Bounties - How they should work & why they would work

  • Intro

    The community has been very vocal so far about bringing bounties into this game. Both passive players and aggressive players both have expressed their interest in a bounty system coming to the game to both bring the community together as well as add challenge. In this post, I’m going to break things down on why people want it, why it would work, and how bounties should work.

    Why do people want bounties?

    There’s multiple reasons people want them, and it comes from the camps of all types of Sea of Thieves players. Everyone benefits from it in a certain way, and on the whole it benefits the community.

    The first type of people are those that prefer the PvE aspect of the game. People that like sailing around, killing skeletons, digging up treasure, chasing pigs. People that prefer this part of the game have asked about PvE servers, but it seems clear that isn’t the right answer. These types of players want bounties to try and deter crews from griefing other crews. Spawn killing and such would add a risk factor, and thus make the seas a bit less hostile without making it boring.

    The second type are people who love the PvP. They love ship vs ship battles, they love flintlock fights, launching over to enemy ships is second nature, and betrayal at Skull Forts is their forte. These people aren’t griefers, they aren’t jerks, it’s just playing that aspect of the game and relishing in carnage. These crews want bounties because of the challenge. We’ve all played a game like GTA where sometimes we go on a rampage to get the cops on us to see how long we survive. Imagine getting a bounty on your crew and having 5 ships searching the map to find you and sink you. That puts you in a position where you would have the most amount of exhilarating “consensual” PvP. Sometimes (or all the time for some) it would be really fun to be the bad guy with the big target on your back.

    The third type are people who don’t think there’s enough content and just want more to do in the game. This is a pretty simple one to explain. Pigs, chests, and skeletons not doing it for you? Get a bounty and wage war on the server, you versus everyone else. That not your cup of tea? Come together with other crews to police the waters of that terrifying galleon with blood red sails. Boom. More to do.

    Why would bounties work?

    The thing about bounties is that it deals with the issue of griefing or toxicity in the community without punishing those type of players directly. It makes it high risk, high reward. You can get the thrill of terrorizing a server and murdering everyone you meet, but then you have a giant target, literally and figuratively, on your back.

    For the people who feel like victims, this gives you a fighting chance to make some gold without leaving the game and joining another server. Talk to passing ships or people on the Ferry of the Damned so that you can meet up and hunt down a common enemy. Get some gold and some revenge.

    It also doesn’t alienate any parties. You can play the game exactly how you want, but it just adds an extra aspect to it. This makes it so the community isn’t stagnant. Everyone can work together or just go ham. It’s all up to your crew what they feel like doing when you raise the anchor.

    How should bounties work?

    I’m going to put this in point form so it’s not a wall o text, but rather clear and concise notes on the rules and mechanics of how bounties should function:

    • if your crew takes part in initiating combat against other players (YOU shoot first and kill them) you get a gold bounty on your crew. This means you wouldn’t get a bounty for defending yourself from another crew, but if you attack and kill people, boom, bounty.

    • bounties don’t kick in until your crew has sunk one ship and killed two enemy players unprovoked. This gives you a tiny amount of breathing room in case you “accidentally” kill someone or sink and steal from one ship. It’s just repeat offender that get bounties!

    • bounty goes up for every “innocent” rival crew member you kill after initiating combat (after bounties kick in). This goes up by a base gold amount, added up between all crew members, up to a certain gold amount.

    • bounty goes up for every ship you initiate attack on and sink, up to a certain gold amount.

    • when a crew has a bounty on them your ship’s sails glow and your character’s eyes glow. The brighter the glow, the higher the bounty. People know you’re a target and can choose whether or not they want to try and take you down. This also means you look totally epic if you have a bounty on you, so there’s another pro for the people who choose to play like that.

    • bounties are visible on a board on the Ferry of the Damned and on a board in the tavern at every outpost. The bounty keeps track of how many people they’ve killed, how many ships they’ve sunk, what their ship looks like (black hull, red sails, etc, and it updates), the bounty amount, and what outpost they last killed players nearest to (to give a hint where to start looking).

    • Bounties decay over time spent playing the game. Switching servers doesn’t get rid of it, you need to play the game and deal with the bounty being on your heads.

