountied player Ledger points.
    • Only sinking the bountied player’s ship gives the hunter Ledger points.

    Each month, both sides compete in the Bounty Ledger:
     • Top Hunters earn exclusive cosmetics or gold payouts
     • Top Bountied Players (“Most Wanted”) earn their bounty gold total or special cosmetics for surviving

    This system encourages real PvP skill on both sides, not farming or abuse.

    Why This Works:

    • Uses existing systems (Ferry, server merges, voyages).
    • Adds purpose and excitement to PvP without disrupting the sandbox.
    • Makes the Ferryman feel more involved in the world’s lore.
    • Offers high-risk, high-reward gameplay for both hunters and targets.
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  • @uluckyhitreg

    Placing a Bounty:
    When a player is killed by another, they respawn on the Ferry of the Damned. There, the Ferryman himself offers a new option: to place a bounty on their killer for a fee in gold or doubloons.

    No. Unwilling bounties should never be a thing.

    Bounty Hunting Voyage:
    At the ship’s quest table, crews can vote for a “Bounty Hunt” voyage. Once accepted, the game selects a live player with an active bounty and server-merges the hunter crew into their world.

    Ah good. So players are made unwilling targets if they win a PvP encounter, and now people can chase them across servers.
    No.

    Tracking the Bounty:
    The hunting crew spawns nearby, but not too close to the target and receives a magical compass pointing to their location.

    And now the person who defender their treasure & won PvP is not only chased across servers, but the chaser has unerring radar that always points right at them.
    No.

    Why This Works:

    It does not work. But I'll go over each point.

    Uses existing systems (Ferry, server merges, voyages).

    Ok? Those systems don't really need an unwilling bounty system tacked on.

    Adds purpose and excitement to PvP without disrupting the sandbox.

    Or it makes players unwilling targets.
    Think of it this way: A crew attacks you for your treasure.
    You fight them off & sell.
    They are salty & put a bounty on you.
    Now you have people all across the game trying to hunt you down. All because you won a fight.
    No.

    Makes the Ferryman feel more involved in the world’s lore.

    He's already involved. Tacking on an unwilling bounty system does not make him better.

    Offers high-risk, high-reward gameplay for both hunters and targets.

    Or it offers griefing and frustration for targets.


    These bounty ideas pop up every two weeks on average, and the answer is always the same:

    1. No. It promotes griefing.
    2. No. The targets are unwilling in this chain of events.
    3. No. There's already a soft bounty system in the form of Emissaries. And it's opt-in for the targets.

    Take your pick of any or all 3.

  • @guildar9194

    You’re acting like the idea is forcing people into PvP when it’s literally only affecting people already choosing to PvP by attacking others.

    If you kill someone, they should have a way to respond — not by just logging off or running — but by putting a target on your back. You think it's griefing to be hunted after picking the fight? That’s called consequence.

    Also, this isn’t some forced cutscene or new game mode. The hunter chooses to do the bounty. The target just continues playing like normal. If they’re as good as they think they are, let them prove it by staying alive.

    Reapers exist, server merges exist, PvP exists — this just ties it together with lore through the Ferryman and gives actual purpose to death beyond a loading screen.

    And the "this idea comes up every 2 weeks" argument? Cool, maybe that’s because it’s something people actually want, but the system hasn’t been done right yet.

    You don’t like it? Fine. But don’t act like nobody should.

  • @uluckyhitreg

    You’re acting like the idea is forcing people into PvP when it’s literally only affecting people already choosing to PvP by attacking others.

    Ok. What about when someone is attacked (IE: Not attacking first), and the people who failed to win the fight put a bounty on the person who was attacked?

    Is that still 'choosing to PvP'? No.
    It's being attacked (Not attacking) & then having a bounty put on them against their will.

    If you kill someone, they should have a way to respond — not by just logging off or running — but by putting a target on your back.

    You kill them back. Again; No need for an unwilling system.

    You think it's griefing to be hunted after picking the fight? That’s called consequence.

    No, it's called griefing. You're siccing the entire player base on them because they won a fight.

    Also, this isn’t some forced cutscene or new game mode. The hunter chooses to do the bounty. The target just continues playing like normal. If they’re as good as they think they are, let them prove it by staying alive.

    It's a forced bounty. Nothing to do with game modes or cutscenes.
    The person having a bounty put on them is not agreeing to it. Thus it is forced upon them.

    And the "this idea comes up every 2 weeks" argument? Cool, maybe that’s because it’s something people actually want, but the system hasn’t been done right yet.

    Or maybe it's because 1% of players who have no idea about game design want a way to force anyone who kills them to be punished?

    You don’t like it? Fine. But don’t act like nobody should.

    I am not acting like nobody should.
    I'm pointing out the flaws in the idea.

    Also; Emissaries is literally a bounty system where the target opts in.
    No need to force bounties on people who don't want it with a half-baked unwilling system that is designed to punish anyone who wins a PvP encounter.

  • @guildar9194

    You’re still missing the point. If someone gets attacked, wins, and a bounty gets placed on them — congrats, they survived. That bounty doesn’t magically ruin their game. It just means someone might vote to come after them later. Welcome to risk vs. reward.

    Also, no, it’s not griefing. Griefing is spawn camping, trash talk, and harassment. This is literally content. A bounty doesn't teleport a hunter into your face. It gives them a direction, not a lock-on missile.

