Suggestion: Bounties

  • I would love to see a Bounty system where an individual can place their own unique bounty on "PVP/Griefers".

    How would it work?

    Let's say the PVE player is sailing around completing voyages and all around enjoying their trip on the high seas. Eventually, like myself, the PVE player will begin to run out of things to buy and just hoard gold while trying to reach legendary status.

    Now, while doing your voyages, along comes a sloop/galleon that wants to become a hinderance on said fun. They fire cannons, board your ship, kill you, and take your valuables along with the supplies. Lots of fun right? To those that do not practice PVP this could be a constant nightmare.

    So, much like the "Skuttle Ship" option on the Dutchman. I would love to see another option to place a bounty on the ship that sunk you. Not the player The bounty reward will be entirely up to the one who was sunk.

    Ex: I have roughly 214K gold saved up. I get sunk and decide to place a 12,000 gold reward for said ship. Make transactions per 1,000 Transaction goes through and an icon then appears on all ships within the server of the direction of said bounty and reward amount. Bounty ship has a notification they've been flagged for said amount.

    Now, players have the direction and can decide if the bounty is worth the time for the amount. Time=Money So ships close in on the bounty, the first ship to sink the bounty ship will have the reward split amongst the crew. Let's say a 4 man galleon achieved victory. (Ex: 12,000/4= 3,000 per crew member).

    No turning in any items, just a straight gold exchange plus any riches the PVP/Griefers have taken from others. So now its reward + treasures. Could be a potentially sweet haul right?

    Wait, what if two ships are firing on the bounty ship and it sinks, who receives the reward? The last ships crew member to lay damage either by powder keg or cannon balls to bounty ship.

    However, if no one takes the initiative to sink the bounty ship then the reward is nulled. A ten (10) minute Null Timer begins if the bounty ship does not receive damage from another player ship. If said bounty ship takes damage but manages to escape or sink the other player ship(s). Then after a two (2) minute period the null timer will refresh and the 10 minute countdown will begin again.

    Bounty ship escapes: In the event the bounty ship manages to escape all player damage for ten (10) minutes. Than the bounty will be split amongst the bounty crew members. This can be changed but one must realize how long a bounty can drag out for the ones being hunted.

    In the end this will give PVE players a chance at some reward and practice for PVP. It will give PVP players more opportunities for battle and possible reward.

    Any of the above can be changed and I do realize this would probably be a coding nightmare.

    However, players now have another option for gold when they ask themselves if that 25k gold ship is worth going after.

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  • @glacious84 Bad idea. I like PvE too but I don't like people who c**p on PvP just because THEY don't find that aspect of the game fun. personally I respect that some people enjoy PvP and will fight them if I am engaged. This game is meant to come with risk, don't look for ways to punish people who enjoy PvP just because you don't.

    Having said that, I also have suggested a way to make PvP healthier which also includes a bounty but in a different format:

    https://www.seaofthieves.com/forum/topic/49649/new-faction-combat-pvp

    Look if interested :)

    But as for this idea I don't like the idea of 'Well I don't like the fact you attacked me enjoy this bounty now people will be targeting you!'

    It will put people off attacking others which isn't good.

  • @angrycoconut16 Hello and thanks for your thought out reply. Either way, I have taken quotes from the posted above suggestion.

    Let us break the suggestion down.

    “One major controversial issue in the game at the moment is PvP, and I think that largely comes from people not understanding why people PvP so much, and how people can enjoy it, and it also sucks from a PvE perspective when you've gathered loot and someone steals it. I think this could be a viable solution.”

    Let us take notice the complaint of the PVE player. They gather lots of loot only to be killed and loot taken. This is the game which should not be changed. Everyone who plays SoT needs to realize the looming threat every time you play.

    “An extra faction - combat/PvP. Essentially this would be a 4th faction which would be gained by sinking ships/killing pirates. I know that players have suggested things like a bounty too, and I have combined this with the faction idea, as I think positive reward is the best way to encourage healthy PvP, rather than punishments for people who sink ships.”

    The complaint is from the PVE player not the PVP player. So how is this helping the PVE player? The only complaint from a PVP player is they wish they could PVP more. With a bounty system in place, they get just that.

    “If a PvP player sees a newbie ship, or someone who hasn't trained their PvP faction, they will be really low, and yield virtually no rep, so they are far less likely to engage.”

    This idea changes nothing. Players will still need to go after the newbie ship because of the potential loot the ship might be caring. Remember, we still have 3 other factions to reach level 50 with and the only way to do that is by looting other players or voyages.

