Tony's Blog: A Player Made Solution To Bounty Griefing


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Goblin Squad Member

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So I think it's safe to assume that a lot of people are getting fed up with the bickering over the bounty system and whether it should be targeted at legitimate bandits, or just at the genuine griefers. So this is an attempt at a discussion about a way past the disagreements so that Goblinworks can stick to their current plan in a way that will work for all.

What is "Bounty Griefing"?
Instead of a long explanation of what the bounty system is, suffice it to summarize it in saying that it was conceived primarily as an attempt to make the lives of casual griefers hard enough that randomly ganking people would loose its fun for them.

Bounty griefing is when the system is renewed by the victim of the griefer over and over ad nauseum. No matter how many times a bounty hunter ganks the griefer, he can theoretically keep killing him.

But how could players afford to keep placing bounties on the same guy forever?
Bounty griefing works especially well when you have a bounty hunter or group of bounty hunters who are willing to hunt their targets just for the fun of it. When that is the case, the person issuing the bounty can put the price out at a single coin and keep re-instating it every time someone collects.

What about a minimum price for bounties?
That still doesn't work, because when you have a situation like that with bounty hunters who just want the amusement, not to mention the loot from each kill, then they'd be willing to work out a system with the person issuing the bounty where they pay him the money back. So it's the exact same money going into the bounty contract each time.

Ok, then what about a cap on the number of times a bounty can be issued for a given crime?
The challenge that creates is that you are now going softer on genuine griefers. The option to punish abusive behavior should still be there.

Are bandits griefers?
Goblinworks has made it clear that bandits should be an integral part of PFO. For an example, see this post by Ryan Dancey.

He suggests non-violent ways for bandits to get what they want, but threats only continue to work if they are occasionally backed up by violence. Pacifist bandits may get what they ask for the first few times, but people will eventually stop taking the threats seriously unless they're backed up with force every now and then.

And that will give people the option to place bounties on them. Some people will choose to bounty grief the bandits. And that's only one scenario where people will get the opportunity.

But unlike casual griefers, aren't bandits prepared to accept the added danger?
That may be so for many bandits, or it may not. It seems safe to assume that hardcore bounty griefing will change the minds of some from following the bandit playstyle.

************************************************************************
But that issue takes backseat to the way bounty griefing creates a new set of rules for bandits. A bandit who is constantly being chased by bounty hunters hired by the same guy (and he may merely suspect they're from one guy, he doesn't have to know for sure to get this idea), may conclude that the best way to stop the harassment is to harass back the guy paying the bounties.
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Bounty Griefing Griefing
When a bandit, or similar target of bounty griefing needs to take the heat off themselves, they need to organize. If they just start repeatedly killing the same guy over and over and follow him everywhere, eventually because they aren't legitimate bounties it's going to become apparent that he is griefing, and quite likely get himself a little or even a big ban. Targets of bounty griefing are going to figure this out. If they are organized, they are going to discuss the bounty griefing outside of the game and figure out ways of getting revenge that are not so apparent to in game moderators. The idea is to either keep the guy issuing the cyclical bounties to be stuck in an NPC settlement (where PvP is impossible), or to be bullied into cancelling the bounty. He may even forget his grudge for the first bounty target as he's had so many more people to spread his grudges thin over.

This type of planning doesn't tend to happen over the official forums, so forum mods won't be able to control it. It will likely start off on individual company forums, but if the need grows then we'll see collaboration between companies, likely eventually forming official unofficial PFO forums where griefing will be discussed, names will be named, and insults thrown without official PFO moderation.

As they get more and more organized, they can target bounty griefers with more and more players, making the sharp rise in attacks against said player more and more difficult to prove as targeted. Plausible deniability will be used to tell any inquiring mods whatever story they come up with about their reasons for any given attack.

But won't the anti bounty griefing get just as bad or worse than the bounty griefing itself?
Yes, and that is why it needs to be organized early and fairly.

A forum needs to be set up where players can report their suspicions that they are being bounty-griefed. Other players can read it and, through espionnage, attempt to confirm what is going on. Players can establish their own rules on how to deal with bounty griefing (and other types of griefing as well), like required evidence to confirm a legitimate case of bounty griefing, coordinating espionage to locate the source of bounties, and how to take non-violent steps to try to negotiate an end it, or when negotiations fail with the griefer, a large organized effort to make them re-think an well over-used bounty.

