ArenaNet talk:Guild Wars 2 suggestions/Bounty: Fame/Infamy

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Theres a not so similar thing on Eve Online regarding Bounty, my friend told me you can post a bounty amount for head hunters players to help avenge you. But after reading your explanation I don't think that is what your suggestion is althought I would very much like to have a Bounty system, there are a few players i like hunted down, leechers and synchers comes to mind. but thats beside the point. I meant to ask thess follwoing questions, because your idea is quite ineresting and I think if work on could become something interesting in the PvP playing field.

Questions:

  1. Are fame and infamy collected from doing PvP?
  2. What are the determining factors of whether your character become Famous of infamous?

Reasons for asking the above 2 questions:

  1. Because i do not want players to come after me when I am doing Player vs Environment.
  2. would be pretty hard to have a measuring sticks for who gets famous and who gets infamous, don't you think?

Thanks for any reply. Pumpkin pie User Pumpkin pie sig.jpg 09:09, 21 January 2009 (UTC)


Ah, the players themselves posting bounty would be interesting idea. I did have a think on this before but I wasn't sure how it would work because you can just post bounty on anyone if u have the money, right? so the powerful can exploit it to give certain players a hard time...but it might encourage people to aim to become RICH and INFLUENTIAL themselves. I was hoping the community would help elaborate more on these kinds of deatils as well as where fame can be earned/lost. But what im thinking is...


  •   Are fame and infamy collected from doing PvP?
  •  What are the determining factors of whether your character become Famous or infamous?

To make things simpler lets remove infamy points and just make it "fame" points. If you go negative in value, you're on your way to becoming infamous. So answer is yes. It could be made such that you get fame from completing quests(i.e. helping someone find their cat, or repeatable quest) or in Arenas. Or lose fame points by killing players in PvPvE environment where "rules" dont apply or completing quests as well (i.e. kill this NPC). Everyone will start off at zero fame. By completing a quests with Fame as reward and doing PvP will allow players to make their way to becoming famous/notorious. The level of fame will be categorised much like what we have in Guild Wars now with the titles. After certain amount of points gained/lost you will be moved in to different level of fame/notoriety and get more benefits, i.e. whether it maybe discounted items from shops from admirers or intimidation but not to the extent so players will be driven out of the cities by guards. You can go down in rank.


  •   Because i do not want players to come after me when I am doing Player vs Environment.

Getting hunted down is the excitement I wanted gamers to have with this bounty system. To try and expect the unexpected. Or if you could simply just choose to not accumulate fame or lose fame to be notorious if you dislike getting ganked in PvPvE.

If you were hunted down and if you were killed... through death the bounty system should removed you from wanted status to prevent griefing behaviours. Also don't forget the reduction in fame/infamy points. WoW had something like this (no honor gained or something like that) to discourage corpse camping but people camp them anyway even if they get no honor,,, it kinda failed. Maybe Anet can do it better. Speaking of WoW, there could be certain areas where head hunting is prohibited/more difficult. Possibly because of guild influences in that area that has similar alignment as yours? (I really don't know what to expect in Guild Wars 2 so i'm just assuming alot stuff).


  •  Would be pretty hard to have a measuring sticks for who gets famous and who gets infamous, don't you think?

Possibly, but this will be Anet's job to balance it out. People will be gaining and losing fame all the time. Some will aim to continuously gain/lose fame these people are more likely be listed on the hit/bounty list.

Back to the "good idea" you just mentioned up there. So lets say players can post bounty themselves through the "auction house" suggestion, assuming there could be one. However if players themselves can post bounty, it will be usually out of hate for that person right? What if that person did not satisfy the # of fame required to have a bounty on their head? This is the problem when the players govern who gets bounty or not. And its more unpredictable so itll be harder to make the system work. So yeah you could post bounty on leechers and synchers if you want. After all its ur hard earned money right? But this is only if they have the enough fame/infamy points built up in the first place to get "noticed" by the bounty system.

For further prevention on griefing/ebullying. Once the bounty is released for your head and its out there for everyone to see and if someone do choose to hunt you down... They could make it so that the hunter gets a time limit to achieve this quest. and the hunted get a notification that a bounty has been issued for your head and someone has accepted it. So it gives you time to prepare and be ready for it? And if you do survive the hunt perhaps you'll become even more famous/notorious. Maybe there could be a limit on how many people can accept the bounty on one person so you don't get overwhelmed by head hunters.


To make things bit clear:

fame points = this value determines whether you're on your way to fame by gaining fame or notoriety by losing fame

bounty list = special quest set by the game to kill players with large negative fame points.

hit list = special quest set by the game to kill player with large positive fame points


Problem

  1. Major: This bounty system might force people who aim to gain/lose fame avoid certain aspects of the game.
  2. The reward for completing the bounty, what difference in benefits will the players get for higher level bounty.

Mhsk 08:57, 22 January 2009 (UTC)