    You're treating it like the game should protect PvPers from any kind of consequence. If someone loses and wants to throw some gold to see if someone else can finish the job, that’s not griefing. That’s just pirate logic.

    And let’s not act like Emissaries are the same thing. Reapers chase you because you stack loot, not because you killed them. This is personal. It adds story and rivalry — something this sandbox needs more of.

    You’re not pointing out flaws. You’re just defending the status quo like it’s sacred. Sea of Thieves thrives on chaos, and this idea feeds that. If it makes good players harder to kill, good — let the legend grow. If someone can't handle being a bounty, maybe they shouldn't be out there causing bounties.

  • @uluckyhitreg

    You’re still missing the point. If someone gets attacked, wins, and a bounty gets placed on them — congrats, they survived. That bounty doesn’t magically ruin their game.

    You're missing the point.
    If someone wins a fight, they don't deserve to have a giant target painted on them by someone salty they lost.
    Welcome to considering other players.

    Also, no, it’s not griefing. Griefing is spawn camping, trash talk, and harassment

    And an UNWILLING Let me say it again: UN-WILL-ING, as in 'NOT AGREEING TO IT' bounty system is harassment.

    This is literally content.

    It is literally bad content.

    You're treating it like the game should protect PvPers from any kind of consequence.

    Nowhere did I say that. I just pointed out the flaws in an, and let me say it again, UNWILLING system.

    Let me say this next part louder, for the people in the back (Mostly you):

    If someone won their PvP, they don't deserve to have a target painted on their back.

    If someone loses and wants to throw some gold to see if someone else can finish the job, that’s not griefing. That’s just pirate logic.

    If someone loses; They should suck it up and either try again or give up.
    Nowhere should they be able to pay other players to cross servers to hunt their target down.

    And let’s not act like Emissaries are the same thing.

    They are.
    Emissaries has been described as 'Opt In Bounty'. Only the target is the one making the decision to opt in.

    Reapers chase you because you stack loot, not because you killed them.

    Until you add in a bounty system to pay them to target people.

    This is personal. It adds story and rivalry — something this sandbox needs more of.

    If you need to describe ANY PvP in ANY game as 'personal', then you need to touch grass.
    It's a game. It should never 'be personal' that someone lost a PvP fight.

    You’re not pointing out flaws. You’re just defending the status quo like it’s sacred.

    Except I pointed out very real flaws.
    Sorry you're too blinded by enjoying your idea to see them.

    Sea of Thieves thrives on chaos, and this idea feeds that.

    This idea feed griefing.
    'That crew defend their treasure from us! Let's put a bounty out on him so he gets attacked by everyone!'
    'That streamer defeated us! Let's put a bounty out on him so he gets attacked by everyone!'

    If someone can't handle being a bounty, maybe they shouldn't be out there causing bounties.

    So if people don't want a bounty they should....never win at self-defense? Just throw every fight & give up all treasure they ever get to the first people to attack them.
    Because the alternative; Winning the fight, would give them a bounty they don't want.
    What an absolutely horrid take.

  • @guildar9194

    You’re shouting “UNWILLING” like that settles the debate, but Sea of Thieves is built on risk, not consent forms. You opt in to danger the moment you load into high seas mode. Reapers can chase you. Alliances can betray you. Randoms can broadside you. It's not a cozy cruise, it’s a pirate sandbox.

    This idea doesn’t force anything. It gives players a chance to take a bounty hunt if they vote for it. The target isn’t dragged into a new mode or put in some bounty-only lobby — they just keep playing. Nothing changes for them unless someone shows up and finds them — and guess what? They can win again.

    You’re calling it griefing, but the entire game loop of SoT is based on crews clashing, outsmarting, and out-sailing each other. This system gives meaning to those encounters. If someone keeps winning and building up a bounty, that’s not a punishment — that’s reputation. That’s legend material.

    And the “streamer gets targeted” example? Streamers already get stream-sniped. At least this gives them something in-universe to rally behind and flip into content.

    You keep saying “flaws,” but what you’re really against is noobs you kill getting a chance to send someone who can PvP after you. Lol.

    Some of us actually want the world to feel alive, reactive, and full of consequences. Not just a string of isolated brawls with no memory.

  • @uluckyhitreg

    Jesus. Give it up. The idea is horrid but you will go down swinging because you can't accept criticism because you came up with it.

    You’re shouting “UNWILLING” like that settles the debate, but Sea of Thieves is built on risk, not consent forms.

    Except the only two systems that put targets on people (Emissaries & Hourglass) are both opt-in.
    Kind of makes you think the devs want people to be willing to be easily-found targets, huh?

    You opt in to danger the moment you load into high seas mode. Reapers can chase you. Alliances can betray you. Randoms can broadside you. It's not a cozy cruise, it’s a pirate sandbox.

    So what? That does not excuse a new system that paints an unwilling target on someone.

    This idea doesn’t force anything. It gives players a chance to take a bounty hunt if they vote for it. The target isn’t dragged into a new mode or put in some bounty-only lobby — they just keep playing.

    And you're ignoring my points to make an point that I've already proven is wrong.
    The idea forces the target to be a bounty.
    They did not agree to be a bounty, so it is forced on them. Amazing how 'basic cause and effect' works, huh?

    Nothing changes for them unless someone shows up and finds them — and guess what? They can win again.

