Bounty System – Let the Ferryman Judge the Damned

  • @miserenz

    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.

    Opting in for PvP is not the same as opting in to have a stranger paint a target on your back.

    A simple fix is to make bounties part of the captain ship system.

    No. I, and many players I know, like using our captained ships.
    We would not want a target painted on our back by someone who lost after attacking us.

    If you don’t want to be part of the bounty system don’t sail a captained ship.

    Tying it to Captaincy just takes Captaincy away from anyone who does not want to forced into this hair-brained idea.
    This is yet another 'Take something good away from any one who does not want to play my way' fix.

    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.

    So larger guilds would harass people and pile on bounties. While smaller groups would have to hope other people place a bounty on the same person.
    Making it either harassment, or not used.

    You can also cancel bounties on yourself via sinking the hunting player and selling their log book to reapers.

    So a player who won a defense against someone would have to sink whoever attacks them next, THEN take their book, THEN sail to the Reaper's Hideout.
    Basically; If I g et attacked, and win, I now have to drop everything to erase the bounty.
    Oh yeah, and the person who attacked me can place a new bounty, because he lost.
    Not to mention anyone else trying for the bounty popping up to attack me.


    Seriously, the idea is just 'If you lose you can punish someone who won!' and 'Winning people should not get to play the game unharassed if they win against me!' spiteful mindsets.

    There is no good reason to punish people for winning a fight, just because some spiteful people hate losing.
    There is no good reason to tie said punishment into Captaincy, further alienating people who don't want a bulls-eye target shoved up their butt, just because some PvPers have this idea that no one should get anything unless they PvP all the time.


    You want a bounty placed on you?

    USE EMISSARY!

  • @guildar9194 said in Bounty System – Let the Ferryman Judge the Damned:

    @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'.

    I think I used "it's just a way" in the wrong way - it was in no way meant as a positive but I see it as a crux to get help fighting another crew, which may not even get the intended result.

    I've read your points against this suggestion (and agree with them), but saw some other issues with it; another issue with it is server space: if the arrival of a Bounty Hunter would be guarenteed it could become a 7 crew server. Not sure if the server could handle that, certainly if there will be at least 3 crews in close proximity.

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

    @guildar9194 said in Bounty System – Let the Ferryman Judge the Damned:

    @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'.

    I think I used "it's just a way" in the wrong way - it was in no way meant as a positive but I see it as a crux to get help fighting another crew, which may not even get the intended result.

    I've read your points against this suggestion (and agree with them), but saw some other issues with it; another issue with it is server space: if the arrival of a Bounty Hunter would be guarenteed it could become a 7 crew server. Not sure if the server could handle that, certainly if there will be at least 3 crews in close proximity.

    I never even thought about server populations, and that is a good point.

    Such a system would either have to go over the server population (With any possible stability issues thereof)
    Or
    The hunted would get pulled out of what they are doing to be placed on a lower-population server, without their consent to any of it.

  • @guildar9194
    Dude you are cherry pick bits of what I said instead of engaging with the entire suggestion. T

    Case in point. I included the suggestion that to be part of the bounty system to begin with you had to either place a bounty or accept one. I even made it applicable to each season and each ship. Which means within one season you could have a captain sloop taking part with the bounty system and another one that is not. Your choice. The following season you could even switch these or not take part at all. Your problem with not having a choice does not exist under this model at all in any way.

    "So larger guilds would harass people and pile on bounties. While smaller groups would have to hope other people place a bounty on the same person.
    Making it either harassment, or not used."

    How exactly would that work? You can only place a bounty AFTER being sunk and only once per sink. You would have to be very unlucky to sink a bunch of people from the same guild. Simple fact is, guilds would not be able to have any advantage here at all. While if the bounty system was liked by the SoT community we would get a lot more PvP.

    "So a player who won a defense against someone would have to sink whoever attacks them next, THEN take their book, THEN sail to the Reaper's Hideout.
    Basically; If I g et attacked, and win, I now have to drop everything to erase the bounty.
    Oh yeah, and the person who attacked me can place a new bounty, because he lost.
    Not to mention anyone else trying for the bounty popping up to attack me."

    Sure if you want to get the gold, rep and everything else. A quick sail to the middle of the map would be simple enough. OR if you feel like that is too much of a burden, you could make it the skelly at any outpost. See that is what I am talking about the half glass full crowed not workshopping a solution to a problem. Also you missed the part where it reduced your bounty total by two, so it would go down a minim of one level if they did that. So no matter what it would decrease. But once again if you do not want to be in the bounty system. Don't place a bounty or accept one.