Tony's Forums: Anti Griefing Sub Forum
And so I proudly present to the Pathfinder online community Tony's Totally Legitimate Breadmaking Business' Anti Griefing sub forums. Please feel free to enjoy some fresh hot bread while you tell us all about that big bad griefer!

Disclaimer: It is not Tony's intentions to encourage anti griefing griefing, but in the realization that it will happen it is his goal to attempt to bring a rational methodology and cooperation to it to make sure innocents aren't mistakenly targeted.

Goblin Squad Member

It would be greatly appreciated if you would remove my name from your website.

Shadow Lodge Goblin Squad Member

You can't remove your account there?

Goblin Squad Member

I never made an account there... hence the problem.

Goblin Squad Member

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I think most of your analysis is good.

I especially agree with your conclusion that Bandits will only be able to intimidate their victims into coughing up the goods if they have a credible threat of violence, which means they will occasionally need to follow through on that threat with actual violence.

One possible solution occurred to me while reading this, though: Weregild.

In essence, if you kill someone, and there is a Bounty on your head, you can pay 10 times the amount of that Bounty (or some other suitable multiplier) to the victim who issued it in order to cancel it and ensure it can't be renewed.

[Edit] Perhaps even make the multiplier gradually reduce with each renewed Bounty, so that eventually you only have to pay the Bounty amount itself in order to cancel it.

Goblin Squad Member

Name issues may be better handled through private messages.

Either way, I deleted that profile. If whoever created it wants it reinstated, I'll ask them to pick a different name.

And I generally encourage people to use usernames there that wont be recognized elsewhere.

Shadow Lodge Goblin Squad Member

Ahh... well that is an issue I guess, provided its not someone else using that name.

Goblin Squad Member

Thank you, Mr. Blaeringr.

Goblin Squad Member

If you tie it to the bounty size, then you make it easy for older and wealthier players to harass newer players by easily paying off their bounties. Good bounty hunters who feel strongly about griefing will make it worthwhile for the newer players to post smaller bounties. Especially if they've explained their situation to the bounty hunters and earned their sympathy.

And if paying it off only leads to it being renewed again, then that's very frustrating for the player who never knows when the bounty griefer is going to stop bleeding him.

Goblin Squad Member

OP is win.

Goblin Squad Member

Blaeringr wrote:
If you tie it to the bounty size, then you make it easy for older and wealthier players to harass newer players by easily paying off their bounties.

That may be true, but I'm somewhat doubtful. The virtual economy in PFO isn't going to experience the kind of inflation you see in Theme Park games. Just as it will be fairly easy for new players to reach the Heroic Adventurer power level, I think there's a very good chance it will be fairly easy for new players to reach a reasonable Middle Class economic power level.

I also believe that a super-rich Bandit who paid off the Weregild would actually please the "victim" who placed the Bounty, especially if it effectively doubles or more their entire net worth. So that side of the problem effectively solves itself.

However, you're right in that a super-rich "victim" could easily create Bounties so large that it would be virtually impossible for a relatively low-level "honest" Bandit to ever pay them off - especially if the "victim" was coordinating with the Bounty Hunters who kept giving him back the money. But perhaps this isn't really all that much of a problem. It just creates an incentive for weaker Bandits to prey on weaker targets.

Goblin Squad Member

I really don't see the need to further discuss the mechanics. As far as I'm concerned, the problem just solved itself.

And if Goblinworks does implement some changes to the bounty system, as have been heavily discussed over the last few days, I'm sure I'll work on a way to turn those changes into more business for Tony as well.


I must applaud Tony on yet another excellently presented idea. And, of course, should the non-violent methods prove ineffective, Shadow Haven's coterie of problem solvers will be more than happy to make the problem go away. As a last resort, of course.

Shadow Lodge Goblin Squad Member

Will you have rye?


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I have a most amusing mental image of Tony's becoming the Subway of Golarion.

Blaeringr, make it happen! ;)

Goblin Squad Member

That's the plan. I'm part of a separate chartered company, but we need an alternate forums where we can discuss seedier things that span from one underground company to another.

For now we've got Tony's website on guildportal, but if things grow I foresee the need to create something a bit larger, somewhat similar to the alternate forums that have popped up for other games (take DDO Vault for example) to handle more traffic and focus more on forums rather than guild organization (ie. guildportal)


Well then, I wish you well on your endeavours. A PFO-centric site seems much more appealing than just another section of Zam, etc. Although, you could be usurped by Ryan and team creating their social portal!


you are assuming one little tidbit , you assume when a bounty is placed you will know exactly who placed it and when. Blaeringr I appreciate your concern and understand completely where you are coming from, i personally think the best answer is for the bounty system to be completely anonymous, no control over who can accept and collect, and more then one person should be able to accept it.

