I found this on another server's forums... seems to be a very nice system that would be so much fun if ns4 (or ns5) had something similar. Mainly it gives a scripted way of dealing with pp and pkilling lowbies - tho if the rating is turned off (like ns4) it's a bit tricky to tell someone's level, so some of this is not really applicable to ns4. And gives players another level of 'something to do' with rewards.
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RULES CHANGES
1) With the addition of this system you can now legally attack any player that is at most 4 levels lower than you, or any level equal or higher than your own.
2) If a player has a bounty on their heads then they are fair game PERIOD. Doesn't matter if they're a level 1 or a 30(err...40), anyone of any level (**and of an enemy faction?) can feel free to attack them to claim the bounty (which is wiped out after they're killed by another player).
3) If an effortless rated player attacks you and gets killed, it's their fault. There will be a general server shout that you killed the effortless rated player, but take a screen shot of them attacking you first and your pretty well defended. (**no shout here)
4) Any player caught trying to steal from you is as always fair game to get attacked/killed regardless of level.
FEATURES
1) Arena Stuff <--(**instead in NS4 this could be faction-area enemy kills and relic captures)
b - If you get a "legal" kill (as noted above being no more than 4 levels lower than you or equal/greater than yourself) you will increase your persistent arena statistics. You'll also find an arena stats board around which can tell you about the top rated players in their perspective fields, and about all the currently online players. The top arena victor will find a special little goodie for themselves too. There's also a specialty little routine that happens on doing a certain nasty thing which I'll leave for players to find out Fart <--(**This would be cool, if having a higher 'rating' would either give you an xp bonus for kills, or increases the drop rate from mobs... or a bit of both)
2) Death and Repawning
d - Any STOLEN items, equiped or in your inventory, will be dropped on ANY death be it from a player or monster or getting smited or anything else.
e - Deaths to players that within "legal" limits as noted above being no more than 4 levels lower and any level higher than the killer will have some nice victory shouts for the killer. If the player was effortless it simply notes that they were effortless (**or no shout at all), nothing more than that since as noted you can attack anyone any level higher than yourself (therefor the effortless player could have initiated it, to do the CYA take a print screen if they attacked first).
f - As noted in the rules any player of any level can kill someone with a bounty, the killer will receive this bounty and a shout made about claiming it along with clearing the victims bounty. This won't however count as being a successful PK even if they were within range.
g - When you PK someone within range it will apply a bounty to your head if you weren't claiming one from theirs, which then makes you open season to anyone else. So basically what goes around comes around, watch your backside.
3) Pickpocketing & You
a - Anytime you steal an item from a player, or fail to do so and are caught (by the new pp checks) your going to find you now have a bounty on your head making it open season.
b - Any pp'd item will be unable to be trashed, and will require having to visit one of three strategically placed "fence" npc's which can get rid of the "hot" property at a small profit to the thief. These items will then be available at a greatly increased price as "legal" goods from the fence merchants, no longer being stolen. The fence npc's can also identify the origins of any stolen items for a price, showing who they formerly belonged to on the off chance one was either to find some stolen gear or wished to sell it back to the original owner. You'll have to find the locations of them on your own, as the local vermillion/port salem/arcadian authorities aren't fond of their line of business.
c - Any stolen item that is acquired by it's original owner will no longer be stolen, so basically if you kill the thief and get back your items they're good again. Similarly if the thief were to sell back the stolen property to its former owner it would do the same.
d - The pickpocket calculations are now set as follows: The DC is the victims base spot skill + wisdom modifier + any skill bonus feats to spot + spot class levels + 1d20 roll vs the thiefs base pp skill + dexterity modifier + any skill bonus feats to pp + pp class levels + 1d20. Any tiny items like scrolls or potions and ammo don't require this check if you succeeded in the default obsidian theft check, if you rolled a 20 you also get an automatic success, if you rolled a 1 you get an automatic failure and the item is returned with the stolen flag removed along with dropping you out of stealth and informing the victim, and if you fail the check your similarly dropped out stealth and the victim is informed along with returning the stolen item.
e - As noted in the death and respawning section any stolen items you possess in your inventory or on your person will be dropped to the ground when your killed, be it by a player or a smite or a monster death. In other words: Easy come, easy go.
4) Bounties
a - Any time you kill a player who is within legal range of yourself (see above references for legal kills) who does NOT have a bounty themselves you will receive one. The moment you have this bounty, it's open season on your heinie so watch out.
b - As with legal pk's you will get a bounty when you steal from other players, and again it will make it open season on your rear.
c - When you get killed by another player it clears your bounty.
d - To view the player with the highest bounty find one of the Bounty Posters in the cities and use them. It will view who has the top bounty, and then cycle through the player list showing if any currently on-line players have one too.
5) Death Stats
a - In town (**ie; Avendel or each home town) you'll find a codex of death will hold the various death stats for players. These include PK kills, PK deaths, PvE deaths, and total deaths (total counting in both PK deaths and PvE deaths) along with top recorded amounts for each. Will cycle through the player list showing each players specific stats after the top stats.
Bounty system for pvp?
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- PKer
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Re: Bounty system for pvp?
Crimson Sands?
Re: Bounty system for pvp?
You'd see all of my toon names right on top of this list, even if it was just against mobs lolCelorn wrote: 5) Death Stats
a - In town (**ie; Avendel or each home town) you'll find a codex of death will hold the various death stats for players. These include PK kills, PK deaths, PvE deaths, and total deaths (total counting in both PK deaths and PvE deaths) along with top recorded amounts for each. Will cycle through the player list showing each players specific stats after the top stats.