    "Seriously, the idea is just 'If you lose you can punish someone who won!' and 'Winning people should not get to play the game unharassed if they win against me!' spiteful mindsets."

    Its not punishing who won. Its giving them the opportunity for more PVP. Personally I feel a little bad after some of the sinks I have done to other players, having someone activity come ater me would be kind of cool! And once again, don't place or accept a Bounty if you do not want to part of the cycle!

  • @miserenz

    The only way such a bounty system could work is if the hunted. AKA The Target. Had a way to opt-in.
    And no, not any way that locks out Captancy if they don't want to participate.

    And when you get to that point; It's Emissary.


    But fine, here's my take:

    Make it an item on the Ship's map table; A magic purse or a glowing skull. Or something thematic.
    It shows how many people have placed a bounty on you (But not names), totaling all the gold they have put up together.
    The person can then accept being a target:

    • If they lose, their attacker gets the gold.
    • If they win, they get the gold.
      *Whoever wins can either take the gold, or keep it in the Purse/Skull/Whatever, to be lost if they are sunk.
      This same object is also used to accept bounties on others.

    The larger your bounty before you cash in, the more rep you get.
    This rep can be tied to cosmetic unlocks & titles.

    It has risk vs reward (How big do you want to build your bounty before cashing in?), it has bounties, it has the important part of everyone on both sides of the equation being willing participants.

    But, at that point, it just a new version of Emissaries or Hourglass.

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

    @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.

    24 minutes is a meaningless cooldown regarding most fights. Your next fight is probably not within that time period.

    It seems you only see it from a crew against a (far) more powerful crew; fights will also occur when both sides gets one or more crewmates killed - should there arrive two bounty hunters ? Even more problematic with a 6 ship server maximum.

    It may even be used as an "escape" if a crew finds out they took on more than they could handle.

    If you find yourself in such a situation regurlarly, be more vigilant or keep a low(er) profile. If you feel that you're on a "hostile server", dive to a new one.
    If you're doing a world event, expect there might be other crews trying to "steal your progress" or simply sink you.
    Crew up, find another player or crew &c - there are more than enough tools for people who are less skilled in fighting other / larger crews than the sudden appearance of another crew looking for an easy sink.

    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.

    Wouldn't that take most of your idea away ? Lets go and vote for a voyage so we might get onto a server where two ships are fighting somewhere ... it will probably activate when they spot a ship they want to fight on their original server.

    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.

    This can already happen.

    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.

    The bounty could also be activated just before a sink or (if your suggestion of multiple kills within a timeframe), lets not sink him yet, wait until they activate the bounty ... giving players a reason to kill but purposefully not sink a ship - which currently is considered grieffing.

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

    What do you think?

    Still not seeing this as a useful addition to SoT.

  • @guildar9194 @Lem0n_Curry

    Rare can't put 7 ships on a server for memory reasons.

    Players are already regularly merged into servers. Currently I think the way it works when you get a server merge is not that is not everyone on a server of 2-3 being put together with another server.
    Each of the ships is taken and placed on another server, they can be the same or each one can be different. I think this because I have seen the BB mained by players both dissipear from my server and no sword appear but also one arrive from no where. So moving bounties players would not make a huge difference to how things work now.

    However the OR is:

    When you have a bounty on you, you get put into a server with a spare spot to begin with or Rare waits for a spot to open before you get dived to.

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

    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.

    Putting aside the part where playing High Seas does not mean you want to fight others and cannot be compared to someone being able to dive to your location and track you down solely because you defeated an attacker. You are now adding punishments for sailing a captained ship which benefits from the use of sovereigns and on top of that, even in high seas, you aren't opted into being a target for HG players, you have to vote for HG to be dived to by them. Nor can Reapers just instantly know you are around, you need an emmisary flag and they need Grade 5, there is a reason there is a PvP flag, why reapers are visible to all and why HG even exists, it's to create Opt in to finding PvP since it is perfectly fine to run away in High Seas rather than fight every ship that approaches you or is on the horizon.

    This does not solve the Opt In issue, this is solely viewed from a PvP enjoyer's perspective and not the perspective of people who want nothing to do with the bounty system. It's also unclear if just placing a bounty or hunting a bounty is how you get into being eligible to be hunted, how anyone starts eligible in the system of bounties.