    • Each time a glowing ship is sunk, the bounty on the ship goes down unless they start attacking “innocent” ships, until the bounty disappears. This works in conjunction with the bounty time decay.

    • When crews come together to take out a bounty ship, they can only take part if they have no bounty on them at present. Glowing sail crews can’t just merc each other. This is about people who were either victims or just passive players who want to make gold taking down a scary glowing ship.

    • When a bounty ship is sunk, it marks a crew with a bounty token, one for each ship that actively took part in sinking the bounty ship. Participation in the bounty counts as either killing two members of the bounty ship’s crew, or hitting the bounty ship with three cannonballs. These tokens are TIED TO THE CREW. Crews in the game currently have a crew ID tied to the ship. There is one token given to each of the crews taking part in the sinking, and it is just a mark on the crew, so people can’t just kill you and take your bounty token. No betraying, no tomfoolery. You take part in it, you get rewards.

    • Tokens can be taken to the bounty board at any outpost and sold for gold for the crew, for the bounty amount. While no one can kill you and take your token, if your crew gets a bounty on them, you lose your token. There’s still a risk here. You need to get that token safely, quickly, and passively to an outpost. Play nice!

    Conclusion

    I’m sure I’m missing some things, and I’d love to hear everyone’s input. I was really surprised that a ton of people who go around killing people regularly in SoT want bounties too. So I tried to come up with the best mechanics and rules for how they should work, and why, so that no one feels alienated, attacked, or cheated. It also adds content and another way to play the game, to keep people complaining about lack of content happy. Thanks for any feedback, and I’ll see you out on the seas! ^__^;

    Oh and if you like all the ideas (or most of them) please upvote this post so more people (and hopefully some folks from Rare) see it!

  • 34
    Posts
    34.9k
    Views
    feedback
  • Sorry for the long read, but I wanted to outline it all, bit by bit, to posit the argument for the benefits of bounties being put into the game. It would really solve a lot of the biggest complaints people have so far.

  • I actually like your most of your ideas, a way to promote PVP, while reducing atacks on PVE players, and more, seems like a rather easy system to implement! Thanks for the brainstorm of ideas!

  • Some of these ideas are great! On the right track.. just way less complicated. Ships and eyes.. appearance etc yes.. tokens, yes.. would be pretty kool.

  • Well thought out idea you have there! I'd have to agree this would make for some good future content. As for stopping random attacks I'm not so sure. So far their is no downside to being killed and ships sunk so the bounty system could be abused. Gold farming and such, also it wouldn't really be a punishment to the wanted crew as they seem already willing to be sunk.

    I'd suggest that the offending crew lose gold for the bounty if someone claims it. This way people don't have to worry about money loss until they make a point to ruin people's experiences.

    Just a thought

  • I want to start by saying I think Bounties would be fun

    BUT let me play devils advocate

    -How do you assign a bounty is it by gamertag or by ship?
    -What if I get a bounty then join a random crew? Does my bounty now effect their ship?
    -What if I join a random crew as they sink another ship, do I now have a bounty on myself for just being in the wrong place at the wrong time?

    The flaw in the bounty system is that the servers are small and it's easy to jump between them so trying to keep a bounty board would be impossible.

    Now the way I think it should work is make the "Bounty Ship" an NPC ship and let it sail around and be tough to take down. It would drop some of the pressure off of killing other players (not entirely because you can still have a chance of stealing loot)

  • My thoughts are to have a ship marking system. Every ship you sink (by majority of damage/kills caused by your crew) marks your hull/sail with a kill tally tag. Different colors can mark graduations (black=1 gold=5) if there are too many markings to fit in the area.

    When the ship sinks, it is reset. A vendor can then sell exclusive PVP items or give chests based on your current ships kill count. This will make crews think a little bit before attacking just any ship as it could reset the counter.

    You could also base it on types of ships sunk and have different rewards for sinking 10 sloops vs 10 galleons or make 2-3 sloops=1 galleon.

    This does a few things:
    It gives PvE players a visual to see if the incoming ship is most likely to be friendly or not.