However this system of doing anti bounty griefing, and anti griefing greifing just seems to make things worse to the point people are going to get banned,Innocents are going to suffer, and a whole slew of other issues.
GW still has not finished fleshing out their system, we are at least a year or two away from alpha testing. Beta/early enrollment ( i still believe it will be a normal beta regardless what they plan, with bugs and certain systems central to game play not yet in place until after release/launch/open enrollment, but that is neither here nor there. only slightly relevant to my point.) starts no telling when after the alpha if the kick starter fails.

I believe you have slightly jumped the gun on the issue, but I must commend your efforts at starting a sub forum specifically to name suspected griefers, but how will we know if someone is for sure a griefer unless we see it with our own two eyes? I see far to many ways for this to be abused.

"A forum needs to be set up where players can report their suspicions that they are being bounty-griefed. Other players can read it and, through espionnage, attempt to confirm what is going on. Players can establish their own rules on how to deal with bounty griefing (and other types of griefing as well), like required evidence to confirm a legitimate case of bounty griefing, coordinating espionage to locate the source of bounties, and how to take non-violent steps to try to negotiate an end it, or when negotiations fail with the griefer, a large organized effort to make them re-think an well over-used bounty."

That is a noble effort, I just don't have faith enough that it wont be abused and misused, I hope I'm wrong though.

Goblin Squad Member

If I remember correctly, you got to pick WHO gets to collect the bounty. I wouldn't be surprised if you could pick everyone but exclude certain people (said griefers), or people of certain alignment. You could also just limit it to residents of your settlement (I don't think a settlement will like you if you are found to be working with "terrorists.")


Marthian wrote:
If I remember correctly, you got to pick WHO gets to collect the bounty. I wouldn't be surprised if you could pick everyone but exclude certain people (said griefers), or people of certain alignment. You could also just limit it to residents of your settlement (I don't think a settlement will like you if you are found to be working with "terrorists.")

That is my understanding of the blogs, you get to pick exactly whom can collect on it, i do not really like that as it keeps bounty hunting from being a first come first served open market. i much prefer the anyone and everyone can accept the contract, first person to kill the target gets the money.

Shadow Lodge Goblin Squad Member

Well its not an open market solution, thats true. However it does eliminate people claiming their own bounties with friends or alts. Plus sometimes people are picky about how "Justice" is carried out.


Tetrix wrote:
Well its not an open market solution, thats true. However it does eliminate people claiming their own bounties with friends or alts. Plus sometimes people are picky about how "Justice" is carried out.

true. Only time will tell what sort of bounty/antigriefing system is going to be implemented and works, I have a feeling it will be constantly reworked untill we hit that sweet spot. Definitely need something like Tony's thread by blaeringr to help the community keep track of who the abuser's are.

Shadow Lodge Goblin Squad Member

Yeah I see the Tony's concept working pretty well. It's also sort of fun to think you could just innocently buy a loaf and next thing you know your loud neighbor is dead!

It sort of sounds like Tony's could be in any city... although maybe not.


Tetrix wrote:

Yeah I see the Tony's concept working pretty well. It's also sort of fun to think you could just innocently buy a loaf and next thing you know your loud neighbor is dead!

It sort of sounds like Tony's could be in any city... although maybe not.

yeah i do think it could be fun and work, but its going to have to be very much constantly on its toes to avoid helping griefers grief. Well i decided to play a paly to help protect newbs and such so i guess i could lend my services from time to time on an alt to blearingr if people abusing his idea realy is an issue like i think it might be. maybe im just paranoid.

Goblin Squad Member

Darsch wrote:
Marthian wrote:
If I remember correctly, you got to pick WHO gets to collect the bounty. I wouldn't be surprised if you could pick everyone but exclude certain people (said griefers), or people of certain alignment. You could also just limit it to residents of your settlement (I don't think a settlement will like you if you are found to be working with "terrorists.")
That is my understanding of the blogs, you get to pick exactly whom can collect on it, i do not really like that as it keeps bounty hunting from being a first come first served open market. i much prefer the anyone and everyone can accept the contract, first person to kill the target gets the money.

Of course, it leads to the mentioned bounty griefing. I'm also thinking that people may end up allowing famous bounty hunters commonly to hunt down these thugs (one thing I saw in Mabinogi was that people with the skills that require a LOT of training such as tailoring, blacksmithing, and enchanting were often sought after for services. I could see a similar case for bounties.)