    Exploit to transfer money and/or toxic revenge: fair enough.

    Didn't see where the money side of this was mentioned in the thread but you can just make it a set amount that is earned similar to how in HG sinking a champion or a normal ship is still worth the same amount for your hourglass value. Making it harder to use for toxic revenge would just require a higher threshold of criteria to be met to place a bounty than simply being sunk. Example, they had to shoot you first, or a nemesis system where you was sunk by them multiple times in one session in which case you can bounty though it's far simpler to scuttle to a new sea.

    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.

    Again, confusing how anyone starts out eligible as opted in but at least this makes it harder to be bountied by someone salty they lost when you defended yourself.

    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.

    If they can just dive right after the bounty target, what is the point of allowing a dive at all? Not to mention why make it only Reapers can do the hunting? Why not make the voyage giver be a bounty board on the island similar to how there is a board for buried treasures or from Captain Capsize of Capsize Charters...seems like it would be there type of business. Other than the Tall Tales next to them. Not to mention if they can keep diving to you, if they are a bigger ship it seems unfair to be chased endlessly by a ship you don't have a fair chance at fending off that you can't even outrun as it can just follow you to the ends of the earth and back.

    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.

    Doesn't really make sense how fighting off hunters would lower your bounty, not gonna argue the point of who would the Captain's Logbook be sold to, whoever gives the task would naturally be who takes it.

    You yourself acknowledged, this idea only looks good on paper but is rejected repeatedly, why push so hard to try make it work when it seems like there is just as many if not more people who dislike the idea than those who want it and all that it offers is generally already available in much simpler ways. You want people to come after you? Plenty ways to make your ship visible. Want to hunt others? Reapers Grade 5/Hourglass.

    It's more of a question of what does this even offer that we don't already have in simpler, better ways?

  • @uluckyhitreg When someone places a bounty, they provide the currency themselves. It does not just appear out of nowhere. If you want a bounty on someone, you have to put up that much currency, so the bounty system would be mostly pointless, because who cares about trying to kill a guy for $200

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

    I got the random 'forbidden' error again, so here's my post:

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

    @guildar9194 @Lem0n_Curry

    Rare can't put 7 ships on a server for memory reasons.

    Players are already regularly merged into servers. Currently I think the way it works when you get a server merge is not that is not everyone on a server of 2-3 being put together with another server.
    Each of the ships is taken and placed on another server, they can be the same or each one can be different. I think this because I have seen the BB mained by players both dissipear from my server and no sword appear but also one arrive from no where. So moving bounties players would not make a huge difference to how things work now.

    However the OR is:

    When you have a bounty on you, you get put into a server with a spare spot to begin with or Rare waits for a spot to open before you get dived to.

    So other crews on the server who might want to get into the fight lose suddenly their target(s) ?

    For example, ship 1 fights ship 2 over a bunch of loot, ship 1 gets sunk (but doesn't call for a Bounty Hunter), crew 3 gets into a fight over the loot with crew 2 while crew 1 is sailing half the map trying to get revenge/another chance on the loot &c; crew 2 or 3 calls in a Bounty Hunter and as a similar (I guess we're not sending a Galleon after a solo sloop ..) crew is found to become the Bounty Hunter, these 3 ships gets whisked away to a different server.

    What if the loot is still for example on the fort, but the fight is taking them some distance from it? Or one crewmember is rowing away with loot and almost at an outpost ?
    There are enough issues with unexpected merges already.

  • @guildar9194 said in Bounty System – Let the Ferryman Judge the Damned:

    @miserenz

    The only way such a bounty system could work is if the hunted. AKA The Target. Had a way to opt-in.
    And no, not any way that locks out Captancy if they don't want to participate.

    And when you get to that point; It's Emissary.


    But fine, here's my take:

    Make it an item on the Ship's map table; A magic purse or a glowing skull. Or something thematic.
    It shows how many people have placed a bounty on you (But not names), totaling all the gold they have put up together.
    The person can then accept being a target:

    • If they lose, their attacker gets the gold.
    • If they win, they get the gold.
      *Whoever wins can either take the gold, or keep it in the Purse/Skull/Whatever, to be lost if they are sunk.
      This same object is also used to accept bounties on others.

    The larger your bounty before you cash in, the more rep you get.
    This rep can be tied to cosmetic unlocks & titles.