    It gives risk to those looking for constant battle if they are trying to earn PvP items as well as an incentive for PvP (other than fun)

    It might turn player killers away from sloop slaying as there is a higher risk to gain ratio for attacking sloops.

  • Suggesting one thing: @CrazyerChris @XxxXnoodleXxxX

    • Leaving a server with an active bounty would have to relegate you to a "bounty matchmaking" list. So you will only be put on crews with other players who have a bounty active. When joining with a new crew the ships bounty would have to calculate to the average of each players individual bounty (and then rounded to the nearest Notoriety Tier). This will not affect inviting friends, just random matchmaking. If invite your friends onto your bounty ship they know what they are getting into (though they wont get a bounty on themselves unless this new split crew takes part in innocent killing).

    @LucrativeDoor8 I disagree that money should be claimed and taken from the player who had the bounty on them. This would first be a massive headache for the already overloaded message system. Secondly it would be actual punishment which is what the good ideas surrounding how to tackle griefing and bloodlust are trying to avoid. Third it is too much like the "Death Cost" idea from Rare that was already spoken out against harshly by most people and scrapped.

  • @xxxxnoodlexxxx A well thought out and well presented idea? You have no place here!

    Honestly though, great idea, think this could fit really well in to the game.

  • So basically the division rogue system. Its tried its tested it works great. At the moment you just get people acting odd in game. The bounty system works it also means there is tension of who will shoot are they going to shoot etc currently its just a mess.

    I would add that clearing a bounty should require going to a specific outpost and it gets marked on the map meaning you don't just need to sail in circles to get away but have an objective that others know where your likely heading to.

  • @solysdayga
    So what would be the point of having a bounty put on you if their is no downside to being sunk?
    The people who would have a bounty on them are the players who already accepted the rock of being sunk.
    A punishment for a bounty sink would add more thrill, it would make them think twice about going on a rampage for the sake of rampage.

    It also add another layer of thrill if in fact they want that cat and mouse game, for example if they got to a point where they could lose say 1000 gold. They might think twice about going after other ships for a while. Let it cool down for a bit, give other players a break from their constant attacks.
    It would also make the skilled player come up with other strategy other than a ram and board action if it could mean money loss if they don't win that fight.
    Again this is just my opinion, I see your point and I fully understand anything like this would have to be far later in game development as it would require a substantial update and money spent to reprogram core game code.
    Just a fun idea to think about.

  • @lucrativedoor8 There doesn't need to be a downside. Beyond that you wont be getting the "reward gold" from a pvp encounter. I have been over this topic in a few threads and basically the idea of punishing players for doing pvp in a game that is 50% about stealing via pvp is against the most basic concepts of the game. Bounty system is about giving upsides. PvPers get more pvp for earning their bounty so others want to fight them more. PvE players get more breathing room because someone else will chase the bounty ship and the PvEer is free to PvE and watch them fight from afar. OR the PvEer can participate for the chance at some extra prizes. Nothing about punishment anywhere.

    @lumpaywk Rather than just going to an outpost I think bounty clearing should be connected to voyages successfully completed. Each voyage can be assigned a "Bounty Reduction" as an additional note on the Voyage table. Only by fully clearing a Voyage will you get the reduction. Currently "Go to Place" is extremely easy even if someone is chasing you. There really needs to be a "do something" aspect to your idea.

  • @solysdayga said in Bounties - How they should work & why they would work:

    @lucrativedoor8 There doesn't need to be a downside. Beyond that you wont be getting the "reward gold" from a pvp encounter. I have been over this topic in a few threads and basically the idea of punishing players for doing pvp in a game that is 50% about stealing via pvp is against the most basic concepts of the game. Bounty system is about giving upsides. PvPers get more pvp for earning their bounty so others want to fight them more. PvE players get more breathing room because someone else will chase the bounty ship and the PvEer is free to PvE and watch them fight from afar. OR the PvEer can participate for the chance at some extra prizes. Nothing about punishment anywhere.