I do hope it allows each person to choose their opinion. You may be ok with it being anyone's game (sparing some bounty griefers), I'll probably limit it to people I know well, not to mention known and highly reputable mercenary companies.

Of course, I'm thinking I'll be a sellsword, so who knows: Maybe I'll just be able to deal with them anyways.


Marthian wrote:
Darsch wrote:
Marthian wrote:
If I remember correctly, you got to pick WHO gets to collect the bounty. I wouldn't be surprised if you could pick everyone but exclude certain people (said griefers), or people of certain alignment. You could also just limit it to residents of your settlement (I don't think a settlement will like you if you are found to be working with "terrorists.")
That is my understanding of the blogs, you get to pick exactly whom can collect on it, i do not really like that as it keeps bounty hunting from being a first come first served open market. i much prefer the anyone and everyone can accept the contract, first person to kill the target gets the money.

Of course, it leads to the mentioned bounty griefing. I'm also thinking that people may end up allowing famous bounty hunters commonly to hunt down these thugs (one thing I saw in Mabinogi was that people with the skills that require a LOT of training such as tailoring, blacksmithing, and enchanting were often sought after for services. I could see a similar case for bounties.)

I do hope it allows each person to choose their opinion. You may be ok with it being anyone's game (sparing some bounty griefers), I'll probably limit it to people I know well, not to mention known and highly reputable mercenary companies.

Of course, I'm thinking I'll be a sellsword, so who knows: Maybe I'll just be able to deal with them anyways.

Honestly that would be best, let the player decide opn if they want the bounty to be anonymous anyone can grab and collect, or make it selective of how can accept it but then thier name gets attacched to it so everyone knows who requested the bounty and who collected. i played SWG and there was a lot of well known crafters in there like what you saw in mabinogi, i actualy always had a set of VK's waiting on me from the best weaponsmith on my server ( no items were ever the same when you made prototypes, and his were always the best, that crafting system was amazing) He feed me weapons, i hunted down his enemies and killed them and feed him mats, win win situation, i hope to see that in PFO.

Goblin Squad Member

@Darsch regarding the assumption you claim I am making: no. As I said in the OP, espionage (infiltration of the company carrying out all the bounties) will be attempted to confirm suspicions.

One of the main points of organizing this way is to prevent people from acting on mere assumptions.

You even quoted the part that explains that, so I find your interpretation a little puzzling.

As far as people getting banned: not if they're careful and organized. Even if one person is getting attacked a little more frequently, it won't be by the same person over and over. By organizing on a larger scale and outside of the game, we make it untraceable.

I share your concern of something like this getting abused, but like I said, if we don't organize with the bigger picture in mind, people will figure this out on a smaller scale. They will do this kind of thing; and most wont insist on the kind of scrutiny I will before acting, nor will they attempt to lead with diplomacy. More innocents will get hurt if I don't do this.


Blaeringr wrote:

@Darsch regarding the assumption you claim I am making: no. As I said in the OP, espionage (infiltration of the company carrying out all the bounties) will be attempted to confirm suspicions.

One of the main points of organizing this way is to prevent people from acting on mere assumptions.

You even quoted the part that explains that, so I find your interpretation a little puzzling.

As far as people getting banned: not if they're careful and organized. Even if one person is getting attacked a little more frequently, it won't be by the same person over and over. By organizing on a larger scale and outside of the game, we make it untraceable.

I share your concern of something like this getting abused, but like I said, if we don't organize with the bigger picture in mind, people will figure this out on a smaller scale. They will do this kind of thing; and most wont insist on the kind of scrutiny I will before acting, nor will they attempt to lead with diplomacy. More innocents will get hurt if I don't do this.

Probably misinterpretation on my part. I like the idea, i really do, i even think players should to some extent have full control of taking action against any sort of negative player behavior that should not be in our games, sometimes some GMs just don't see things from the proper perspective because they are to busy handling to many minor and major issue and are constrained with the whole "this is my job, i get paid to do this, must make sure i handle things just right" mindset and windup missing important details. Some games ( i think eve is one of them actually) have players that are go betweens for the player base and the dev/gm teams on hot issues and are sometimes elected and other times appointed. Maybe GW will take this into consideration and do something similar with PFO. Your anti griefing idea think would be a wonderful model for it actually now that i think about it more.