    It has risk vs reward (How big do you want to build your bounty before cashing in?), it has bounties, it has the important part of everyone on both sides of the equation being willing participants.

    But, at that point, it just a new version of Emissaries or Hourglass.

    I need to reiterate again that my suggestion does not lock up captaincy in anyway since it is opt in on both the ship and season level. BUT that is a much more constructive way to address the idea. Thank you.

    A problem with that model is that you could use an alliance server to get the gold and its a one and done deal. So it has to be a dive to one that is always on, otherwise you could wait for a friend to be on and then activate it. Similar to how you can dive to fight friends in HG. So I kind of feel that it has to always be on and random when someone will turn up.

    But I do like knowing the current total via something thematic so that is a great suggestion!

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

    @guildar9194 said in Bounty System – Let the Ferryman Judge the Damned:

    @miserenz

    The only way such a bounty system could work is if the hunted. AKA The Target. Had a way to opt-in.
    And no, not any way that locks out Captancy if they don't want to participate.

    And when you get to that point; It's Emissary.


    But fine, here's my take:

    Make it an item on the Ship's map table; A magic purse or a glowing skull. Or something thematic.
    It shows how many people have placed a bounty on you (But not names), totaling all the gold they have put up together.
    The person can then accept being a target:

    • If they lose, their attacker gets the gold.
    • If they win, they get the gold.
      *Whoever wins can either take the gold, or keep it in the Purse/Skull/Whatever, to be lost if they are sunk.
      This same object is also used to accept bounties on others.

    The larger your bounty before you cash in, the more rep you get.
    This rep can be tied to cosmetic unlocks & titles.

    It has risk vs reward (How big do you want to build your bounty before cashing in?), it has bounties, it has the important part of everyone on both sides of the equation being willing participants.

    But, at that point, it just a new version of Emissaries or Hourglass.

    I need to reiterate again that my suggestion does not lock up captaincy in anyway since it is opt in on both the ship and season level. BUT that is a much more constructive way to address the idea. Thank you.

    A problem with that model is that you could use an alliance server to get the gold and its a one and done deal. So it has to be a dive to one that is always on, otherwise you could wait for a friend to be on and then activate it. Similar to how you can dive to fight friends in HG. So I kind of feel that it has to always be on and random when someone will turn up.

    But I do like knowing the current total via something thematic so that is a great suggestion!

    You said 'Make bounties part of the captain ship system'.
    So if someone does not want to be part of the bounty system, they would have to not use their ship. Thus feeling 'locked out' of Captaincy to avoid random bounty attacks.
    I know I would feel like I was being denied my ship if I had to avoid using it to avoid random PvP.

    Honestly?
    Alliances servers are a problem, so yeah; A Target can queue up and, once a slot open on their server, an attacker dives in.
    But it's not like we can shut down Alliance servers all together; 2 crews on the same server can always engage with this hypothetical system.

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

    It seems you only see it from a crew against a (far) more powerful crew;
    If you find yourself in such a situation regurlarly, be more vigilant or keep a low(er) profile. If
    you feel that you're on a "hostile server", dive to a new one.
    If you're doing a world event, expect there might be other crews trying to "steal your progress" or simply sink you.
    Crew up, find another player or crew &c - there are more than enough tools for people who are less skilled in fighting other / larger crews than the sudden appearance of another crew looking for an easy sink.

    I mostly play in open crews, so half the time I’m helping new players with quests or events, or backing them up against powerful crews. If I’m on a “hostile server,” I stay alert, warn my crew if we’re about to be attacked, and just do my best with the crew I have. I’m not the best at PvP, but not the worst either — and I don’t really mind sinking, since after playing so long, loot isn’t a big deal for me.

    I’ve been thinking about a bounty system for Sea of Thieves for the last 6 years. Just the other day, I was helping someone new I met on an open crew, and they really liked the idea. So I thought I’d share it here.

    Wouldn't that take most of your idea away ? Lets go and vote for a voyage so we might get onto a server where two ships are fighting somewhere ...

    That actually shows how a bounty system could be designed in many different ways, depending on what fits best.

    But honestly, we all know a bounty system is probably coming at some point—it fits the pirate lore perfectly and just seems inevitable.

  • @thedrakyle

    You also seem to have missed this part "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."