    @lumpaywk Rather than just going to an outpost I think bounty clearing should be connected to voyages successfully completed. Each voyage can be assigned a "Bounty Reduction" as an additional note on the Voyage table. Only by fully clearing a Voyage will you get the reduction. Currently "Go to Place" is extremely easy even if someone is chasing you. There really needs to be a "do something" aspect to your idea.

    yes the do something eliment is getting to the point knowing everyone knows where your going and with a bounty on your head. i guess other systems coukd be used but i seen this work very well in other games as it creates a funnel effect for combat and adds to the excitment of the chaise.

  • Taking gold from sinking a pvp player will have the same effect as sinking someone with no treasure.

    If I spend all my gold then go on a PVP raid, gain a bounty, then someone sinks me they earn nothing if I have nothing to lose

  • @crazyerchris If it's that easy to break the system then there is no point to the system. Removing gold from pockets is the wrong way to go about this.

  • @lumpaywk said in Bounties - How they should work & why they would work:

    So basically the division rogue system. Its tried its tested it works great. At the moment you just get people acting odd in game. The bounty system works it also means there is tension of who will shoot are they going to shoot etc currently its just a mess.

    Not really! The Rogue system in Division forced PvP and it also promoted the "prey"(Full parties singling out solo players) attitude.

  • @solysdayga Yea that's what I'm saying. Taking money from players is not the way to do this.

    Honestly if we are trying to curb the people from pvp because there is no consequence then they need make it where you have to pay for supplies.

    The ship should start with very limited basics, but anything past that they need to resupply at an outpost for gold. Remove all the barrels from islands and leave the barrels floating in the ocean and ship wrecks to give an limited option to resupply for free. If you have to pay to resupply then going on attacking sprees where you aren't coming away with loot will have a heavier impact as you are bleeding money to continue to fight and aren't earning enough to resupply

  • @dirtysecrets said in Bounties - How they should work & why they would work:

    @lumpaywk said in Bounties - How they should work & why they would work:

    So basically the division rogue system. Its tried its tested it works great. At the moment you just get people acting odd in game. The bounty system works it also means there is tension of who will shoot are they going to shoot etc currently its just a mess.

    Not really! The Rogue system in Division forced PvP and it also promoted the "prey"(Full parties singling out solo players) attitude.

    With over 1000 hours in the game I have not seen this half as much as I have in just 20 hours logged in sot. The rogue system gave purpose to the pvp and a gave a chance for the attacked to gain back from it as well. The best caches came from hunting rouges and they made good xp if they where good enough to survive but in doing so risked it more. The amount f will they wont they tension was much higher. In sot it was oh there is another ship they will attack for no reason. I once started a game to find my ship already sinking there couldn't possibly be any gold on board lol.

  • Some interesting ideas

    I definitely think the game needs some for of bounty system

    I think however, the bounty should be on the player, not the ship - and this will follow them around until the bounty is claimed - this would stop server hopping

    If the player with bounty were to join a random crew, that crew would/should be notified the new player has a bounty - and that their ship will be identified as having a crew member with bounty on board

    They can then chose to aid the fugitive, or maybe lock em in the brig and turn them in for profit themselves ???

  • @xxxxnoodlexxxx Wouldn't a notoriety system be a better fit? Gold bounties can be abused.

    Lets say you get a certain amount of "notoriety" everytime you sink a ship and kill an enemy player. Once you reach a certain amount of notoriety you get reinstanced to a session with other players who also have a certain amount of notoriety.(this can happen without the player even noticing, according to their system)

    The issue is stil, how do you handle people who just restart the game once they've gained a certain Notoriety or Bounty? Or those who join a new group of players?

  • @lumpaywk said in Bounties - How they should work & why they would work:

    @dirtysecrets said in Bounties - How they should work & why they would work:

    @lumpaywk said in Bounties - How they should work & why they would work:

    So basically the division rogue system. Its tried its tested it works great. At the moment you just get people acting odd in game. The bounty system works it also means there is tension of who will shoot are they going to shoot etc currently its just a mess.

    Not really! The Rogue system in Division forced PvP and it also promoted the "prey"(Full parties singling out solo players) attitude.

    With over 1000 hours in the game I have not seen this half as much as I have in just 20 hours logged in sot. The rogue system gave purpose to the pvp and a gave a chance for the attacked to gain back from it as well. The best caches came from hunting rouges and they made good xp if they where good enough to survive but in doing so risked it more. The amount f will they wont they tension was much higher. In sot it was oh there is another ship they will attack for no reason. I once started a game to find my ship already sinking there couldn't possibly be any gold on board lol.

