PvP Concept - Hits and Bounties

Post » Thu Mar 26, 2009 11:48 pm

Assuming that Karma plays a part in the game, and it should, Karma could also play into PvP by effecting a bounty/hit system.

High Karma = Access to Bounty Board. Can post Bounty contracts on Player Killers and Player Criminals paid out of own pocket, and accept other's Bounties.

Neutral Karma = Can Access Bounty Board or Hit Lists. Can post Bounty Contracts or Hit Contracts on Player Killers and Player Criminals out of own pocket, and accept both.

Low Karma = Can Access Hit List. Can post Hit Contracts on Player Killers and Player Criminals paid out of own pocket, and accept Hit Contracts.

Each player crime would carry a Contract price which would increase the potential contract value of a Bounty or Hit. Once someone claimed pay for a contract equal to the price of a crime, contract eligibility for the crime would be removed. Each crime would expire after one week and would be effected by level and crime severity, so that lower level player criminals would be worth less money than higher level player criminals.

Fulfilling the contract would require that the player accept the contract before killing the target, and only a limited number of contracts could be accepted at a time. Each person would also only be able to post one contract at a time, and would have to cancel a contract to start a new one. Fulfillment of a contract would not be listed as a crime.

Anyway this is possibly a good way to institutionalize world PVP while having world PVP issues self regulated by players. You might be less willing to kill, steal, or greif if you know the entire server might end up after your ear. Also Moderators could put special bounties on players who prove especially bothersome or caused disruption in chat, which I'm sure would make the Moderator's job a little more rewarding.
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Charlotte Lloyd-Jones
 
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Post » Fri Mar 27, 2009 8:03 am

I think this is a fantastic idea.
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Antonio Gigliotta
 
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Post » Fri Mar 27, 2009 2:59 am

I think player should know that he can be good guy or a bad guy. Karma should not be like in other games like LineAge2 - where you have killed many people and have a state of PK (player killer) - you cannot go to the city, buy at shop or teleport. I think some player skills should depend on a karma - if you have a good karma, then skills(power of skills) with a depended on a good karma will have increased and backward for bad karma. Quest system should be depended on a karma - for example some great quest for unique items can be accepted and completed only where you have a devil-karma :twisted: and backward - god-like karma.

if you kill pk - you will increase karma;
if you kill pkk(PK killer) - you will decrease karma;

and karma depended quests - can increase/decrease karma

how do you think? =)
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Natasha Callaghan
 
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Post » Fri Mar 27, 2009 1:15 pm

duplicate of previous post
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maya papps
 
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Post » Fri Mar 27, 2009 9:10 am

I wrote about my Karma idea on another thread, just gonna cut it short here:

Player karma, this is your karma you get when killing/helping people or doing missions (like, your supposed to save someone on a quest but instead you kill him and take their loot = minus playerkarma). That karma is then reflected on how people see you OUTSIDE OF TOWNS, becouse out there you become an outlaw, cherished by other outlaws who maybe takes you in into their bands of ruffians. But you are still allowed into towns, you can be killed by others but the townsecurity are going to help you. Missions are aswell affected by your player karma.

Town karma, this is how different towns look at you, lets bring back our mission example where we killed the mainobjective, we get - in player karma BUT we also get - in town karma becouse we failed so utterly on the mission (if we where to fail by the enemies killing the objective then we dont get - karma, but we dont gain anything either). And if we where to fail many missions by deliberately killing off things the town will hate us enough to start shooting when you show your ugly face near them (killing of things you are not supposed to kill in missions should give good loot but much negative karma, and you get better missions with higher karma, so its a win loose thing).

Ofcourse there will be ways to get back into the town, like special questgivers that are a bit outside of town, taking quests from them and completing them will get you to the good side of the town again.

Also there are raiders that you can do missions for but that will give you negative karma, could be that if you fail the raiders missions you get + karma :D

hmm... guess the "cut it short" failed :/ Image
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lucile
 
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Post » Fri Mar 27, 2009 2:42 am

nice, that i mean=) but "+karma" if you fail bad-karma quest is not good idea, because player can cheat with karma using it, if you fail - nothing, go back and get quest again =)

The Town's karma i think good idea but, if you have with a bad-town good friendship(making quest's given at town, and down and down your karma), but if you recover your karma to godlike-karma - friendship with a town still good, because you do nothing bad to that town

how do you think?
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casey macmillan
 
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Post » Fri Mar 27, 2009 2:10 pm

i think we should have
Good karma, Neutral karma and, Evil karma Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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GabiiE Liiziiouz
 
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Post » Fri Mar 27, 2009 5:33 am

Can't it just be the usual? Good karma, neutral karma and evil karma. :)
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Eileen Collinson
 
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Post » Fri Mar 27, 2009 1:51 pm




Its exactly what i say ,3 kind of karma ,3 paths,3 life's ,3 adventure etsetc.. Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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Lance Vannortwick
 
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