    So it is still opt in system. I have several Captained ships but lets take two of my sloops as an example (not real names) McSinky & Cutingbait. McSinky is my PVP boat. On that one I accept a bounty, I hunt down that player and now for the reason of the season bounties can be placed on that boat if it sinks them. While I sail on Cutingbait, those bounties do not count transfer over. While trying to grind out the last Umbra Splashtail 10 ships attack me, I sink them all and they all place a bounties on me. My reward value goes up but never becomes active because I have not opted in.
    Next season, all ships are out of the system again. McSinky gets sunk by you, you have not opted in but I place a bounty on you. Infact you sunk 9 other players that week who all did the same. All nine of those ships are in the bounty system but you still are not.

    "If they can just dive right after the bounty target, what is the point of allowing a dive at all? "

    You do not know if you are activity being hunted or not. Part of the challenge is tracking the other player down.

    "why make it only Reapers can do the hunting?"

    Well they are the PVP faction. It could also fit in the guilds though. Thematically it seem to fit the Reapers and would give them a new voyage. However, who gets to dive is secondary to the mechanics of how it works.

    "Doesn't really make sense how fighting off hunters would lower your bounty, not gonna argue the point of who would the Captain's Logbook be sold to, whoever gives the task would naturally be who takes it."

    Handing in their log book cancels the contract. Blood has been spilled so the debt has been paid on some level.

    "You yourself acknowledged, this idea only looks good on paper but is rejected repeatedly, why push so hard to try make it work when it seems like there is just as many if not more people who dislike the idea than those who want it "

    It gets rejected because there are a lot of individuals who are very negative no matter the suggestion. While I am certain someone bet me to it or it was in Rare's plans from the get go. I suggested a Mobil cannon around 3-4 years ago. It got alot of hate, now we have cannons of rage. I also rejected bounties in the past, but now with Diving, Reaper voyages and captaincy etc. I see a way for it to work after thinking it through for a bit.

    Not everyone who likes PVP likes HG fights. It gives the new players a stress release (a player you placed a bounty on has had that bounty collected) , seems like a cool theme. So why not see if we can work out how to make it work?

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

    @uluckyhitreg When someone places a bounty, they provide the currency themselves. It does not just appear out of nowhere. If you want a bounty on someone, you have to put up that much currency, so the bounty system would be mostly pointless, because who cares about trying to kill a guy for $200

    Well it would have to be something worth doing. I would have your first bounty be free but every one after that cost a minum amount, 10k? That payment compounds and or have gold added by Rare. Could even have level you get to when a few Ancient coins get thrown in, say 1 for every 10 levels.

  • @miserenz I don't think you understand what I'm saying. In order to place a bounty on someone, you, the person who wants there to be a bounty, would have to give the money that is paid to the person who hunts the bounty. All of it. Always. If there is a system where money comes out of nowhere, it will be abused by server alliances then patched a week later. You want someone to have a bounty of 1000 doubloons? You have to give 1000 doubloons to the ferryman. Money can't come from nowhere.

  • @guildar9194
    That error is a weird one.

    Ok once more. YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship, then THAT ship is part of the bounty system. Not any of your other ships.
    b) Accept a bounty on someone else while sailing a captained ship, then THAT ship is part of the bounty system. Not any of your other ships.

    While your bounty value increases, it does not become active until you do a) or b), that ship also stops being part of the system each season. Or (this is new idea now) you can do a once off payment to Reapers of 50k to drop out of the system again. No matter what what I am suggesting is completely opt in.

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

    @guildar9194 said in Bounty System – Let the Ferryman Judge the Damned:

    @miserenz

    The only way such a bounty system could work is if the hunted. AKA The Target. Had a way to opt-in.
    And no, not any way that locks out Captancy if they don't want to participate.

    And when you get to that point; It's Emissary.


    But fine, here's my take:

    Make it an item on the Ship's map table; A magic purse or a glowing skull. Or something thematic.
    It shows how many people have placed a bounty on you (But not names), totaling all the gold they have put up together.
    The person can then accept being a target:

    • If they lose, their attacker gets the gold.
    • If they win, they get the gold.
      *Whoever wins can either take the gold, or keep it in the Purse/Skull/Whatever, to be lost if they are sunk.
      This same object is also used to accept bounties on others.

    The larger your bounty before you cash in, the more rep you get.
    This rep can be tied to cosmetic unlocks & titles.

    It has risk vs reward (How big do you want to build your bounty before cashing in?), it has bounties, it has the important part of everyone on both sides of the equation being willing participants.

    But, at that point, it just a new version of Emissaries or Hourglass.