    I really don't care how many hours you have.. Dark Zone and the Rogue system from it's release was broken! If it wasn't, then why did they have to rework the Rogue system?

  • Why Bounties don't work:

    @xxxxnoodlexxxx said in Bounties - How they should work & why they would work:

    How should bounties work?

    I’m going to put this in point form so it’s not a wall o text, but rather clear and concise notes on the rules and mechanics of how bounties should function:

    • if your crew takes part in initiating combat against other players (YOU shoot first and kill them) you get a gold bounty on your crew. This means you wouldn’t get a bounty for defending yourself from another crew, but if you attack and kill people, boom, bounty.

    This does not stop defenders from getting bounties. If you see a ship coming at you and is obviously moving to fire on you are you supposed to just wait until they've damaged you to start returning fire? Preemptively firing on aggressive ships is kind of key in defending yourself from other players. So you're still hitting defending players with bounties, especially in griefing situations where a ship returns to attack the same ship over and over. Now they just need to make sure the defending party fires first and they're free to keep coming back and racking up that bounty on the ship they're attacking.

    • bounties don’t kick in until your crew has sunk one ship and killed two enemy players unprovoked. This gives you a tiny amount of breathing room in case you “accidentally” kill someone or sink and steal from one ship. It’s just repeat offender that get bounties!

    Once again, griefers attack repeatedly and are often attacked preemptively. The game cannot detect what is "unprovoked".

    • bounty goes up for every “innocent” rival crew member you kill after initiating combat (after bounties kick in). This goes up by a base gold amount, added up between all crew members, up to a certain gold amount.

    And with no way to determine who is "innocent" other than "they fired first" this is a great way to grief other players by egging them into defending themselves and then rushing their ship to make sure you rack up bodies for their bounties.

    • bounty goes up for every ship you initiate attack on and sink, up to a certain gold amount.

    So griefers have more incentive to keep respawning and attacking because each time they do and fail to take you down, it punishes you.

    • Bounties decay over time spent playing the game. Switching servers doesn’t get rid of it, you need to play the game and deal with the bounty being on your heads.

    So you can grief people and have the effects follow them from instance to instance. Even more incentive to do it.

    • Each time a glowing ship is sunk, the bounty on the ship goes down unless they start attacking “innocent” ships, until the bounty disappears. This works in conjunction with the bounty time decay.

    So, basically you're encouraging regular players to grief these people as well. So rather than actually reducing the number of people griefing, you're encouraging more civil players to partake, as well.

    • When crews come together to take out a bounty ship, they can only take part if they have no bounty on them at present. Glowing sail crews can’t just merc each other. This is about people who were either victims or just passive players who want to make gold taking down a scary glowing ship.

    Here's how I see this working out. Griefer crew goes up to a bigger ship that's at a skull fort. They posture like they're going to attack to get the ship to defend itself. Then they let the other ship sink them, respawn and come back repeatedly to attack them now that the other crew is "marked" for a bounty. They drive up that crew's bounty with repeated failed attacks. Now they're free to harass them for the next hour or so (and get paid to do so) and know if they try to skip town and play on another server they'll get the same treatment.

    Player punishment systems don't work in an open world game like this. They encourage other players to abuse them to troll their fellow players. No matter how "safe" you think a bounty system is, the servers are not going to be able to adequately determine who is being abusive and who is just playing the game as intended. It will ALWAYS be open to abuse and will ultimately be used as a tool by people looking to make other players miserable.

    This is also NOT a PvE game. The PvP and the PvE works intricately together to create the experience. PvE offers the incentive for PvP and PvP offers the challenge of the PvE. That's how the game works. Punishing players for PvP gameplay doesn't make sense in a game that NEEDS PvP gameplay.