    “Bounty would work as follows: if you kill multiple pirates/ships, people get more rep from killing you, and when it goes above a certain threshold, your name would be on wanted posters in outposts.”

    So you said my idea was bad because it would punish the PVP player. However, with this suggestion you’re also telling everyone to go after one person to reap rep rewards. Yet, the wanted poster idea to give a generalized area “Last seen” would work with the Bounty system. That way they are not constantly tracked. Poster could be updated every 2 minutes on the Bounty ships location. When a ship seeking the bounty ship gets close enough an icon appears on the bounty ship. That way the reward seeking ship isn't seeking the wrong entity.

    “(Kills = a small amount of rep, sinking ships = much more rep). When your ship is sunk, the bounty on you resets.”

    Now I get to set on their ship and farm kill them over and over for the rep. and when I’m tired of torturing said player I can sink their ship for even more. Let us promote grieving? Which is the problem? Also, if they "Scuttle" will I still get the rep?

    “PVE PLAYERS WILL ALSO NEED TO DO SOME PVP IN ORDER TO EARN THE PIRATE LEGEND TITLE AND REP WITH THE COMBAT FACTION.”

    Good way to reduce the player base. Let’s force PVE players to PVP by walling off the endgame content. It already takes ages to reach but here we are forcing everyone to PVP even though it’s not their play style.

    At least with the bounty system the PVE player can have some kind of satisfaction knowing the PVP players –may- be grieved for a reward. At a premium cost. Make the bounties a minimum of 10k gold or something.

    Either way both ideas may be able to coexist but I would never enforce people to PVP when they just love to PVE.

    I look forward to a response as I want to make sure I understood everything correctly.

    Note: I love the PVP aspect. You can watch any of my streams and know that. However, I will not overlook the complaints of the PVE player by making the game more PVP orientated. Which the above obviously does.

  • @glacious84 said in Suggestion: Bounties:

    Let us take notice the complaint of the PVE player. They gather lots of loot only to be killed and loot taken. This is the game which should not be changed. Everyone who plays SoT needs to realize the looming threat every time you play.

    Agreed.

    The complaint is from the PVE player not the PVP player. So how is this helping the PVE player? The only complaint from a PVP player is they wish they could PVP more. With a bounty system in place, they get just that.

    Because the idea of this would be to give PvE players a sense of being able to benefit even if they might lose a PvP battle - in the form of gaining PvP faction rep by getting kills, or potentially sinking the enemy ship, and thus contribution to exp and pirate legend.

    This idea changes nothing. Players will still need to go after the newbie ship because of the potential loot the ship might be caring. Remember, we still have 3 other factions to reach level 50 with and the only way to do that is by looting other players or voyages.

    I said less likely, I never said it will completely stop it. There is no way to completely stop newbie ships being attacked apart from another server or something which simply won't happen, but this makes it look less inviting as you literally are not going to get potential rep for one of your factions. Plus I would be very surprised if any PvP player out there is intent on levelling to 50/50/50 through PvP means ONLY, that is so inefficient, it takes a long time as it is doing PvE which is far more efficient, the grind is steep. Although if a minority of PvP players do want to try that, then good for them. This is a PvPvE game and I don't think ANYONE should be able to not have PvP interactions, newbies included (but some form of tutorial would certainly help them.. that's a different debate altogether though).

    So you said my idea was bad because it would punish the PVP player. However, with this suggestion you’re also telling everyone to go after one person to reap rep rewards. Yet, the wanted poster idea to give a generalized area “Last seen” would work with the Bounty system. That way they are not constantly tracked. Poster could be updated every 2 minutes on the Bounty ships location. When a ship seeking the bounty ship gets close enough an icon appears on the bounty ship. That way the reward seeking ship isn't seeking the wrong entity.

    The reason I was against your idea specifically is because it could be abused quite easily to repeatedly put a bounty on the same person, or to put ridiculously large bounties on someone if the victim is rich. The system I suggested would be automated, so would be harder to abuse. But I agree, the last seen idea would also work with your suggestion. Perhaps the bounty system I have suggested could also award a flat sum of gold to make it look even more enticing, I don't know. I love your idea of the poster updating though, and the icon on the ship. :)

    Now I get to set on their ship and farm kill them over and over for the rep. and when I’m tired of torturing said player I can sink their ship for even more. Let us promote grieving? Which is the problem? Also, if they "Scuttle" will I still get the rep?