    I need to reiterate again that my suggestion does not lock up captaincy in anyway since it is opt in on both the ship and season level. BUT that is a much more constructive way to address the idea. Thank you.

    A problem with that model is that you could use an alliance server to get the gold and its a one and done deal. So it has to be a dive to one that is always on, otherwise you could wait for a friend to be on and then activate it. Similar to how you can dive to fight friends in HG. So I kind of feel that it has to always be on and random when someone will turn up.

    But I do like knowing the current total via something thematic so that is a great suggestion!

    I also said we could add another trigger. I even named it. Taking part in the system in some way, posting or accepting a bounty. You have to read ALL of what someone writes, not just the bit that suits your position.

  • One thing people overlook is: What does the Hunted get out of this?

    The Loser gets to place a Bounty.
    The Hunter gets the money if they win.

    For being the target; What does the target out of this? Other than being someone else's loot pinata, I mean.

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

    @guildar9194
    That error is a weird one.

    Ok once more. YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship, then THAT ship is part of the bounty system. Not any of your other ships.
    b) Accept a bounty on someone else while sailing a captained ship, then THAT ship is part of the bounty system. Not any of your other ships.

    While your bounty value increases, it does not become active until you do a) or b), that ship also stops being part of the system each season. Or (this is new idea now) you can do a once off payment to Reapers of 50k to drop out of the system again. No matter what what I am suggesting is completely opt in.

    This still ignores the Target.

    • Can they only have a bounty placed on them if they are a Captain?
      If yes: This means they have to not use Captaincy to avoid the system.

    Weather or not the Placer or Hunter have to be Captains is another thing all together.
    I'm just worried that, if the Target has to be a Captain, then Captaincy is now closed to anyone who does not want to be said target.

    This is why opt-in systems are a must, like the PvP flag, Emissaries, and Hourglass; All those require all parties to opt-in to being attacked.
    Any system that tells one party 'Suck it up and be content' is, in my view, horribly flawed and should never exist.

  • @potatosord

    Money comes out of nowhere in the game all the time. There should be some cost to the player placing the bounty but nothing says it has to be the same amount as what is paid out.

  • @guildar9194
    My system is an opt in. Also what do I get when you roll up on me an take my FOF from me?

  • @miserenz Where does money come from nowhere "all the time"?

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

    @guildar9194
    My system is an opt in. Also what do I get when you roll up on me an take my FOF from me?

    Ok. I want to be 100% clear: What is the opt-in part?
    Is it the Captaincy?
    Is being a Bounty target tied to sailing a Captained ship?
    Can you only place bounties on a Captain?

    If so; I am vehemently against it. All this does is take away Captaincy from anyone who does not want to engage with this system.
    IE: If I don't want some rando, salty they lost, to paint a bulls-eye on my back, I would have to stop using my Captained ship.

    If THAT is your opt-in; The idea is horrible, IMO.
    No one should be forced into a system they don't enjoy just to use their Captained ship.
    You'll note; No one is forced into Emissaries or HG just by logging in with their own personalized ship. So why should this system be that way?


    If that is not what your opt-in for being a Bounty target is; Please inform me, because I am missing something.

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

    @guildar9194
    My system is an opt in. Also what do I get when you roll up on me an take my FOF from me?

    You accept that the risk of being attacked is seriously increased when you go to a World Event which everyone can see the location of.

    It cannot be compared to this.

  • @guildar9194

    .
    Ok once more.

    YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship, then THAT ship AND ONLY THAT SHIP is part of the bounty system. Not any of your other ships.
    b) Accept a bounty on someone else while sailing a captained ship, then THAT AND ONLY THAT SHIP ship is part of the bounty system. Not any of your other ships.

    If while sailing a captained ship you sink 20 people and they all place a bounty on you. Those 20 bounties are not active unless until you do a) or b).

    We can even have ships reset each season with the leagder system or r (this is new idea now) you can do a once off payment to Reapers of 50k to drop out of the system again. No matter what what I am suggesting is completely opt in.

  • @thedrakyle
    Since it is opt in, yes it can.

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

    @guildar9194

    .
    Ok once more.

    YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship, then THAT ship AND ONLY THAT SHIP is part of the bounty system. Not any of your other ships.
    b) Accept a bounty on someone else while sailing a captained ship, then THAT AND ONLY THAT SHIP ship is part of the bounty system. Not any of your other ships.