    Except, as you described it; Other players can cross servers & get a freaking compass that points at them.
    Which means someone WILL show up and find them in minutes. Thus interrupting anything they may be wanting to do.
    All because they defended themselves & won.

    You’re calling it griefing, but the entire game loop of SoT is based on crews clashing, outsmarting, and out-sailing each other. This system gives meaning to those encounters.

    No. it gives meaning to people salty they lost who want to turn the winner into a pinata.

    If someone keeps winning and building up a bounty, that’s not a punishment — that’s reputation. That’s legend material.

    Unless they only wanted to log on to do a few Voyages. But screw those guys, I guess.
    They either have to throw a fight or keep being attacked 'Because PvP legend!'

    Why do PvP players always think 'Shove my content down your throat' is a good idea?

    You keep saying “flaws,” but what you’re really against is noobs you kill getting a chance to send someone who can PvP after you. Lol.

    You keep saying 'Content' but what you really want is to punish anyone who defeats you in battle. Lol.

    Some of us actually want the world to feel alive, reactive, and full of consequences. Not just a string of isolated brawls with no memory.

    And some of us don't want a target splashed on our back & and giant COME KILL US OVER HERE! beacon because we fended off someone trying to steal our treasure.
    Guess which one of us the devs have consciously designed around with every PvP system so far? ;)

  • @guildar9194

    Look, defending yourself and winning a fight doesn’t mean you get to run the show forever without consequences. This isn’t “punishment” — it’s real gameplay with stakes. If you kill someone, expect that they might put a price on your head. That’s how PvP works anywhere that actually matters.

    You keep acting like this is some personal vendetta system forcing harassment. It’s not. Hunters choose to hunt — no one’s dragging anyone anywhere. The compass isn’t a tracking missile; it points roughly and still takes effort.

    Emissaries are a soft, boring system. This idea adds actual risk, tension, and player-driven stories — exactly what this game needs instead of endless, meaningless skirmishes.

    If you don’t want to be hunted, maybe don’t make yourself a target by killing other players. Simple as that.

  • @uluckyhitreg

    Look, defending yourself and winning a fight doesn’t mean you get to run the show forever without consequences.

    The consequences to being attacked are winning or losing.
    Not 'Losing, or winning & getting a target shoved up your nethers by someone salty they lost'.

    This isn’t “punishment” — it’s real gameplay with stakes.

    And the normal stakes are the treasure you have aboard.
    This is a punishment for winning.

    If you kill someone, expect that they might put a price on your head. That’s how PvP works anywhere that actually matters.

    Ah. 'Other game does this! So it should be shoved onto everyone in SoT, regardless of popularity!'
    Nah. Go play those 'other games' for their lopsided bounty system.

    You keep acting like this is some personal vendetta system forcing harassment. It’s not. Hunters choose to hunt — no one’s dragging anyone anywhere.

    You keep thinking the target has to be moved somewhere or it's not unwilling.
    'Hunters choose to hunt'.
    WEIRD how you're not saying 'The prey chooses to be prey'. Almost like you know they are not choosing it.

    The compass isn’t a tracking missile; it points roughly and still takes effort.

    So what? The target is still unwilling. Which makes the idea bad.

    If you don’t want to be hunted, maybe don’t make yourself a target by killing other players. Simple as that.

    ROFL!
    'If you don't want to be forced into my garbage system, just throw every fight from now on! Simple as that!'
    Talk about that PvP entitled 'Do what I want or suffer!" mindset.

    If you want a horrible, abusable, garbage forced-in bounty system; Play any of those other games that have it. Simple as that.

  • @guildar9194

    You don’t like the idea? Cool. But let’s not act like it’s some game-breaking nightmare. Sea of Thieves is already full of chaos that nobody opts into — server merges, spawn camping, third parties. That’s the pirate life.

    This isn’t griefing, it’s gameplay with consequences. One crew. One hunt. One chance at payback. If you sink someone, maybe they remember. That’s not harassment, that’s memory.

    You keep shouting “unwilling” like that word has power in a game where everything is unpredictable. If you want guaranteed safety after a fight, try Animal Crossing.

    And let’s be real — this whole meltdown reeks of “I like to PvP, but only when I control the terms.” Not how it works. You want to sink people and then log off in peace? Wrong game.

    I like arguing with little kids as much as the next person, but I’ve got a life and work to do lol.

  • @uluckyhitreg

    You don’t like the idea? Cool. But let’s not act like it’s some game-breaking nightmare.

    Except it is, as I have pointed out but you continue to ignore because 'My idea!'

    Sea of Thieves is already full of chaos that nobody opts into — server merges, spawn camping, third parties. That’s the pirate life.

    Not a valid reason to add an unwilling system, as I said above.

    This isn’t griefing, it’s gameplay with consequences.

    It's griefing. You denying that fact does not change it.

    One crew. One hunt. One chance at payback. If you sink someone, maybe they remember. That’s not harassment, that’s memory.

    And then you sink that crew when they attacked you.
    So they put a bounty on you.
    And you sink the next crew.
    So they put a bounty on you.
    And the next. And next. And next. And next.

    And what the holy hell does the target get from this?
    Not treasure; No one attacks with treasure aboard.
    All they get is harassed non-stop.
    Which is griefing.

    If you sink someone, maybe they remember. That’s not harassment, that’s memory.

    And this comment has nothing to do you with your forced-griefing system.