    That's why Rare introduced the scuttle feature. If you still have a problem with being camped then take it up with them. This issue should be avoided by having PvP factions too - you should be getting better at PvP as you do more of it so camping shouldn't always be an issue, if you respawn you should be able to kill 1 or 2 of the enemies.

    I've also just added some suggestions to my original post on how to avoid this. In essence: yes scuttling should award a flat level of rep.

    How to avoid camping and people abusing the system? You can't get rep from the same pirates/ships until you have killed 3 other crews and their ships, for instance... Just one suggestion but I think there are definitely ways around these issues.

    If it's a galleon vs a sloop then it's a bit more difficult but it's not hard for a sloop to escape a galleon so... shouldn't be much of an issue.

    Good way to reduce the player base. Let’s force PVE players to PVP by walling off the endgame content. It already takes ages to reach but here we are forcing everyone to PVP even though it’s not their play style.

    A lot of people didn't look at the game properly before they purchased it. If they had done ANY research into it even basic research + watching a vid they would have seen the PvP elements. No PvE player is ever going to escape the PvP aspects of the game so I think it's better if they learn to engage with it healthily, yes if they want to leave, they might, just as some PvP players are leaving because they are bored of the combat.

    Plus I don't understand how someone can reach 'pirate legend' title without having to participate in any combat.

    BUT you could argue that people who prefer PvP are forced to do PvE to get pirate legend. Yes you can get PvE by stealing it from others but this is far less efficient than just doing a few voyages yourself, thus PvP players are also forced into that PvE playstyle if they want to gain some decent rep towards pirate legend. So I think it works both ways. Asking PvE players to do PvP for ONE faction when people who prefer naval or land combat are expected to do THREE PvE factions to get pirate legend seems fair to me, and as this system is about positive reinforcement they could actively engage with it and get better at PvP, have fun with it, hell when Rare introduce new weapons it will become more exciting too! It works both ways. This is also the basis of why I said PvP faction should award NO gold, I don't want PvP players to say YEP! I can do PvP for the rest of my days now. If they are really hungry for gold PvE is a good option. (I mean they may end up getting enough gold for their needs from sinking people trying to train this faction, but that really depends on their luck... PvE is the only consistent means of doing it).

    In short, I don't think coddling to people who despise PvP and only want PvE, or who love PvP and only want that aspect of the game, is the way to go. I think it's better to try to encourage players to experience both (if they want pirate legend) and positive reinforcement or in other words, some incentive for doing that, is a good way to go I think.

  • @glacious84 I quite like the idea of a bounty system. But it should not be readily available. The one a player takes a bounty out on must earn it. For instance if your ship has been sunk 3 times by the same ship, then a bounty could be placed upon them.
    Instead of a monetary or PvP "faction" reward for another player taking down a ship you've marked, there may be another solution.

    If you get killed by the same crew several times, you will have undoubtedly spent a decent amount of time on the Ferry of the damned. The helmsman will start to recognize the dead player and offer some "leverage" when the player revives. If you accept (this would be the bounty) the crew responsible for your repeated deaths have a mark placed on them. If you then succeed in killing one of those marked players the "bounty" effect will take place. And a good punishment for these exceptionally skilled and brutal pirates upon their demise, is a longer stay on the Ferry of the damned. Not by much, double the amount of time at most. Think of it as some form of pirate superstition or a buildup of bad pirate karma. The more people you sink, the longer your stay on your next Ferry visit. This would fit well with the theme of the game while not being a huge development change. The game would for the most part remain the same. Except that it could help you in certain PvP scenarios such as giving the crew that is perfectly moored at a Skull Fort event a slight handicap. They will still be back on their ship, or the event island before their ship has fully sunk. But it will at least give say, a sloop a chance to maneuvre or harm that 4 man galleon making the world event truly available for all players.

  • @darthvader120 This is an interesting idea but I do have a couple of problems..

    • 'If you succeed in killing a marked player' - the reason for the bounty system is a way of providing more challenge to GOOD PvP players, if you are having enough trouble with a player for this system to become active, the chances are you won't be able to kill them to active the mark
    • I also think this is a way of negatively punishing players who enjoy PvP, why should they have to stay longer in the brig just for being good at what they do, that's why I think some system of positive encouragement towards a better goal is a far better idea, PvP players wouldn't be happy with this change and I understand why

    I don't really see why people expect sloops to be able to take on forts (different discussion) basically forts are a large fight, why would players not take a better equipped ship especially when they know that galleons will be there. Seems foolish to me :P For a more extreme example: would you really take a rowboat to a fort and say it's not balanced? Probably not, so why do it with a sloop? Sloops are great but against a larger better equipped ship manned by more people it's probably not the best idea :P

