PVP Player Bounty Risk/Reward Concept

  • There are some issues with grieving in PvP but that aside, it would be nice if there was something else to encourage PvP. PvP is excellent in this game and it would be more rewarding for players if they could earn gold while taking the risk of being sank. For example an idea that was discussed was what if when you sank a ship you recieved the flag from the very top of the mast. This white flag could sell for let’s say a standard of 500-1000 gold. To make it more interesting the flag at the top of your own mast could change with every ship sank, reaching a limit at say 5+ ships sank. Let’s call this the black flag on the very top of the mast when a ship has 5+ sinks. This black flag could sell for more gold, let’s say 5000 gold average. This way you earn gold from taking an enemy ships flag while building your own ships bounty. Hunting down players with black flags would be dangerous yet rewarding. Others in my crew have suggested a fourth vender who could specialize in these PvP transactions. Let me know what you think.

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  • What happens if they server hop? They reset the kills they have too?

    I think the game is fine with PVP as is. I don't think there needs to be a forced PVP mechanic like this. I would like to see a server-wide PVP Bounty System. Basically, the tavern has a wanted poster for the official player with the most PVP kills. This checks every 5 minutes to update. ONLY that player is the target and killing anyone else just raises your "wanted" level. Players can turn in the skull or the bounty to any outpost to gain the reward.

    I think $5000 is way too much for this reward, but the longer the pirate is at the top of the most wanted list the more pay they should get. Maybe start at 500 and add $50 every 5 minutes. At the end of an hour 1100. So about the same as chests.

  • @nightmare247365 said in PVP Player Bounty Risk/Reward Concept:

    What happens if they server hop? They reset the kills they have too?

    If the player left the server that had a black flag I suppose it should drop when their ship sinks, I don’t really see their bounty carrying to another server. This could encourage players good at PvP to stay on the server if they are on a killing spree, collecting flags as they go along. It could actually improve teamwork between ships as well to take down the alpha. I really like your idea of the taverns regularly updating and posting about wanted players, possibly even a last known location to encourage the hunt.

  • Great Idea! I personally would love to one day see "Capn Dreadbeard has killed 15 pirates kill for xxx gold" with a last know ilse location beacon of some sorts.

  • Think it’s a great idea also I’ve spent many hours on the division in the dark zone and it encourages pvp more as you’ll be rewarded for high lvl man hunt stages and also taking the pesky pirates out. The thing is it’s still optional so you can either go balls out or avoid them. But it makes the play style change and the rush of being hunted by a server or the server pulling together to hunt the naughty pirates is awesome.

  • Do the developers actually read the forums or is this just another Bungie gimmick where they say they listen to the community but don’t actually listen to or even acknowledge half of what the players have to say. Like why even bother playing if you don’t have anybody on the team working with the community to make improvements. This game is really turning into a let down :(

  • @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    There are some issues with grieving in PvP but that aside, it would be nice if there was something else to encourage PvP. PvP is excellent in this game and it would be more rewarding for players if they could earn gold while taking the risk of being sank. For example an idea that was discussed was what if when you sank a ship you recieved the flag from the very top of the mast. This white flag could sell for let’s say a standard of 500-1000 gold. To make it more interesting the flag at the top of your own mast could change with every ship sank, reaching a limit at say 5+ ships sank. Let’s call this the black flag on the very top of the mast when a ship has 5+ sinks. This black flag could sell for more gold, let’s say 5000 gold average. This way you earn gold from taking an enemy ships flag while building your own ships bounty. Hunting down players with black flags would be dangerous yet rewarding. Others in my crew have suggested a fourth vender who could specialize in these PvP transactions. Let me know what you think.

    lets do it like oasis in "ready player one" the game in the movie dying resets your avatar to zero making everything more of value and then adds a should i really risk everything to go after this one person? so you have to play trap and deceive

  • Can a moderator move this to the new game suggestions area of the forums please?

  • @mystic-clapton I don’t think losing everything would be good in this game.

  • @rainbowstarzz "There are some issues with grieving in PvP"

    Griefing* A gamer term for a person that gives people grief through sabotage... So by definition has nothing to do with PvP.

    If you're talking about spawn-camping, that is a valid tactic/strategy in PvP, it saves resources, and sinks the ship by forcing the victim to scuttle ship... It's efficient, and resourceful. There's no guarantee that if the Assailant lets the victim go, that the victim wont retaliate... hence why the assailant usually persists with the spawn-camping until the boat is sunk, until the victim scuttles ship.

    Griefing is when a teammate of yours intentionally blows up a gunpowder barrel on your ship, killing your entire crew and sinking your teams ship, wasting all your treasure, just to give you grief... A griefer is when a player intentionally bugs out a skull fortress event, preventing skeletons from spawning, just to give every fortress enthusiast on the server grief.

    There's a massive difference between Griefing and PvP... And i don't appreciate people using "griefing" as a buzzword to further their arguments.

    Yes there are griefing issues in the game, but it has nothing to do with PvP.

    As for your flag color bounty idea, i like it, brings more substance to the PvP... Personally i think the flag could be turned in at ANY faction, for isntance if you find Merchant alliance too boring, you can do PvP, and deliver the flags you get in to the merchant alliance to get reputation with them instead...

