Darkscape needs to be guided in a way that spur on pvp-competitiveness

[Introduction]

 

Kill or be killed. That is the foundation of Darkscape. Yet, in my opinion, there is a sense of reluctance to fight in the majority of the current player population. Darkscape needs to be guided in a way that spur on pvp-competitiveness, and here is one way to do that: open-city bounty hunters.

 

There are two main types of killers: those who kill for the thrill of it and those who kill to protect. For those who do not fall within those two categories, the possibility of rewards as a bounty hunter would be a big incentive to fight. 

 

Bounty hunter is not a new concept. A version of bounty hunter was released in 2007 as a way to bring back PVP, and it has been revamped several times over. However, that version of bounty hunter will not be popular in Darkscape. I propose a different version.

 

[Open-City Bounty Hunter]

 

This is still a working idea. Please criticize and suggest constructive ways to improve the idea.

 

THE HUNTER

There is to be an NPC in every main cities (with lodestones) such that prospective bounty hunters can obtain a bounty contract from. Prospective bounty hunters are to hunt down and eliminate their target, and then submit their completed contract to any of the NPCs for rewards.

 

Who is a target?

A pker with a skull, whose combat level is close to that of the hunter, can be a target. Note that the pker must initially be within a certain distance from a lodestone. The option to select this pker as the target will appear on the contract selection interface. In other words, you can choose your target (based on location and rank)! The higher the rank, the better the rewards... but the harder it will be! Most high-ranked pkers are seasoned fighter. So if selected, the hunter better be prepared for a challenge.

 

Hunter Logistics

Once the bounty hunter accepts the contract, the NPC will give the hunter the location of the closest lodestone to the pker. There will also be a minigame interface that indicates whether the hunter is close to the target or not (like hot-or-cold). If the target teleports to a different area, there will be a message on the interface such that the new lodestone location is listed.

 

THE HUNTED

The possibility of being hunted might discourage players from pking. Thus, in order to counter this, there should exists something that is the opposite of what was suggested above.

 

There is to be an NPC in every main cities (with lodestones) such that prospective assassins (pkers) can obtain an assassination contract. Prospective assassins are to track down and eliminate their target, and then submit their completed contract to any of the NPCs for rewards.

 

Who is a target?

Any players, whose combat level is close to that of the assassin, can be a target. The player must be a certain distance from a lodestone to appear as a target. The target will appear on the contract selection interface based on their combat level, location, and wealth-carried. However, players who have acted as a bounty hunter is ranked higher than those who have not completed a bounty contract. Selecting to kill a bounty hunter over a "civilian" will result in better rewards.

 

Pker Logistics

The logistics for this section will be similar to that of the bounty hunter's section such that there is a minigame interface that indicate the distance of the target from the pker, as well as the notification that appear upon a change of target location.

 

OTHER LOGISTICS

 

Identity of the Targets

The identity of the hunted, whether by the bounty hunter or assassin, will not be known until the hunter/assassin is within a certain distance from the target. This is to ensure that the information of those listed on the contract selection interface is protected.

 

Bloodlust Cooldown

In order for this version of bounty hunter to be successful, the time the skull remains on the pker must be increased in respect to the amount of players they killed. In other words, the more players they kill, the longer they remain as pkers and, thus, a possible target to bounty hunters.

 

Contract Cooldown

Contracts are to appear on the minigame interface (not a physical item). Contracts can be cancelled, but there exists a cooldown period before the player can obtain a new contract.

 

Ranking of Pkers and Hunters

This is quite simple. The more contracts the player complete, the higher their rank will be.

 

Types of rewards

Upon the submission of a completed contract, the player will receive a certain number of points based on the difficulty of the assignments. Points can be used to exchange for rewards. Rewards can be de-gradeable bounty armors, combat supplies, money, cooldown reduction, etc. Some rewards should be rank-based, as well as some (like cooldown reduction) can be purchased using gp. However, the exchange factor between gp to points should be very low.

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