  • @dirtysecrets said in Bounties - How they should work & why they would work:

    @lumpaywk said in Bounties - How they should work & why they would work:

    @dirtysecrets said in Bounties - How they should work & why they would work:

    @lumpaywk said in Bounties - How they should work & why they would work:

    So basically the division rogue system. Its tried its tested it works great. At the moment you just get people acting odd in game. The bounty system works it also means there is tension of who will shoot are they going to shoot etc currently its just a mess.

    Not really! The Rogue system in Division forced PvP and it also promoted the "prey"(Full parties singling out solo players) attitude.

    With over 1000 hours in the game I have not seen this half as much as I have in just 20 hours logged in sot. The rogue system gave purpose to the pvp and a gave a chance for the attacked to gain back from it as well. The best caches came from hunting rouges and they made good xp if they where good enough to survive but in doing so risked it more. The amount f will they wont they tension was much higher. In sot it was oh there is another ship they will attack for no reason. I once started a game to find my ship already sinking there couldn't possibly be any gold on board lol.

    I really don't care how many hours you have.. Dark Zone and the Rogue system from it's release was broken! If it wasn't, then why did they have to rework the Rogue system?

    Because they had issues with friendly fire and people purposefully jumping in front of players to get shot so they could hunt them and get rewards. They added the destinations because they found once rouge you just had to keep running and you couldn't be got. This is why I suggested using the same system they have now of making the attacker go to a specific location to clear there status. The rogue system, works great it was never a huge issue other than campers, it created the tension while in the dz but also gave you a reason to be wary not to just wildly attack. Its the dz that kept the game going and after an initial drop off (due to glitches not the dz) kept players online for huge amounts of time surpassing 20 million.
    Like it or not sot is just the dz the entire premise is the same just with pirates. The only difference is a lack of direction for attacking other players meaning you get this odd situation where people don't really know how to act.

    My ref to time played, was not to do with saying i been on it for ages but to point out that in 1000 hours i seen less issues than in just a few in SOT.

  • @luciansanchez82 said in Bounties - How they should work & why they would work:

    @xxxxnoodlexxxx A well thought out and well presented idea? You have no place here!

    Honestly though, great idea, think this could fit really well in to the game.

    Thanks! ^^;

  • I definitely want a bounty system, though reading through your points got convoluted fast and I think it could be simplified?

    -Certain actions increase a bounty meter for your whole crew (Let's call it Infamy): Damaging, killing, or sinking a crew member or ship from a crew with a lower bounty level than yours.

    -Once the meter reaches a certain point (At about killing a full crew I'd say), you reach the first level of Bounty on your crew.

    -As you keep going, your Bounty gets higher and higher.

    -A new guild at Outpost informs players of the last known location of a Crew with a bounty (To be tweaked , could be last outpost visited, or just their current location). That way, there's an investigation process, rather just a map marker.

    -Killing the crew and sinking their ship drops a new type of loot (Basically like a Skeleton skull) which is then worth an amount of gold matching their Bounty level.

    To me, this would be simple and elegant enough to fit the game without confusing new players. The game would quickly let you know that "You are being a bad boy!" without making you feel like you are playing wrong, and all of the "good players" out there will get a pat on the back when they fight off the "trolls".

    Later on, this could be extended with new ideas, like Cursed Skeleton Crew hunting High Bounty crews.

  • @verminpup said in Bounties - How they should work & why they would work:

    I definitely want a bounty system, though reading through your points got convoluted fast and I think it could be simplified?

    -Certain actions increase a bounty meter for your whole crew (Let's call it Infamy): Damaging, killing, or sinking a crew member or ship from a crew with a lower bounty level than yours.

    -Once the meter reaches a certain point (At about killing a full crew I'd say), you reach the first level of Bounty on your crew.

    -As you keep going, your Bounty gets higher and higher.

    -A new guild at Outpost informs players of the last known location of a Crew with a bounty (To be tweaked , could be last outpost visited, or just their current location). That way, there's an investigation process, rather just a map marker.

    -Killing the crew and sinking their ship drops a new type of loot (Basically like a Skeleton skull) which is then worth an amount of gold matching their Bounty level.

    To me, this would be simple and elegant enough to fit the game without confusing new players. The game would quickly let you know that "You are being a bad boy!" without making you feel like you are playing wrong, and all of the "good players" out there will get a pat on the back when they fight off the "trolls".