    You keep shouting “unwilling” like that word has power in a game where everything is unpredictable. If you want guaranteed safety after a fight, try Animal Crossing.

    And if you want some BS bounty system, go play GTA.

    And let’s be real — this whole meltdown reeks of “I like to PvP, but only when I control the terms.” Not how it works. You want to sink people and then log off in peace? Wrong game.

    I'm not having a meltdown. I'm pointing out the flaws in your idea.
    Sorry you can't accept criticism because 'My idea has to be amazing!'

    Edit: I will add that I can indeed 'sink people & log off in peace'.
    You being so ego-driven that you will act like your idea is already how the game works, and that this idea is a natural extension of the game, is hilarious.
    You want a garbage bounty system that punishes people who win fights? Wrong game.

    I like arguing with little kids as much as the next person, but I’ve got a life and work to do lol.

    Aww, an Ad hominem because your idea was critiqued.
    That's ok, little Timmy; You'll grow up someday.

  • This type of system simply won't work with a game like Sea of Thieves and the session based approaches. The comments above already touch on just some of why this wouldn't work, but there are a million other things one would have to consider when talking about this:

    1. What happens if the forced target logs out?
      1.1) Does the hunter just lose their Voyage?
      1.2) What happens when the target logs back in?
      1.2.1) What if when a target logs back in they are with a different crew and they don't have bounties or different size bounties?
    2. What if the forced target dives to a different server via a Voyage or Hourglass or a private instance Tall Tale location when a Hunter is after them?

    And this is just the tip of the proverbial iceberg on top of the issues pointed out previously in the thread already.

    As such, I feel this kind of a system has no place in Sea of Thieves as it is designed. Could work in other games, but not in this one.

  • You’re making pvp a painful experience. Force a player to attack and kill me so I can place a bounty on them. Big one and have other players hunt them down.

    If you kill someone, they should have a way to respond

    Yeah, attack back or run away.

  • I honestly think it would open the doors to trolling and toxic behavior.

  • Any idea can have flaws — that’s normal. But you’re clearly one of those people who always need to be right and just loop the same argument until people give up so you can call it a “win.”.

    Your weak “unwilling” argument is easy to patch: just limit bounty placement to players flying an Emissary flag. They’ve already chosen the PvP risk.

    The so-called “bounty abuse loop” is also easy to avoid:

    • You can’t place a bounty on a hunter already chasing you.

    • If the bounty is sunk and comes back, there’s a 30-minute cooldown before they can be targeted again.

    • Hunters can’t place bounties on their targets.

    • Players can’t place bounties on their HG targets.

    • Each player can only have one active bounty on another crew.

    • Hunters are moved to a new server after completing or failing a bounty.

    • Players can only place bounties on players who are flying an Emissary flag.

    So many possible things that could be done

    I like thinking of solutions to problems, not giving in just because someone doesn’t like the idea. lol

    @europa4033 said in Bounty System – Let the Ferryman Judge the Damned:

    I honestly think it would open the doors to trolling and toxic behavior.

    What, like Open crew, Hourglass, and plenty of other systems in Sea of Thieves that already deal with trolling and toxic behavior? This game’s PvP environment thrives on that — it’s nothing new.

    @redeyesith said in Bounty System – Let the Ferryman Judge the Damned:

    This type of system simply won't work with a game like Sea of Thieves and the session based approaches. The comments above already touch on just some of why this wouldn't work, but there are a million other things one would have to consider when talking about this:

    1. What happens if the forced target logs out?
      1.1) Does the hunter just lose their Voyage?
      1.2) What happens when the target logs back in?
      1.2.1) What if when a target logs back in they are with a different crew and they don't have bounties or different size bounties?
    2. What if the forced target dives to a different server via a Voyage or Hourglass or a private instance Tall Tale location when a Hunter is after them?

    And this is just the tip of the proverbial iceberg on top of the issues pointed out previously in the thread already.

    As such, I feel this kind of a system has no place in Sea of Thieves as it is designed. Could

    If the forced target logs out or hops servers, the hunter’s quest fails. Simple. They can just grab another bounty and move on. Stop acting like that’s some unsolvable problem. This isn’t rocket science — it’s standard design for session-based games.

    Complaining about edge cases won’t change that.

    @burnbacon
    Not even gonna bother with you since you clearly only skim posts and never actually engage with topics fully.

  • It'll never happen 'they said the developers'
    Ah no, sorry, you really shouldn't say that anymore... lol

  • @uluckyhitreg said in Bounty System – Let the Ferryman Judge the Damned:

    @redeyesith said in Bounty System – Let the Ferryman Judge the Damned:

    This type of system simply won't work with a game like Sea of Thieves and the session based approaches. The comments above already touch on just some of why this wouldn't work, but there are a million other things one would have to consider when talking about this:

    1. What happens if the forced target logs out?
      1.1) Does the hunter just lose their Voyage?
      1.2) What happens when the target logs back in?
      1.2.1) What if when a target logs back in they are with a different crew and they don't have bounties or different size bounties?
    2. What if the forced target dives to a different server via a Voyage or Hourglass or a private instance Tall Tale location when a Hunter is after them?

    And this is just the tip of the proverbial iceberg on top of the issues pointed out previously in the thread already.