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- PKer
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Re: Bounty system for pvp?
I foresee combat logging becoming very fashionable if some sort of bounty system was put in place. Unless there was some way to penalize people for combat logging. However, how does one differentiate between logging and crashing. Then can you imagine the outcry as a person with a particular high bounty would start using heal pots galore (I know I would) to stay on top of or at the top of the standings. Sneaks would become even more fashionable especially as pkers determined to make a name for themselves.
There I go with them negative waves.
On the other hand, pking would gain a life all its own. People would begin to start hunting more frequently. Pking wouldn't revolve around relic warfare but would intrude into other aspects of the game. Been a while since I ran into a 40 deliberately hunting in planar zones. The MD domination of dwarven zones made me start hunting and playing in other zones like shadow and water, places that people rarely go which enhanced my own gameplay experience. Made going to dwarves much more exciting, always looking over my shoulder for Genghis or Brilhasti, or even Slave Vindur hehehe. Memories and lessons learned, the hard way lol.
So the system would be cool if there was a way to negate the problems associated with such a system. Maybe institute a reward system for pk's outside your faction territory. Make it so the enemy must be within a certain number of levels of you. Of course there are a host of problems associated with that as well. For instance what's to keep someone from following parties waiting till they're spent from fighting large mobs and then picking them off in a weakened state, garnering rewards from that. Heck I don't know, lots of issues there. But if one could find a way of making it work, it would be cool.
Of course there's always just starting a bounty thread, like Linux suggested a while back.
There I go with them negative waves.
On the other hand, pking would gain a life all its own. People would begin to start hunting more frequently. Pking wouldn't revolve around relic warfare but would intrude into other aspects of the game. Been a while since I ran into a 40 deliberately hunting in planar zones. The MD domination of dwarven zones made me start hunting and playing in other zones like shadow and water, places that people rarely go which enhanced my own gameplay experience. Made going to dwarves much more exciting, always looking over my shoulder for Genghis or Brilhasti, or even Slave Vindur hehehe. Memories and lessons learned, the hard way lol.
So the system would be cool if there was a way to negate the problems associated with such a system. Maybe institute a reward system for pk's outside your faction territory. Make it so the enemy must be within a certain number of levels of you. Of course there are a host of problems associated with that as well. For instance what's to keep someone from following parties waiting till they're spent from fighting large mobs and then picking them off in a weakened state, garnering rewards from that. Heck I don't know, lots of issues there. But if one could find a way of making it work, it would be cool.
Of course there's always just starting a bounty thread, like Linux suggested a while back.
"Nobody Expects the Northern Inquisition!!!!"
-Blystos Re-
-Blystos Re-
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- Lord DM Supreme
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Re: Bounty system for pvp?
i like server pvp shouts...."hoopty hoo has been slain by your mom" 

Re: Bounty system for pvp?
The Three Towns, eh?
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- Spamalot
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- Location: Inside your mind
Re: Bounty system for pvp?

Power is not given. It is taken.
Tal, Soul Reaper of [IO]
Gol-Gorath [IO]
Shilo [IO]
Cthulhus Acolyte [IO]

Ya ya ya I know... stop whining, complaining, and learn to build better.
Tal, Soul Reaper of [IO]
Gol-Gorath [IO]
Shilo [IO]
Cthulhus Acolyte [IO]

Ya ya ya I know... stop whining, complaining, and learn to build better.
Re: Bounty system for pvp?
Valhor wrote:The Three Towns, eh?
Pretty good server, with the exception of it being metal poor. I love the ability to transition between a PvM and PvP server.
I put the IO in socIOpath!


Lokey wrote:Yeah, ... I blame Tep in that case.


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- Spamalot
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Re: Bounty system for pvp?
Go hug a tree Lorkar!!!Lorkar wrote:Valhor wrote:The Three Towns, eh?
Pretty good server, with the exception of it being metal poor. I love the ability to transition between a PvM and PvP server.
Power is not given. It is taken.
Tal, Soul Reaper of [IO]
Gol-Gorath [IO]
Shilo [IO]
Cthulhus Acolyte [IO]

Ya ya ya I know... stop whining, complaining, and learn to build better.
Tal, Soul Reaper of [IO]
Gol-Gorath [IO]
Shilo [IO]
Cthulhus Acolyte [IO]

Ya ya ya I know... stop whining, complaining, and learn to build better.