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The Bounty Season
Dutch Vanya:
Please keep up all the well written posts filled with great thoughtful ideas about how to make this game better, you seem to be very good at it, and i always seem to agree with you.
ramjamslam:
--- Quote from: Milevan Faent on January 29, 2014, 02:07:13 am ---I wanted to be able to put Bounties on other players ... If possible, I'd want to even put bounties on clans...
--- End quote ---
No thanks and hell no! I don't think you should be forced to participate in a system you didn't sign up for that has people chasing after you for 2 weeks.
In melding some of Thomas' points together I am interested in a more fluid system where people can sign up any time and play as a bounty for a while earning some sort of bounty point currency to spend on store items; maybe even bounty exclusive hats and costumes. I would like this better than the play as many matches you can for 2 weeks and maybe get a badge system we currently have.
Milevan Faent:
--- Quote from: ramjamslam on January 29, 2014, 03:41:24 am ---
--- Quote from: Milevan Faent on January 29, 2014, 02:07:13 am ---I wanted to be able to put Bounties on other players ... If possible, I'd want to even put bounties on clans...
--- End quote ---
No thanks and hell no! I don't think you should be forced to participate in a system you didn't sign up for that has people chasing after you for 2 weeks.
In melding some of Thomas' points together I am interested in a more fluid system where people can sign up any time and play as a bounty for a while earning some sort of bounty point currency to spend on store items; maybe even bounty exclusive hats and costumes. I would like this better than the play as many matches you can for 2 weeks and maybe get a badge system we currently have.
--- End quote ---
I think you completely misunderstood me. If I had my way, the entire system would be COMPLETELY different. People would earn a currency and be able to use that currency to place bounties on people (with a cap on how big a bounty you could place, and obviously you'd need to have the currency to place the bounty). In order to make a bounty worth it, you'd need multiple people placing a decent amount on someone, or a very rich person placing a maxed out bounty. Then, bounty hunters would be people who go after them. There could be various ways to get bounties otherwise, but really the system would need something more like what I think Adventure mode will be.
What I want is a system where people get bounties from their actions, and not just a very boring mini-game with no good motivation to participate. Right now, even if they offered a good reward for getting to the top of the bounty list or being the top bounty hunter, I'd still feel no motivation to participate. Now, if the top bounty was the top bountry for a REASON (say, for participating in wiping out a town), THEN I'd be all for hunting them down, cause that's cool. I WANT to be a bounty hunter, but the current system gives me no good incentive to bother trying to play "hardcore" for 2 weeks, especially as the reward is mediocre at best.
There was a system like this in Wizardry Online, and I loved it, but I couldn't get any friends to play the game with me, and eventually I lost interest in the game as a whole. A bounty system can be totally awesome, but only if it's actually a bounty system, not a poorly designed mini-game.
Dresdom:
What if instead of getting points by winning matches the enemy team could place a bounty point on an outlaw ship while in the commendations screen?
The currency is very interesting but problematic. We need:
-A currency
-A way to obtain it (victories? kills? commendations? achievements?)
-A befenit to make it valuable (unlock outfits? ship customization? Get achieves?)
-A reason to be outlaw
-A reason to make people want to spend it in bounties.
-A reason to bounty hunt.
-Balance it all
Let's say this currency is obtained by commendations. Let's call it Prestige.
Being an outlaw could make you gain more points, a kind of high risk-high profit choice. Maybe each kill an outlaw makes stoles some Prestige points from the killed ship. So at the end of the match you can place a bounty on an outlaw ship to make sure he has trouble onwards.
The problem I see placing your own bounties is... Who get the bounty? The fisrt hunter to take him down? Then bounties are going to be fleeting. Anyone who kills the ship? Then we are "multiplying" bounty points.
Thomas:
Wizardy Online!? Thomas smash! Thomas SMASH!!! *flips a table*
I... I'm sorry, I blacked out there for a second. I've actually played that game and was on the criminal side. It was not the best of times. Although it is the first thing I think of when considering a system where players put bounties on other players.
The fundamental flaw in the system is that you need to have some motivation for putting a bounty on a player. Even in that game, (at least in the early days) there was no real motivation. You'd have to spend your own currency to try and get players to go and hunt down a particular player who wronged you, for no other benefit than satisfaction. The system was hardly used except for vanity. The criminals liked seeing how high their bounty could go, and often did so by having friends put the bounty on them. For everyone else, there was no real point in spending any currency to put a bounty on someone.
Next, that system only worked on criminals that wronged you (murder/theft/attacked you directly). In GoIO, players don't get to make that right vs wrong choice. There's no "red" players because there's no crime system. Players sign up to take on that role. Essentially you'd be telling other players "Hey, go beat this guy up." What would qualify as a good reason to put a bounty on someone? What would stop someone or some people from putting a bounty on a newer player or not very skilled player repeatedly just to troll them? Why put a bounty on a high level player? Why spend your money like that at all?
Finally if there was a currency system where players put bounties on each other, you'd have to have a way of earning that currency outside of bounty hunting. Do you get it for winning? For just playing? Would there have to be things to spend it on outside of the bounty system? How much more content would you need, and continue to need to keep players interested in the currency? Would you be able to eventually buy everything and just keep stocking up on money for no reason, or would there need to be a 'money sink' to slow that down? And if there are other ways of earning currency, you get back to 'why spend your precious monies on placing a bounty?'
Although Dresdom did a much better job of summing that all up. Although the issue with putting a bounty on a 'ship' results in some problems as well. Ships are dynamic. Players come and go, captains change. Essentially you'd need to place it on the captain, and then we're back at square one of putting bounties on individuals.
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