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My Suggestions for reviving the Bounty Board (And this is quite radical)


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#221 Gutie

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Posted 21 April 2014 - 03:27

I will cite a few things as my main viewpoint.

 

That the whole aspect of a sizable portion of the pvp community not having the capacity to zero in on the specfic people engaging in pvp with them (or more commonly, spazzing out over relics being taken with no insult intended), and dragging others in thier guilds to top it off who had no part in it a VERY common reason why some people

 

1) Don't hit back hard be it over gold hits/etc

2) Engage on the BB with people in various guilds.

1b/2b) Thus rarely engage in pvp.

3) Interact with people in certain guilds.... thus only inflating this near insane divide over pvp.

 

As some pvpers from having built a reputation of going overboard to "prove a point" or some such notion based on egos over a browser based game.... we have only caused a gradual drift away from pvp. The notion of a guild war as a result is by nature near impossible with how the game is today. PvPers also refuse to join "leveling guilds" on the basis of not being a lot of pvpers there.... thus pvpers clustering together, lessening the exposure and thus interest gained from having active pvpers in a wider array of guilds. Also how almost all the pvp guilds are allies/buddies is also a big reason decline in pvp exists.

 

Thus, the blame falls totally on both camps.... but I have to say, the notion of some of the more active pvpers having a edge to where a over the top harsh response is the norm, (NOT the rule of action) it's a bit odd to see.

 

Also, when was the last time you ever heard of experience pvpers ever taking the time to show newer players the ropes on how to pvp? Maybe it's because I lack such people in my guild, but I think it would do the game a lot of good if there was more of a notion of showing players how to pvp amongst guilds.....

 

 

Thus I propose a VERY simple solution.

 

A new guild structure.

 

Fighting Dojo.

 

Simply put. Guilds can pvp their guildmates, with no gold or xp loss.

 

What.... the helll... ?

 

Training purposes. I was told by a member of our guild one such person in this thread and a few others in her guild uses to pvp the crap out of her to show how to pvp properly.... why not give that capacity to have players show their guildmates how to pvp?

 

It'd be simple in many ways. You'd not be able to pvp a player using gear above their VL in your guild. But you'd be able to work out new setups, show them some pvp things, show them via combat logs and work on pvp.

 

Simply put a training resource to introduce players to pvp without the buzzsaw of getting their head bit off for pissing off some people with a bit too much desire to look tough via slamming down a new person to pvp.

 

 

Also, I do think that in regards to pvp in general the amount of PvP Prestige gained from pvp should be doubled.

 

Also the boost to the PvP Prestige buff the cap should be raised to a 20-25% increase in xp, and less prestige required to extend the time on it. Furthermore, smasher hits OFF of the ladder and BB should pay out double the amount of prestige. Increase the gold hitting imo. Anyone who REALLY cares about the gold they've got on hand should be either turning it into FSP or sending it to a guild leader to hold for them or bid said gold on overpriced gold auctions.

 

With these things pvp can be taught to not be the big scary boogeyman AND there be a incentive to engage in it amongst the leveling crowd. As much as I'd like to remove deflect hits from being able to cause a bounty posting, it's just not the case.

 

Not sure what everyone thinks about what I cited, but I DO think the structure to enable guildmmates to teach pvp to each other properly would be good. The level gap is way too wide since the days where Tarbidas raigned the supreme set to not have a resource like this to train at pvp with guildmates.

 

That and PvP guilds will never take the time to train a guild of bunnies how to pvp. Just a flat out fact, lol.

 

Anyhow, I'll ease off it there.


Edited by Gutie, 21 April 2014 - 03:29.

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#222 BraveKath

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Posted 22 April 2014 - 06:53

...... (See Gutie's full post above)

 

"A new guild structure.

 

Fighting Dojo.

 

Simply put. Guilds can pvp their guildmates, with no gold or xp loss."

 

....

 

Lot of interesting idea - particularly the Fighting Dojo.  
 

With added points, the higher level player would have an advantage, but still excellent learning environment.



#223 gomezkilla

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Posted 22 April 2014 - 14:12

Just a forewarning, only skimmed the twelve pages here so might be repeating things here.

