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-   -   Bounty System (https://www.graalians.com/forums/showthread.php?t=17946)

haruka 05-13-2013 06:21 AM

Bounty System
 
I never got to finish posting the concept of this idea, as I was interrupted midway, and had to abandon the entire post. As such, this thread will cover everything about the "Bounty System".
Make sure you read through everything before commenting below.

Concept
Spoiler
Pk'ing is fine as is. If you think that, then I'd probably agree with you. However, I think it can be made more interesting if some sort of Bounty System was implemented. This would add more of a "predator and prey" sort of feel to the current player killing mechanics. Now, keep in mind that this this idea sounded very appealing to me on paper, but it's definitely flawed in one way or another.


Mechanics
Spoiler
The Bounty System takes the top kill scoring players of the day and marks them with a bounty, indicated by a colored skull on top of the player's head. The color of the skull will be determined by the amount of player kills that the player has scored. Player's marked with the bounty can be killed by other player's and bounty alike to obtain BT (Bounty Tokens). These tokens can then be used to buy consumables, hats, and possibly other small cosmetics.

After a player kills a marked player, the skull indicator disappears for that individual player, and he/she may no longer be able to kill the once marked player for tokens. Player's will not gain tokens by killing a marked player more than once, to prevent obvious token boosting. Marked player's can kill other marked player's for tokens. The higher a marked player's daily player kill score is, the more tokens they will grant upon kill.

Following the Daily PK Score Ladder

Least Concern 100-70 - 2 Bounty Tokens
Slightly Dangerous 69-50 - 4 Bounty Tokens
Standard Criminal 49-30 - 7 Bounty Tokens
Seasoned Killer 29-6 - 9 Bounty Tokens
Blood Thirsty 5-1 - 18 Bounty Tokens



Thank you for taking your time to read. If there was something that wasn't explained properly, or if there seems to be something amiss, please don't hesitate to post below telling me so.
Constructive criticism is appreciated!

that1guy666 05-13-2013 06:43 AM

It seems like this idea would be better suited for iEra or iZone, also shouldn't this thread be in future improvements?

Zen 05-13-2013 02:41 PM

Quote:

Posted by that1guy666 (Post 349669)
It seems like this idea would be better suited for iEra or iZone, also shouldn't this thread be in future improvements?

This

Furryamigo 05-13-2013 03:04 PM

It is pretty hard to get a good kill streak going on classic.

Christopher 05-13-2013 03:39 PM

They have bountys on iZone in the Deathmatch thing

Zoologist 05-13-2013 04:12 PM

Still seems fun..maybe delteria could use it?

metal 05-13-2013 11:32 PM

seems more of a delteria/era thing not classic

Craftz 05-13-2013 11:35 PM

Hmm. Would encourage people to run at .5 and heal, rather than just pk til they die.

Blueh 05-14-2013 12:15 AM

Quote:

Posted by Craftz1 (Post 350091)
Hmm. Would encourage people to run at .5 and heal, rather than just pk til they die.

And then the AP system totally saved the day.

I'd support the idea of a bounty/kill streak thing. Those folks down in MoD will surely love it!

Zazzi* 05-14-2013 01:00 AM

I have suggested a different kind of bounty on the delterian forums long ago here

Aaron 05-14-2013 01:51 AM

I don't see why this shouldn't be added, we already adopted AP and other nuisance crap.

twilit 05-14-2013 03:11 AM

*reads reads reads* uh huh. uh huh. sounds good. ya.
.... wait.... o just a reward for hats and prizes.

Its a good idea, but do away with tokens and rewards; besides people would just go to MoD to kill today's top PKers several times and get tons on tokens.

However making this idea into a "bounty" score that is similar (but does not replace) AP.
-killing a player on Today's top PK board increases points based on same tier scale xerxes listed
-killing a player on Total top PK board offers slightly more points.
-killing a player with >50AP decreases score a lot.

Zoologist 05-14-2013 03:26 AM

The whole thing is a great idea, maybe if it was molded a little, just not for classic.

ufoburan 05-16-2013 08:43 AM

why does it have to involve a kill streak? just go by who has the most pks for the day. and what do you do if those players log off before they get hunted down and killed? just throw away those points for the day or just move up the next highest kill count player currently on? They could just make up some criminal npcs and have them locked up at the graal police station only to escape randomly and pop up in a random spot and the first player to pk and send the npc back to jail gets a gralat capture reward. kind of an eventish thing it might be more suitable for classic than a bounty system. i know i know im changing ppls ideas again

DraGun 05-16-2013 06:13 PM

You got this from Zone lol

kush420swagYOLO 05-16-2013 06:22 PM

Wouldn't be fair to the person with the kill streak, ppl will be looking for ppl on streaks not trying o get streaks. Even if you change it to most pks for the day, the person who enjoys to pk that much never gets these points because hes always on top, wouldn't be fair. A bounty is put on ppl by someone else who is paying for his capture or death. So a more accurate bounty system would be a house where someone pays say X amount gralats to set a bounty on someone and anyone on graal can go after him and kill him for a gralat prize equal to or less than X most likely much less in order to prevent ppl from boosting insane amount of gralats this way. But after a few days if no one kills him the person with the bounty gets the prize. A way to stop ppl from just staying out of pk areas, the person with the bounty is pk-able anywhere on the map and his GH and house become open for the Head-Hunter to follow him in case he tries to hide. There's a couple flaws but I've typed way too much as is and don't have time to finish the rest of this concept.


If someone could bullet point the key points and list them it be appreciated since this is just a wall of text right now that will most likely be ignored.


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