|
Post by masjack on Jun 9, 2019 3:10:00 GMT 1
Based on thorwald idea.
Having bounties would give player a reason to return or hang near the cap. This would also encourage players to use the update market system. Bounties would either be monster bounty or a player bounty. Monster bounties would work as follows:
Monster bounty's would have you hunt a specific monster. Similar to fauna quests but with less monster to hunt to finish the quest. It would instead have you hunt one strong monster instead(Teratorn, arctodus, Diagaar hawk, Diagaar night Hawk, etc). Monster Bounties would come in three difficulties. Easy, medium, and hard. Easy would reward 250 gold, medium would reward 500 gold, and hard would reward 1000 gold.
Player Bounties would work as follows. You would be ask to kill a player of the opposing faction. If your a free folk doing a player bounty, you may choose to kill either a fellowship or a forsaken. Since there isn't a way to differ player into difficulty levels, it would have a set gold reward. 500-750 gold should be enough to encourage pvp. Limiting player bounty's to killing player of the opposing faction would discourage players from killing a fellow faction member for gold.
Edit: Forgot to mention that bounty quests would reset either bi-weekly(every two weeks) or Mouthly(Start of each month).
|
|
|
Post by Jolly on Jun 9, 2019 4:07:47 GMT 1
It would depend on what cap you accept the bounty from. Not choice for free folk. So if the quest was accepted in fellowship cap it would be kill forsaken player. If accepted in forsaken cap it would be kill fellowship play and would be nice if it added a random race like kill 3 little foot.
|
|
|
Post by masjack on Jun 9, 2019 4:47:58 GMT 1
That would make more sense to base player bounty quests on which cap it was accepted. Less work for the free folk that way. Not sure if the player bounty should have a specific race requirement. It's hard to tell what race someone is unless you on the same space they are.
|
|