I like the 4 points in the OP.

1. Bountier sets the bounty punishment and price. Great! Only problem I have with it is we still need the minimum point so it's bot abused. Min gold much like the level/gold ratio is now and min damage required so we don't have people boosting the medal.

2. Counter bounties gone? Yes. And this is a great idea because the new BB setup here is based on percentage of damage done. 100 stam = more damage. And since the bounties are based on percentage, the bounties player is going to lose all that xp no matter what unless he can hold out for the 48 hours or so.

3. Guildmates clearing bounties? Fine by me. The bountied player is still losing that amount if xp that was set to lose on his bounty.

4. Top rated? Good idea, but not really the thing that will really boost the activity.

Only problem I see here is the percentage to get the tick towards the medal. 51%? Only way that can work is if each and every attack counts toward the medal. If it takes 51% to get the reward, that's fine, but what about that other 49%? If we are going to take that idea from titan hunting, we will need to take the other part of it, the medal. Each attack or percentage taken should count toward the medal, not just the "secured" bounties.

Gomez.

#224 Shylark57

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Posted 22 April 2014 - 17:08

Just a forewarning, only skimmed the twelve pages here so might be repeating things here.

I like the 4 points in the OP.

1. Bountier sets the bounty punishment and price. Great! Only problem I have with it is we still need the minimum point so it's bot abused. Min gold much like the level/gold ratio is now and min damage required so we don't have people boosting the medal.

2. Counter bounties gone? Yes. And this is a great idea because the new BB setup here is based on percentage of damage done. 100 stam = more damage. And since the bounties are based on percentage, the bounties player is going to lose all that xp no matter what unless he can hold out for the 48 hours or so.

3. Guildmates clearing bounties? Fine by me. The bountied player is still losing that amount if xp that was set to lose on his bounty.

4. Top rated? Good idea, but not really the thing that will really boost the activity.

Only problem I see here is the percentage to get the tick towards the medal. 51%? Only way that can work is if each and every attack counts toward the medal. If it takes 51% to get the reward, that's fine, but what about that other 49%? If we are going to take that idea from titan hunting, we will need to take the other part of it, the medal. Each attack or percentage taken should count toward the medal, not just the "secured" bounties.

Gomez.

I really have to wonder why some people want no Counter bounty???? The way the BB works is fine really...  I cleared a player using 10 stam hits then got put on the BB and got hit several times by a jerk with 100 stam hits for no reason.... By the Logic of no counter bounty I get smashed with no recourse..... Maybe you like that but it really lame thinking.... Only reason I can see any one wanting no counter bounty is to be a coward and smash away with no risk..... 



#225 gomezkilla

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Posted 22 April 2014 - 20:05

I really have to wonder why some people want no Counter bounty???? The way the BB works is fine really...  I cleared a player using 10 stam hits then got put on the BB and got hit several times by a jerk with 100 stam hits for no reason.... By the Logic of no counter bounty I get smashed with no recourse..... Maybe you like that but it really lame thinking.... Only reason I can see any one wanting no counter bounty is to be a coward and smash away with no risk..... 

If coward is the new term for being right, then I'll accept that title. With the new system using percentages of the amount of xp that the bountier wants the bountied player to lose, there does not need to be a system of using counter bounties. Counter bounties with this system is counterproductive. No matter what, that player that is being bountied will lose that set bounty he has, only exception is if he holds out for the 48 hours. Using 10 stamina or 100 stamina, it does not matter which one you use to clear the bounty, but it will no longer be just the 1-10 hits on a bounty. Using 100 stamina to hit on the bounty just allows that player to take more xp every 2 minutes in that bounty.

 

Counter bounties may seem like the right choice in the SHORT run, but not the long run. With counter bounties, the system will just go back to how it is today with those minor changes of how it works. Sure it sounds great! More activity. I bounty you, someone hits you, you bounty them, I hit them, they bounty me, you hit me, I bounty you, and so goes the circle until someone decides not to counter bounty and then we just need to find another person to complete the circle again. With this new punishment system of how a bounty should work, the bountied player will lose his xp or not if he holds out the two days and the game will keep going and the PvPing will keep PvPing.