    As such, I feel this kind of a system has no place in Sea of Thieves as it is designed. Could

    If the forced target logs out or hops servers, the hunter’s quest fails. Simple. They can just grab another bounty and move on. Stop acting like that’s some unsolvable problem. This isn’t rocket science — it’s standard design for session-based games.

    Complaining about edge cases won’t change that.

    That would result is very unsatisfying gameplay on a very regular basis for that activity. Nothing more fun than activating a Voyage and just having it suddenly cancel at random. Sure, you could argue people would know that could happen with the system, but that just strikes me as a flawed system to begin with.

    As for the rest of your retort, nothing that I presented there are edge cases. These are things that would happen on the regular and thus are the primary areas of issue with such a system.

  • @redeyesith

    I think this is just nitpicking. In session-based games like Sea of Thieves, if the target logs out or switches servers, the bounty should just fail and you move on. This happens a lot in multiplayer games and it’s totally normal. Overthinking these cases makes the system more complicated than it needs to be.

  • @uluckyhitreg said in Bounty System – Let the Ferryman Judge the Damned:

    @redeyesith

    I think this is just nitpicking. In session-based games like Sea of Thieves, if the target logs out or switches servers, the bounty should just fail and you move on. This happens a lot in multiplayer games and it’s totally normal. Overthinking these cases makes the system more complicated than it needs to be.

    The system proposed doesn't need to be at all. And if all a person needs to do is logout to wipe a bounty there is very little point in it. You already posted above all sorts of caveats that would make the system complicated in design yourself just to try and make the square peg fit the round hole and that still didn't resolve every issue with it. That is a whole lot of hoop jumping for something that will most likely boil down to "spend gold on the Ferry so that it can be refunded to you as soon as the bounty logs out" because people will know that is all that have to do to circumvent it.

    But as others have noted, you don't seem too thrilled about people noting what is potentially a flaw in the system so I'm gonna leave it at this and move on.

  • @redeyesith said in Bounty System – Let the Ferryman Judge the Damned:

    The system proposed doesn't need to be at all. And if all a person needs to do is logout to wipe a bounty there is very little point in it.

    I never said the idea was to let players log out to wipe their bounty. You're just making things up, which shows you didn’t read the idea at all.

    I clearly stated: “The game selects a live player with an active bounty and server-merges the hunter crew into their world.”
    "Live" means an online player, obviously. So if someone logs out, the bounty doesn’t disappear — it stays on them and just waits until they’re back online.

    Also, there are already plenty of quests in the game that can disappear due to player actions. If you actually played, you’d know that. For example, with boar hunting quests, you might be on your way to the island, but another player could kill the boar first, making your quest fail. Same thing with skeleton captain hunts or other bounty targets — quests can disappear or become impossible due to interference or bad timing. So this system is no different in that regard.

    So before trying to dismiss the system, maybe actually read the idea properly instead of making assumptions and putting words in my mouth. If you’ve got real feedback, cool — just don’t misrepresent it.

  • @uluckyhitreg

    So if someone logs out, the bounty doesn’t disappear — it stays on them and just waits until they’re back online.

    So they can log in the next day and still have people appearing across servers to hunt them. Meaning they're never free of being hunted and harassed.

    So much for fishing. Or doing Voyages.
    They will be hounded, hunted, and harassed with a target on their back until they lose a fight.

    Oh wait; Even if they lose, they will be harassed. Because all it takes is getting one kill so their opponent is on the Ferry, and their opponent will place a bounty on them. Even if said opponent ends up winning & sinking them.


    The idea just does not fit SoT.
    Yet your retorts are basically 'Just never win' and 'Just play other games', as if your idea is a foregone conclusion because it's just THAT good & the devs would be happy losing everyone who do not want to participate in a system they cannot avoid.

    I can tell you, with complete confidence, that an unwilling, unavoidable system like this would lose more players than it would make happy.

  • @Guildar9194

    Except the only two systems that put targets on people (Emissaries & Hourglass) are both opt-in.
    Kind of makes you think the devs want people to be willing to be easily-found targets, huh?

    So would the PvP flag (the one that makes your ship a shadow with a red skull on the map) not also count as Opt in?

    Also i feel like they have to be trolling or something to not recognise the reason you have to repeat multiple times about the unwilling factor is that all things that make you a target were always featured you opted into.

    @uluckyhitreg

    Your weak “unwilling” argument is easy to patch: just limit bounty placement to players flying an Emissary flag. They’ve already chosen the PvP risk.

    Wearing an emmisary flag (unless reaper) doesn't mark your location except for Grade 5 Reapers who can see where the Emmissarys are and are equally identifiable, the key difference they can't instant jump to the same server as you.

    Emmisary's opt in 'bounty' system is closer to the fact passing ships can decide you are worth sinking because you are flying an emmissary rather than people knowing where to find you without any risk to themselves (Reapers can be seen by everyone so it's balanced for them to see emmissaries and besides they dont see the grade of those emm ships on their map, they have to approach and check out the grade to see if they wanna hunt it or not anyway.) I won't know what treasures are on a ship easily from a distance but if i see an emmissary flag, even a grade 1 flag is still treasure but it gives me a general idea of that ship either is loaded with treasure specific to that faction (except reapers) or might be doing voyages of that nature so i can tell and see if i can nab high value loot after they finish the voyage or i can just sink them because a Grade 5 flag is worth a decent enough amount anyway.