    Allows for an alternative option in case catching chickens isn't your thing! x]

  • @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    Can a moderator move this to the new game suggestions area of the forums please?

    So the post got moved (thank you) but it doesn’t appear in the new feedback/suggestion area. It is just on the main page. If you can move it to suggestions I would appreciate it. And @Sweltering-Nick I said “...but that aside” meaning that grieving was not the topic yet is/was still an issue . Also Nick, thank you for the positive feedback. If players could engage in PvP instead of doing the same old voyages to earn gold it would really change gameplay. This could keep players wanting to PvP to do so while those grinding PvE voyages can do so without getting attacked as frequently.

  • Maybe even designating a certain area of the map for PvP as a danger zone like let’s say the top-middle of the map with few islands but plenty of rocks to dodge and juke around. That way players avoiding the battles could go around the saltiest sea. Another addition could be a single outpost in that area that could be checked for player bounty information. This outpost could be the only island where the PvP information is located and could be the only place for the extra PvP vendor to be located.

  • @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    @mystic-clapton I don’t think losing everything would be good in this game.

    why? because you would have to be a real pirate and actually think before you attack someone? think pirates just went up and shot people without thinking first?

  • @mystic-clapton said in PVP Player Bounty Risk/Reward Concept:

    @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    @mystic-clapton I don’t think losing everything would be good in this game.

    why? because you would have to be a real pirate and actually think before you attack someone? think pirates just went up and shot people without thinking first?

    There is this thing called progression and you can’t make any if you get reset. If you are not thinking before engaging in PvP then that is your own fault. I got jumped by a galleon crew today after I solo’d a skull fort. After getting only 4 items on my ship, they rolled up and started blasting me. I decided to retreat leaving the rest of the loot. You don’t always fight back like a fool. Think ahead and prepare for the worst.

  • A better system would be to have players gain notoriety as they kill each other, which decays over time regardless of whether the player server-hops.

    Then killed players drop a bounty voucher worth rep and gold based on their notoriety. So passive PvE-only players will likely only drop bounties worth very little, while dangerous PvP-hounds will have the most lucrative bounties.

    These are then sold to a Bounty Hunter trading co, which in-turn sells "voyages" that reveal the last known locations of every pirate of a certain notoriety in the server, or track a single notorious player for a short time.

  • @blam320 said in PVP Player Bounty Risk/Reward Concept:

    A better system would be to have players gain notoriety as they kill each other, which decays over time regardless of whether the player server-hops.

    Then killed players drop a bounty voucher worth rep and gold based on their notoriety. So passive PvE-only players will likely only drop bounties worth very little, while dangerous PvP-hounds will have the most lucrative bounties.

    These are then sold to a Bounty Hunter trading co, which in-turn sells "voyages" that reveal the last known locations of every pirate of a certain notoriety in the server, or track a single notorious player for a short time.

    Almost all of what you said would be an excellent addition to the PvP faction ideas. I just don’t see how switching servers you could keep your notoriety. Other than that I think player bounties in addition to ship bounties would be awesome if it were in game. Anyone else agree?

  • @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    @blam320 said in PVP Player Bounty Risk/Reward Concept:

    A better system would be to have players gain notoriety as they kill each other, which decays over time regardless of whether the player server-hops.

    Then killed players drop a bounty voucher worth rep and gold based on their notoriety. So passive PvE-only players will likely only drop bounties worth very little, while dangerous PvP-hounds will have the most lucrative bounties.

    These are then sold to a Bounty Hunter trading co, which in-turn sells "voyages" that reveal the last known locations of every pirate of a certain notoriety in the server, or track a single notorious player for a short time.

    Almost all of what you said would be an excellent addition to the PvP faction ideas. I just don’t see how switching servers you could keep your notoriety. Other than that I think player bounties in addition to ship bounties would be awesome if it were in game. Anyone else agree?

    RARE has already implemented seamless transitioning between servers, and seamless merging of servers while in-game.

    Also, part of my idea was clear identifiers of notoriety by having your gamertag change color to non-crewmates, from white to yellow through to red or black as the highest possible notoriety.

  • @blam320 said in PVP Player Bounty Risk/Reward Concept:

    @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    @blam320 said in PVP Player Bounty Risk/Reward Concept:

    A better system would be to have players gain notoriety as they kill each other, which decays over time regardless of whether the player server-hops.

    Then killed players drop a bounty voucher worth rep and gold based on their notoriety. So passive PvE-only players will likely only drop bounties worth very little, while dangerous PvP-hounds will have the most lucrative bounties.

    These are then sold to a Bounty Hunter trading co, which in-turn sells "voyages" that reveal the last known locations of every pirate of a certain notoriety in the server, or track a single notorious player for a short time.

    Almost all of what you said would be an excellent addition to the PvP faction ideas. I just don’t see how switching servers you could keep your notoriety. Other than that I think player bounties in addition to ship bounties would be awesome if it were in game. Anyone else agree?

    RARE has already implemented seamless transitioning between servers, and seamless merging of servers while in-game.