 

A nice thing about the percentage system, if it works like Titans work, is that there would be no hitting 9/10 and leaving it. Using the example of 10 hits, I hit 1 time, someone else hits 3 times, another hits 6 times and the bounty is over because his level cap is lost. Player with 6 hits gets the bounty reward and the other two get a few ticks toward the medal. 

 

Note: Most of this is assuming that the new bounty system with percentages is put in place of the current bounty system.

 

Gomez.



#226 Shylark57

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Posted 22 April 2014 - 22:12

@ gomezkilla wrong way to go here but I would expect for you to want it that way... Try bounty hunting the way it is... Grow up take the risk... Then tell me how it is.... But until you do may be safer for you to hide behind your Keyboard.... 



#227 gomezkilla

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Posted 22 April 2014 - 22:20

@ gomezkilla wrong way to go here but I would expect for you to want it that way... Try bounty hunting the way it is... Grow up take the risk... Then tell me how it is.... But until you do may be safer for you to hide behind your Keyboard.... 

Ha! You would expect me to go that way? And why is that?



#228 Billybob

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Posted 23 April 2014 - 01:01

If coward is the new term for being right, then I'll accept that title. With the new system using percentages of the amount of xp that the bountier wants the bountied player to lose, there does not need to be a system of using counter bounties. Counter bounties with this system is counterproductive. No matter what, that player that is being bountied will lose that set bounty he has, only exception is if he holds out for the 48 hours. Using 10 stamina or 100 stamina, it does not matter which one you use to clear the bounty, but it will no longer be just the 1-10 hits on a bounty. Using 100 stamina to hit on the bounty just allows that player to take more xp every 2 minutes in that bounty.

 

Counter bounties may seem like the right choice in the SHORT run, but not the long run. With counter bounties, the system will just go back to how it is today with those minor changes of how it works. Sure it sounds great! More activity. I bounty you, someone hits you, you bounty them, I hit them, they bounty me, you hit me, I bounty you, and so goes the circle until someone decides not to counter bounty and then we just need to find another person to complete the circle again. With this new punishment system of how a bounty should work, the bountied player will lose his xp or not if he holds out the two days and the game will keep going and the PvPing will keep PvPing.

 

A nice thing about the percentage system, if it works like Titans work, is that there would be no hitting 9/10 and leaving it. Using the example of 10 hits, I hit 1 time, someone else hits 3 times, another hits 6 times and the bounty is over because his level cap is lost. Player with 6 hits gets the bounty reward and the other two get a few ticks toward the medal. 

 

Note: Most of this is assuming that the new bounty system with percentages is put in place of the current bounty system.

 

Somebody explain to me how ticks for the smasher medal are the same as TKPs.  At some point TKps can be turned into items worth hundreds of FSPs and as far as I know smasher ticks only get you a medal that IMHO is kind of a joke.



#229 gomezkilla

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Posted 23 April 2014 - 11:59

Somebody explain to me how ticks for the smasher medal are the same as TKPs.  At some point TKps can be turned into items worth hundreds of FSPs and as far as I know smasher ticks only get you a medal that IMHO is kind of a joke.

Ticks for the smasher medal will stay the same as 100 stam hits = 1 tick to the medal, though hopefully that will be expanded to outside the board and ladder. What I was talking about is ticks toward the Bounty Hunter medal, given the new system and the hopefully changed medal. With the percentage system and having players only having to take 51% to get the bounty reward, there needs to be the incentive to hit the other 49%. Belaric did touch on this in the OP, if player A hits for the 51% and stops and the bounty is not cleared within the 48 hour deadline, then no reward is given out. I thought it would just be better if the BH medal was modified a little to where every % of of a bounty you have completed counts as a tick to the medal or something along those lines.

 

TKPs can be turned into Epics which are worth hundreds of FSP, but that is not what would happen here since the only payout would be the bounty reward and the rest of the percentage hits would go towards everyone's medal. There would be no storage of hits to collect to exchange for items. OR there might, you never know.

 

Gomez.




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