    Let's also not forget ship sizes exist and being bountied could come with a sloop being chased by a gally which it has a more uphill battle to fend off solely for successfully defending their ship from an aggressor.

    This is not a risk/reward system if the bounty can be put on you by a sunk crew, risk implies no guarantees whereas a bounty means it's closer to a matter of time before someone shows up to come after you where an emmissary can do their whole session unbothered or avoiding others because again, they wont always know where you are.

    People have varying levels of time they can dedicate to Sea of Thieves daily or sometimes every other day. They do not need to get a target on their back for protecting themself from an attacker only to have their limited available time to get some stuff done made infinitely more effort because a hunter could show up at any time locked onto knowing where their direction is solely because someone didn't want to accept they sunk and let's consider how the bounty is arranged.

    Is it a fixed sum? In which case at a low cost some random crew can just charge at you, get sunk intentionally or not then bounty you just to intterupt you more.

    Is it an amount you put in yourself? In which case rich people with nothing else to spend it on can put a massive number on your head to make everyone and their ancestors chase you for that reward.

    Hourglass already rewards fighting off those who will hunt you with a streak system that adds more value to your hourglass with each win (and at 4 wins you are marked on the map).

    I can't tell if this sprouted into your mind out of wanting payback at someone who hunted you down and sunk you in whatever session you played before making this thread or if you simply don't like that running is a legit option in High Seas and think people must turn around and fight you like you are entitled to a fight if you chase.

  • I love PvP in this game, but this is just a bad idea. If some one sinks and wants revenge they can just go find the ship and try again. We have enough things marking people on the map for PvP and enough people already complain about sinking over emissary flags and that's something they can choose to raise.

  • I had an idea, thought it out a bit, posted it, and moved on. You didn’t like it? That’s fine. But the endless nitpicking and emotional reactions are just sad. The system doesn’t force PvP — it gives players an optional response after being killed. Hunters have to opt in. Server merges already exist. Spawn distances prevent ambushes. Abuse is avoidable with simple solutions like cooldowns, ship-size matching, and bounty caps.

    Worried about rich players dumping gold? That’s content fuel, not a problem. None of the so-called “flaws” you've listed are unsolvable. You're not arguing against the idea — you're just mad it might result in someone chasing you in-game. I’m barely invested at this point. I only kept replying because the reach has been so entertaining. Watching people spiral just because someone doesn’t fold is hilarious.

    Also, quick reality check for some of you:
    In game dev, there are typically three roles around an idea:

    • The Creator – comes up with the concept.
    • The Analyst – tests feasibility and balance.
    • The Critic – challenges it to find weak spots.

    All three work together to refine a system. That’s how games get made. But some of you treat feedback as a personal attack or think the idea person should back off just because someone questioned it. That’s not how innovation works. Feedback isn’t a war — it’s collaboration. Learn the difference.

  • @uluckyhitreg

    and moved on

    No you did not.

    But the endless nitpicking and emotional reactions are just sad.

    The only one who has had an emotional reaction is you.

    The system doesn’t force PvP — it gives players an optional response after being killed.

    Show me where you idea lets the target opt out.
    Because it does not, which means it forces them to be hunted.

    Hunters have to opt in.

    Weird how you keep ignoring that the hunted does not get to opt in, in order to lie and say 'it's opt in!'.

    You're not arguing against the idea — you're just mad it might result in someone chasing you in-game.

    Once again; You being emotional and attacking posters instead of refuting their points.

    I’m barely invested at this point. I only kept replying because the reach has been so entertaining.

    Which is why you keep replying, and have insulted and attacked people for replying. Because you're 'barely invested'.
    Riiiiight.

    Watching people spiral just because someone doesn’t fold is hilarious.

    And the only person spiraling is you. But project harder.

    Feedback isn’t a war — it’s collaboration. Learn the difference.

    You posted your idea.
    People posted why it would not fit.
    Rather than accept this, you have decided everyone else is wrong and your idea is super special awesome and correct and everyone MUST just be too blind to see it.

    The only one who turned it into a 'war' was you.

  • Sure, buddy. Keep telling yourself that.
    Meanwhile, I laid out a system, addressed concerns with actual counterpoints, and kept adapting it based on feedback. You? You’ve just been stuck on one point, ignoring every response that didn’t fit your narrative.

    The hunted doesn’t need to opt in — because they already did the moment they engaged in PvP and got a bounty. That’s the entire premise: actions have consequences, and others can choose to respond. That’s not “forced PvP,” that’s cause and effect in a multiplayer game. You don’t get flagged randomly — you got flagged because you killed someone. The hunter opts in. The target already made their choice.

    But keep pretending it’s forced, if that helps you sleep at night.

    Also, thanks for proving my point about people taking feedback or pushback as some kind of personal attack. You’re not engaging in critique. You’re venting. Big difference.

    Anyway, I’m not here to win your approval. I’m here to throw ideas around. If that rattles you this much, maybe rethink your approach to discussion.

    And honestly, I don’t even care at this point. I’m just loving how you can’t let it go. I don’t tag you, don’t mention you, yet you keep circling back like you need the last word. All this effort just to convince others I’m wrong — while ignoring the fact that not everyone has to think like you. Keep looping, it’s funny to watch. 😂

  • The hunted doesn’t need to opt in — because they already did the moment they engaged in PvP and got a bounty. That’s the entire premise: actions have consequences, and others can choose to respond. That’s not “forced PvP,” that’s cause and effect in a multiplayer game. You don’t get flagged randomly — you got flagged because you killed someone. The hunter opts in. The target already made their choice.