    Later on, this could be extended with new ideas, like Cursed Skeleton Crew hunting High Bounty crews.

    Yeah that does simplify it. XD

  • hear hear! this is very good, you have my Vote on this Voyage.

  • @douglas-badger said in Bounties - How they should work & why they would work:

    hear hear! this is very good, you have my Vote on this Voyage.

    stabs piece of paper with dagger
    Thanks!

  • I'm glad so many people like my ideas. Now let's just hope Rare is listening lol

  • As much as I would like to see a bounty system placed in the game, I would have to agree with @isukun comment above.

    If you are at a fort trying to take it down, expect to get attacked by others. They want the loot too. Why punish the other crews for coming to sink you to take over the fort attack? You happen to be docked at an island looking for chests, a ship comes up and starts blowing you up to steal what floats to the top. We are all technically pirates, this is what we do.

    If the server simply states, you killed 2 crew members of a 4 man galleon, and managed to damage them X amount, you now have a bounty, you'll see bounties everywhere. The way I see this working would be that the system knows which ship sank which due to ship ID's in areas of combat. If the same ship ID is victorious and sinking the same target after maybe 3 times in a set time period, the victimized ship crew would have the option to post a bounty on the attacker. This would be disabled for combat done beside an active fort. By posting a bounty, the victimized ship may have to pay up a bit to start the counter or something. The attacking ship wouldn't know they had a bounty unless they stopped at an outpost to check the bounty boards. Also disabling their ability to change ship appearance could be a thing, or the bounty board updates with their current look no matter what.

  • Not a fan.

    The game doesn't need all the heavy handed "persuasion" methods to try to keep people in line with how other people want them to play.

    The best thing about this game is how free it is, without being tied down by a bunch of behind the scenes regulation mechanics.

  • @lucrativedoor8 said in Bounties - How they should work & why they would work:

    @solysdayga
    So what would be the point of having a bounty put on you if their is no downside to being sunk?
    The people who would have a bounty on them are the players who already accepted the rock of being sunk.
    A punishment for a bounty sink would add more thrill, it would make them think twice about going on a rampage for the sake of rampage.

    It also add another layer of thrill if in fact they want that cat and mouse game, for example if they got to a point where they could lose say 1000 gold. They might think twice about going after other ships for a while. Let it cool down for a bit, give other players a break from their constant attacks.
    It would also make the skilled player come up with other strategy other than a ram and board action if it could mean money loss if they don't win that fight.
    Again this is just my opinion, I see your point and I fully understand anything like this would have to be far later in game development as it would require a substantial update and money spent to reprogram core game code.
    Just a fun idea to think about.

    Agree - there has to be more risk to having a bounty placed on you. To a lot of PVP'ers it would be a reward to have everyone on the server chasing you. There needs to be a downside to getting defeated by them and not just the "reward" of them being incented to fight you.

  • There are quite a few things I see wrong with this, primarily how does the game tell when a person initiates combat? People can initiate combat in many ways, does it consider the player who initiates the action, or from the originating boat? If it's from player action, what if you're defending yourself from someone who is shooting at you but misses? If it's from the boat, what if someone jumps on your cannon and blasts their own ship first? This suggestion also states that you would need to sink one boat AND kill two players to get the bounty. So killing solo players and you're cool? What if someone manages to hop on your wheel and steer you into rocks, then begins to steal the planks out of your hand while you repair?

    I'm not totally against the idea of player bounties, but I am somewhat against it because it doesn't promote organic experiences, instead using canned systems that can be manipulated and abused. It's similar to the skull fort server hopping. Things that push incentive to break up the natural flow of gameplay are detrimental to the overall experience of the average, or even daily player, so any mechanic that incentivizes a player to do this or that is something I'll closely to see how the issues can be resolved.

    I'm also VERY against a visible marking that says "hey come sink me", even as into PvP as I am. It only promotes a single way to approach an interaction, which is counter to the spirit of the game, as well as the purpose bounties would fulfill.

    I will say it's well thought out, and well presented, but I do find it ultimately flawed and not a good fit for the way the game was designed.

34
Posts
34.9k
Views
feedback
13 out of 34