  • @angrycoconut16 You make valid points.
    On the subject of more time spent on the ferry. I don't really see it as a punishment. If you take out the same pirate 3 times and by some occurrence the opposing player does end up killing you, would you really consider it a punishment to spend say 20 extra seconds on the ferry? Whenever pirates are that good in whatever form of media, a target gets painted on their backs because they are so skilled and pose such a large threat. This is really not that major of an issue. It on the contrary will promote PvP forthe victim and the assailant. The following is just my opinion so take it with agrain of salt, but if I did kill the same pirate 3 times and they took me out in return, I'd be flattered. In addition, once I then finally respawn, the PvP experience will also provide me with more of a challenge, as the pirate who killed me has had 20 extra seconds to cause some disruption. Thus making the fight slightly, very slightly more challenging for the dominating pirate. This is really a win-win.

    With regards to the sloops doing fort events. If we go by what you suggest, it would mean that all sloops can only ever do PvE. This brings up the server seperation issue again of splitting sloop games and galleon games so the sloops can attempt events and galleons their own. I don't think we want that separation. A sloop is a much a part of the game as a galleon, and it should not prohibit you from experiencing all the game has to offer if you chose to sail solo. Consider for a moment my auggestion as a whole and it's possible results. You who would rather PvP will continue to do so. In fact if a bounty were to be placed on you after killing someone or sinking a ship 3 times, it would also encourage those whom you have defeated to come back at attempt to claim vengeance,thus giving you more PvP and more of a challenge. This gives you what you want. It also makes sloop players feel a bit less walled off from end game levelling. Not everybody always wants to play alongside 3 others. But anyone who playsSea of Thieves does want to have fun. Which is the point of any game. While not perfect and definitely far from complete, the idea I suggested accomodates all of this as both aspects of play was considered.

  • @darthvader120 Yes I would consider it a punishment personally :) I only died once but I have a longer death timer compared to someone who died 3 times and only got 1 kill off, I don't like the sound of that at all :P If anything like this was introduced I think it would be better if the victim got the advantage, like a slightly shorter death timer, rather than actively giving the aggressor a disadvantage (no matter how small) just for being good at what they do.

    I do see your opinion though. Personally I prefer the bounty system idea but yours is interesting!

    I think sloops are definitely more designed for PvE, yes, and also for PvP with other sloops, but not galleons. This isn't just a case of ship power but people power. Having said that I'm not sure if it's necessary to split oceans and I wouldn't like to see that, it's healthy to see all sorts of ships! The ocean would be very boring with the same ship type... (Just to clarify I prefer PvE, not PvP, I just defend both preferred playstyles)

    But I don't think it's reasonable to expect all ships to be capable of everything, so yes, ship types SHOULD prohibit you from experiencing things the ship isn't designed to do. If you choose to play solo, then there is nothing to stop you attempting to solo a fort, but you have to accept the risk that comes with that, both the PvE risk of being the solo player, and PvP threat. For instance, and this IS an extreme example, but is it acceptable to say that sloops should be able to solo the kraken? Well I don't think anything should actively stop them from trying, but to say they should be just as capable of it as a galleon, or larger ship (if introduced into the future) is silly... just like it would be foolish for people who play on galleons to say 'look I want to park close to the island, sloops can so why can't I?!' simple, galleons are larger ships, of course they are more likely to hit a shallow sea floor, sloops have the advantage there... I like the idea of ships occupying slightly more 'niche' areas.

    In short, solo sloop players should not have an easier time at boss's or forts. By all means solo faction quests but if you want to do the larger boss's then you need to group up with a crew... I don't think that's unreasonable personally.

  • @angrycoconut16 Yes! That may be an even better idea. Giving a victim a slight advantage instead of the aggressor a slight handicap. This could work. I'm sure if we workshop this idea we can come up with an amicable AND interesting way of introducing bounties that benefits all play styles :)

    Just for interest's sake, it is possible to solo a fort. I have done so after watching a few youtube clips so it is definitely do-able, provided nobody else shows interest in the event. I have also seen solo sloop players take down a galleon though I am faaaar below that level.
    Either way if something does or doesn't come from this, I'd still love this game to bits!

  • @darthvader120 Yea :)

    And yea I completely agree! It should be possible, but if you are going to try to take it down on a sloop it becomes a higher risk and more skill based, but I think that's healthy for the game :)

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