    The problem with this statement as already noted, was that it also punishes people who fight back when attacked and win. While yes, people can keep trying to run. Not everyone will stop chasing or be easy to lose, sometimes they somehow force your ship to stop running be it anchoring, mast breaking or whatever, regardless you are encompassing those who were attacked first and were forced to fight back to not lose their stuff as being in the same boat of consequence of those who were the aggressors sinking other ships. It might be more opt in to be hunted if you can only bounty someone who shot you first but even then there is a multitude of things people looking to be hunted by others can do to be hunted. Reaper Emm, Reaper Flag (PvP flag) or Hourglass all work to that effect. @uluckyhitreg

  • @uluckyhitreg said in Bounty System – Let the Ferryman Judge the Damned:

    Sure, buddy. Keep telling yourself that.
    Meanwhile, I laid out a system, addressed concerns with actual counterpoints, and kept adapting it based on feedback. You? You’ve just been stuck on one point, ignoring every response that didn’t fit your narrative.

    The hunted doesn’t need to opt in — because they already did the moment they engaged in PvP and got a bounty. That’s the entire premise: actions have consequences, and others can choose to respond. That’s not “forced PvP,” that’s cause and effect in a multiplayer game. You don’t get flagged randomly — you got flagged because you killed someone. The hunter opts in. The target already made their choice.

    But keep pretending it’s forced, if that helps you sleep at night.

    Also, thanks for proving my point about people taking feedback or pushback as some kind of personal attack. You’re not engaging in critique. You’re venting. Big difference.

    Anyway, I’m not here to win your approval. I’m here to throw ideas around. If that rattles you this much, maybe rethink your approach to discussion.

    And honestly, I don’t even care at this point. I’m just loving how you can’t let it go. I don’t tag you, don’t mention you, yet you keep circling back like you need the last word. All this effort just to convince others I’m wrong — while ignoring the fact that not everyone has to think like you. Keep looping, it’s funny to watch. 😂

    The hunted doesn’t need to opt in — because they already did the moment they engaged in PvP and got a bounty.

    "The hunted consented to being harassed when they had the utter gall to win a fight they did not even start!"
    How can you not see how utterly wrong that statement is?

    That’s not “forced PvP,” that’s cause and effect in a multiplayer game.

    Not in this multiplayer game.

    Also, thanks for proving my point about people taking feedback or pushback as some kind of personal attack. You’re not engaging in critique. You’re venting. Big difference.

    Says the person who called me a child and said everyone else was being emotional.
    Project harder, child.

    Anyway, I’m not here to win your approval. I’m here to throw ideas around. If that rattles you this much, maybe rethink your approach to discussion.

    Again; Only person who's gotten offended was you.

    And honestly, I don’t even care at this point. I’m just loving how you can’t let it go.

    Projection, thy name is you.

    I don’t tag you, don’t mention you, yet you keep circling back like you need the last word.

    You reply to my statements without tagging me, becuase you don't want me to reply.

    All this effort just to convince others I’m wrong — while ignoring the fact that not everyone has to think like you.

    Weird how I never said that, and everyone else has agreed with my critiques.

  • If another player is being toxic towards you, record and report them. That's what they say to do. You don't say to yourself, "Hey, everyone is toxic anyways, might as well join them and introduce witch hunting into the game to stalk and grief players." Pvp isn't being toxic, it's part of the game. If I'm logging on and a random ship comes over trying to sink me and I successfully defeat them-- even though I didn't want to fight them, I'm not tagged and hunted by other players simply for defending myself? Yeah no thanks. I'm glad Rare will never have this added to the game.

  • If this is possible after getting killed (not sunk!), it's just a way to get some help in fighting another crew.

    It will take away the time a PvP oriented crew (not interested in Hourglass) has to spend looking for a crew to fight with as you just get spawned "just far enough" and with a compass directing you to the target (or targets if the crew that put up the bounty may still be there as well).

    My guess is, that the bounty hunter will first try to sink the bounty giver and then the actual bounty.

    Hmm it seems that only a kill is needed to get the actual bounty ... not an actual sink.

  • @lem0n-curry said in Bounty System – Let the Ferryman Judge the Damned:

    If this is possible after getting killed (not sunk!), it's just a way to get some help in fighting another crew.

    It will take away the time a PvP oriented crew (not interested in Hourglass) has to spend looking for a crew to fight with as you just get spawned "just far enough" and with a compass directing you to the target (or targets if the crew that put up the bounty may still be there as well).

    My guess is, that the bounty hunter will first try to sink the bounty giver and then the actual bounty.

    Hmm it seems that only a kill is needed to get the actual bounty ... not an actual sink.

    The only problem being; The person having a bounty put on them might not want to PvP. They might be sailing along, get attacked, and win.
    And now the losing crew puts a bounty on them.
    Now ANOTHER crew spawns in to attack them.
    Defender wins again.
    Losing crew puts a bounty on them.
    Another crew spawns in to attack them.
    Defender wins again...

    See the loop?
    Someone who wanted to do Voyages. Or kill skeletons. Or just sail around. Now has to deal with a chain of attacks non-stop.
    A chain they did not look for or opt into.