    And thats where a lot of players are confused. The game is constantly looking for other players to join into the server you are on, but until you click leave game, you remain connected to the same server. For example, you can be sailing along and leave some of your booty on an island and come back for it later if you are being chased by an enemy ship. This would not be possible if you were constantly connecting to other servers.

  • Anyone else want there to be gold potential in PvP?

  • @rainbowstarzz said in PVP Player Bounty Risk/Reward Concept:

    Anyone else want there to be gold potential in PvP?

    That's where the idea of bounty vouchers I and others have suggested comes in.

  • They need to first make the PvP actually function well in this game. As it stands only ship combat feels good

  • @drakebg757
    I think the PvP overall is balanced, player combat in the ocean is clunky in my opinion, some loading optimization during PvP encounters would be nice too. Taking the mermaid warp sometimes takes a while and I worry about the ship crashing if crew mates are on the ferry.

  • https://www.seaofthieves.com/forum/topic/37099/royal-fleet-faction-player-bounties

  • I think it's a great idea an extra faction to give/sell the bounty flag. Maybe the extra faction is not needed, when you sink a other ship you will get marked with the fist collor bounty flag automaticly. The flag collor as bounty indicator, change collors till its turned black for every ship sunk. Black is the highest as one can get and then turn the flag in at an outpost for reward/gold.
    But when the bountyship is sunk by another ship the bounty (even if its black) goes to the ship that sunk it and is on their head. Then they have to turn it in! Thrilling!
    I realy love this idea!

  • @sandmanbakery said in PVP Player Bounty Risk/Reward Concept:

    https://www.seaofthieves.com/forum/topic/37099/royal-fleet-faction-player-bounties

    I read your post and I think imposing any law on a pirate is silly. If you changed the faction to something not related to pirate ‘law’ then it could be great. The networking for it seems complex but it could work, I was trying to keep it simple without adding to many new objects (manacles). Great ideas!

  • Arrgh we all in agreement we need more PvP oriented gameplay?

  • Aye we be in agreement

  • @sandmanbakery said in PVP Player Bounty Risk/Reward Concept:

    Aye we be in agreement

    Now if only we get what so many of us want.

  • @blam320 I like it except I think notoriety shouldn't decrease and should remain until killed (remains between server changes and even logging off). Also give players with high notoriety gold bonuses like 5% up to 50%(if they have crazy high notoriety) or something. Also a world leader board hanging in the tavern of top 10 most notorious pirates ever and top 10 currently

  • @i-am-lost-77 said in PVP Player Bounty Risk/Reward Concept:

    @blam320 I like it except I think notoriety shouldn't decrease and should remain until killed (remains between server changes and even logging off). Also give players with high notoriety gold bonuses like 5% up to 50%(if they have crazy high notoriety) or something. Also a world leader board hanging in the tavern of top 10 most notorious pirates ever and top 10 currently

    The problem with that is, if notoriety is immediately reset on death, someone with very high notoriety could commit suicide (deliberately allow themselves to be killed) so they then couldn't be tracked as they resume hunting down other pirates. It doesn't incentivize taking a break from PvP to do something else, like a PvE voyage.

  • @blam320 no it would only reset when killed by a player that way the voucher only drops when a player kills them. that way people can keep gaining notoriety to become the most fearsome pirate and top of the leader boards. Plus the gold bonus would be an incentive to stay wanted. But maybe there should be a cooldown were if you don't kill anyone in a while it goes down so PvE players don't get stuck with a bounty on their head for defending themselves.

  • Very simple concept and different enough from those in the game so I like it. Keep it simple. ^^

    The flag idea that is.

  • As long as there are no beacons telling the whole map where they are. But I do like the idea of the tavern wanted poster with last known location maybe updated ever 10min with location. And 5k is way to much but the previois idea of a max of 1100 at the emd of an hour is sufficient. And I think itd give incentive to stay on server. And I also think bounty shouldn't start til after 2 ships and a bounty ship doesn't count toward your own ship sink count.

  • @i-am-lost-77 said in PVP Player Bounty Risk/Reward Concept:

    @blam320 no it would only reset when killed by a player that way the voucher only drops when a player kills them. that way people can keep gaining notoriety to become the most fearsome pirate and top of the leader boards. Plus the gold bonus would be an incentive to stay wanted. But maybe there should be a cooldown were if you don't kill anyone in a while it goes down so PvE players don't get stuck with a bounty on their head for defending themselves.

    I believe I addressed that. I don't think PvP-hounds will care about the bonus gold; they aren't in it for the loot. If the bounties reset when a player kills them, a wanted player could theoretically let themselves be killed by another, so their notoriety gets reset, meaning they can no longer be tracked, and can work their way back up easily, since to everyone else that may not have come across them they will appear harmless.

  • @rainbowstarzz Although i disagree about greifing being an aspect of this game I do think this concept is interesting and definitely warrents more discussion. The possibility of a 4th faction based off of PvP would be a cool addition though on the other hand with the current state of the game there’s plenty of incentive to attack and just as much incentive to avoid people it could possible add more toxicity to the game or possibly offset the balance between how many people give chase and those that would rather avoid combat.

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