by
Atiden
» 08 Dec 2012, 02:35
(these are my thoughts on the bounty hunting system, sorry if it's a big wall of text.)
If you have the bounty hunting system be a simple, BH comes up, we fight, he knocks me out, he loots me and runs away, or worse he kills me and gets my stuff and runs away, I would get frustrated and tired of it over time, and I'm sure it would be the same for the BH eventually, can't imagine a player actually wanting to log in every day and go and fight his target and then win or lose, then do it all over again it would be too simplistic and each encounter would be the same, I would think a BH would want each bounty to be a little adventure, and I think the criminal would want a chance to get his stuff back if he lost.
personally I would say have the BH and criminal fight it out, if the criminal wins, he obviously gets the BH's stuff, if he loses the BH can capture him, and begin dragging him back to town, and during the trip, the criminal has multiple chances to escape, or kill the BH and get his stuff back if he was looted.
For instance, BH captures crim, crim wakes up,somehow is able to escape his bonds (for this theory he has a knife hidden somewhere), and he runs off or fights the BH, if BH wins the fight, he ties him up again and continues on, if he loses, the crim escapes, if the bounty hunter gets his target back to town, he gets the money, if he just kills his target he gets half instead, would be how they did it in the old days if I remember correctly, as for making sure the bounty hunter did indeed kill the target, if not capture, then perhaps being able to cut off the target's head, and inspecting it should say who it belonged to and if you have the skill, how long ago it was cut off.
Now I know some of you are going to say, that it would be too hard to capture your target and there wouldn't be any point in it, and to that I say, that it should be hard to capture them, you are going against another player, not a NPC that is designed to lose to you at some point, this is a thinking scheming player who has done a lot to get to where he/she is at the point the BH comes along, the process shouldn't be easy on the BH, you lesson the game if you make it easy for them, eventually the BHs will get to a point that they can capture the target every time, but even then its still even odds between them. by having a system where the two players are in constant conflict during the whole thing, you are creating a new and fairly interesting way to play the game, that would take a long time to get boring.
As for the items used to capture said player, I think the items used should be allowed to be used by everyone and at anytime, like say a rope, you can use to craft with, build with, and capture players, if for instance, I lose a fight and get knocked out, and the opponent has rope, he should have the ability to tie me up and capture me, I in turn should have the ability to try and escape at anytime, this then adds another aspect to the game, ransom, or hostages. but that is a different discussion all together.
My point is, that the game is a PVP realistic medieval sandbox MMO, and as such, things should be harder than your traditional MMO where you got a quest and went killed something came back and got items/money. you should expect a fight, and expect a even chance of losing or winning.
but at the same time you gotta remember the fun factor, by implementing something simple and fun, as opposed to something more complicated and challenging, the simple will always get boring quickly, while the challenging will become fun overtime because the player will learn how to beat the challenge, and even then, with a system where the challenge is going against another player, the challenge then will usually keep changing, and thus the fun will not cease as long as there are people playing the game.