    And let's not forget that the OP said these bounties would last through DCs.
    So a person could quit one night because they are sick of being harassed, log in the next day, and get harassed again.

    Why is it PvP players always say 'This mechanic only requires the attacker to consent! The defender should just suck it up! They are my content!'
    Oh, right; Because they always view themselves at the harasser, never the harassed.

    And what was OPs response to people not wanting to be a bounty pinata?
    'Just don't do anything (IE: Win a fight) that would make you a bounty target.'
    Yes, his defense was 'Just throw every fight or accept being a gold pinata'.

  • @lem0n-curry said in Bounty System – Let the Ferryman Judge the Damned:

    If this is possible after getting killed (not sunk!), it's just a way to get some help in fighting another crew.

    It will take away the time a PvP oriented crew (not interested in Hourglass) has to spend looking for a crew to fight with as you just get spawned "just far enough" and with a compass directing you to the target (or targets if the crew that put up the bounty may still be there as well).

    My guess is, that the bounty hunter will first try to sink the bounty giver and then the actual bounty.

    Hmm it seems that only a kill is needed to get the actual bounty ... not an actual sink.

    Thanks for the feedback! Just a thought based on your message—what if instead of placing a bounty after every death, it works like an SOS? If a player or crew keeps killing you within a set time, you can place a temporary bounty on them, but only once per in-game day to prevent spam.

    Hunters spawn nearby and have to track the target down, so it’s a real hunt, not an instant teleport. The bounty lasts for a short time, or until the player who placed it leaves, or the bounty ship is gone.

    Players might show up to help—or not. Sometimes hunters might kill both ships. If the crew calling for help are new, hunters might even stick around to help them learn.

    Since this only happens during ongoing fights, it’s part of the battle, not unwanted PvP. It’s not exactly my original idea, but it keeps the same vibe while making it fairer.

    Of course, how it works depends on server ship slots and other factors.

    What do you think?

  • Bounties are a suggestion that is made like clock work and shot down every single time. This means the idea is both appealing/cool on paper but still problematic or at least considered so by a large number of players. While the glass half empty side does have some points, it is not productive to just say it will not work because of X while ignoring Y fixes. It is silly to say that most things in a sand box are impossible to implement (you lack imagination) or RARE would never do it (e.g. safer seas, alternative pirates coming soon). Let’s workshop and come up with a system, in fact I challenge those who are so dismissive to come up with the best bounty system possible and then explain why it would not work.

    There are several main problems/complaints:

    1. Not opting in
    2. Exploits used to transfer money between accounts
    3. Toxic behavior
    4. How the logistics would work. Players leaving servers etc.

    Not opting in: This is a silly one. If you are playing in high seas you are opting in for PVP but let’s not scare the new players straight away.
    A simple fix is to make bounties part of the captain ship system. The bounties are on the ship, not individual pirates. Bounties can only be hunted if you are on a captained ship. If you don’t want to be part of the bounty system don’t sail a captained ship. Other thresholds/triggers could be added for example you would have place a bounty just once to opt in for that season or do the voyage itself. Either way you are now in the system. Each season have accommodations for Placing, cashing and having a bounty you placed collected like the reapers chests/COF to encourage buy ins and engagement. Bounties placed on players not opting in still go through, just do not become active.

    Exploit to transfer money and/or toxic revenge: fair enough.
    A simple fix: Excluding HG, when you get sunk you can put a bounty on the captain ship that sunk you AND it costs you money and doubloons. BUT the bounty is not automatically active. It takes several different crews paying the bounty on the same ship before one is issued, with a threshold of say five different crews before it becomes active. A ships bounty count goes down once every few weeks naturally or when collected by another player. Now it is unlikely you are a floating around getting attacked, defending yourself and getting revenge bounties by other players. Given that Rare is now allowing players to keep track of how many times they are being reported and reports expire, they certainly have this capability. So, if I have sunk 10 ships one night, I could have a bounty as high as 10, once it hits four I am no longer on the menu. If I am a chill player not fighting a lot am I going to be sinking that many ships and if I have to place a bounty to opt in I am safe anyway unless I choose not to.

    How to accept/track bounties: This would become a level 5 reaper voyage for captain ships only. Other groups need not apply. A red note appears on the mast indicating that the voyage is available, there is someone on your server or region. Only players in HG are immune from having active bounties collected. Vote down to the reaper voyages & dive to the server that they are on. When you do the red note disappears. While the target ship can also dive at any time, their dive will always put them on a server with a couple of extra open spots. You get a notification that the target has dived, maybe the compass spins like crazy or the red not reappears. Run down stairs and vote to dive again, you dive right after them.

    Collecting/canceling bounties: You sink a player who had a bounty on them. Hand in their captains’ log book to reapers for a big reward. If you hand in the log book, I also see no reason why the sunk ship could not place a bounty on your head. This game play loop would be a good thing not a bad thing. You can also cancel bounties on yourself via sinking the hunting player and selling their log book to reapers. This reduces your bounty count by two. So, it is possible to break out of the loop if you want to.

    I am certain there are problems with above, but maybe for a change try to alter the suggest to work instead of rejecting outright.

  • Just a general note to all:
    Please avoid engaging in personal arguments and derailing the topic of the thread. It is fine to debate the content of the post, and the viewpoints therein, but disrespecting any of your fellow pirates personally is against the pirate code, and our forum rules.

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