    If while sailing a captained ship you sink 20 people and they all place a bounty on you. Those 20 bounties are not active unless until you do a) or b).

    We can even have ships reset each season with the leagder system or r (this is new idea now) you can do a once off payment to Reapers of 50k to drop out of the system again. No matter what what I am suggesting is completely opt in.

    Ok, neither of those explain how The Target opts in or out of the Bounty system.
    Not the person placing the bounty.
    Not the person accepting the bounty.

    How does The Bounty Target avoid having one placed on them if they don't want to be a loot pinata?
    Their willingness to be a target that awards gold (even if not their own gold) like a bloody NPC is pretty important.

    __

    Maybe it's my brain, but:

    YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship

    Sounds like 'You have to be sailing a Captained ship to place a bounty'.
    Which does not answer my question of what The Target has to do.

    Accept a bounty on someone else while sailing a captained ship

    Sounds like 'You have to be sailing a Captained Ship to accept Bounty contracts'.
    Again; Not explaining what the target has to do.


    Unless, do you mean you are immune to being marked for a Bounty at all until after you do one of those two things?
    If so; It's not a bad way to opt in.

    My next question would be; How does someone opt back out if they find they are not enjoying the system?
    Some people, like me, only have 1 Captained ship.
    So what happens if we take a Bounty to try out the system, then later find being targeted is too much of a hassle?
    In that case; There needs to be a way to opt back out, so our Captained ships are not locked into the system for a multi-month season.

  • @guildar9194 said in Bounty System – Let the Ferryman Judge the Damned:

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

    @guildar9194

    .
    Ok once more.

    YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship, then THAT ship AND ONLY THAT SHIP is part of the bounty system. Not any of your other ships.
    b) Accept a bounty on someone else while sailing a captained ship, then THAT AND ONLY THAT SHIP ship is part of the bounty system. Not any of your other ships.

    If while sailing a captained ship you sink 20 people and they all place a bounty on you. Those 20 bounties are not active unless until you do a) or b).

    We can even have ships reset each season with the leagder system or r (this is new idea now) you can do a once off payment to Reapers of 50k to drop out of the system again. No matter what what I am suggesting is completely opt in.

    Ok, neither of those explain how The Target opts in or out of the Bounty system.
    Not the person placing the bounty.
    Not the person accepting the bounty.

    How does The Bounty Target avoid having one placed on them if they don't want to be a loot pinata?
    Their willingness to be a target that awards gold (even if not their own gold) like a bloody NPC is pretty important.

    __

    Maybe it's my brain, but:

    YOU have to EITHER
    a) place a bounty on someone while sailing a captained ship

    Sounds like 'You have to be sailing a Captained ship to place a bounty'.
    Which does not answer my question of what The Target has to do.

    Accept a bounty on someone else while sailing a captained ship

    Sounds like 'You have to be sailing a Captained Ship to accept Bounty contracts'.
    Again; Not explaining what the target has to do.


    Unless, do you mean you are immune to being marked for a Bounty at all until after you do one of those two things?
    If so; It's not a bad way to opt in.

    My next question would be; How does someone opt back out if they find they are not enjoying the system?
    Some people, like me, only have 1 Captained ship.
    So what happens if we take a Bounty to try out the system, then later find being targeted is too much of a hassle?
    In that case; There needs to be a way to opt back out, so our Captained ships are not locked into the system for a multi-month season.

    Yes that is correct. You are immune. People can place bounties on you but they do not become active until you do the same or accept one.

    Its pretty easy to get a second ship, or just try it on a friends. But the bribe the reaper option is still worth exploring so therevis an opt out option.

  • This punishes people for winning a fight, especially when not even indicative of being the aggressor or not just unnecessary.

    I defend a world event I'm doing and kill people trying to steal it (which is fine). They can then place a bounty on me and get others to help them attack me?

  • @hiradc

    No. A bounty system would be something hanging over your head for multiple play sessions until it is either collected or you sink the ship trying to collect it. It would not be a method to allow people to gang up on you or target you. If implemented should be something you opt into by either posting or collecting a bounty on one of your captain ships. Then only THAT ship would be part of the bounty system. If you want to opt out of the system you pay a bribe to reapers. This means it would not be a punishment.

    So its OPT in, not a punishment b/c not there otherwise and

  • @miserenz your idea is the best idea I've read for a bounty system so far, more thought out and less punishing for people who don't want to pvp

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