Example, the whole bounty issue, we may never be able to have a truly fair system for it due to the limitations of game mechanics and designs, your idea could be used as a check and balance and be officially recognized as such to let the players police the game in that regard. That is pretty much my understanding of what your basically doing, just unofficially.

I apologize if I sometimes come off the wrong way or can't explain things just right or clearly enough, most times when i post it is far to late and i wind up confusing myself lol.

Goblin Squad Member

Bold arguments and thick skin get important matters cleared up. If it weren't for Nihimon stubbornly bashing our thick skulls together, GW would have never cleared up the matter that they don't just intend what is, by their own admission, a severe bounty system to be aimed at griefers alone.

Don't apologize. You weren't hurling insults and you didn't attack me, you addressed ideas.

Here's a link to Tony's. If you sign up there, don't use your PFO forum name. Go for anonymity ;)

Goblin Squad Member

Important Update

Tony's anti-griefing forums have migrated to this address: http://tonys-breadmaking.proboards.com/index.cgi?board=antigriefing

Goblinworks Executive Founder

Just a thought on the underlying mechanics: If issuing a bounty is a coin drain, with the drain increasing each time the bounty is reissued, how would that change the mechanics of bounty greifing?

Goblin Squad Member

DeciusBrutus wrote:
Just a thought on the underlying mechanics: If issuing a bounty is a coin drain, with the drain increasing each time the bounty is reissued, how would that change the mechanics of bounty greifing?

Please refer back to the op:

Quote:

Ok, then what about a cap on the number of times a bounty can be issued for a given crime?

The challenge that creates is that you are now going softer on genuine griefers. The option to punish abusive behavior should still be there.

Increasing the coin drain is just a different twist on the same problem. Yes, it cuts back bounty griefing, as well as the consequences for straight griefing.

Goblin Squad Member

At this point enough other mechanics have been added that one kill one bounty sounds like a great idea. Or at least a limitation on how many consecutive bounties you can put on the same kill. Perhaps the number allowed could increase as their reputation lowers.

Goblin Squad Member

Blaeringr wrote:

Ok, then what about a cap on the number of times a bounty can be issued for a given crime?

The challenge that creates is that you are now going softer on genuine griefers. The option to punish abusive behavior should still be there.

If the number of repeats was small (esp. if costs escalated), would this still be abusive. Genuine griefers, will have multiple offences and could have Zx bounties. Mere bandits would not have multiple incidents.

Goblin Squad Member

Can not criminals place bounties on lawmen, and have it be listed as a contract for Chaotic or Evil or any Bounty Hunter willing to accept it?

I'm hoping the same holds true for Assassination contracts.

Bounties and Assassination, as well as Death Curses, are the tools that players have at their disposal to punish those that have done them harm. These tools should be available to all, and against all, but bear the costs of such tools.

Making it universally expensive (balanced) will also limit its frivolous use.

Goblin Squad Member

Bluddwolf wrote:

Can not criminals place bounties on lawmen, and have it be listed as a contract for Chaotic or Evil or any Bounty Hunter willing to accept it?

I'm hoping the same holds true for Assassination contracts.

Bounties and Assassination, as well as Death Curses, are the tools that players have at their disposal to punish those that have done them harm. These tools should be available to all, and against all, but bear the costs of such tools.

Making it universally expensive (balanced) will also limit its frivolous use.

The bounty system put in place with its primary goal, as stated in the blogs, to help players control griefing. If it is expensive, then that strips newer players of that tool.

Also, please re-read this part of the op:

Blaeringr wrote:

But how could players afford to keep placing bounties on the same guy forever?

Bounty griefing works especially well when you have a bounty hunter or group of bounty hunters who are willing to hunt their targets just for the fun of it. When that is the case, the person issuing the bounty can put the price out at a single coin and keep re-instating it every time someone collects.

What about a minimum price for bounties?
That still doesn't work, because when you have a situation like that with bounty hunters who just want the amusement, not to mention the loot from each kill, then they'd be willing to work out a system with the person issuing the bounty where they pay him the money back. So it's the exact same money going into the bounty contract each time.

If the bounty griefer isn't following that pattern, he's not doing it properly anyways. If he is following that pattern then as long as he can afford one bounty, he can afford infinite bounties.

Goblin Squad Member

Frivolous use is in and of itself, expensive. That was the point I was making. Bounty Hunters work for a fee. If their fee is higher than the harm that was caused to the employer, the employer will rethink the decision to set a bounty or certainly to reissue one repeatedly.

If common sense does not stop the infinite bounty, a successful assassination of the employer may.

Goblin Squad Member

Bounty Hunters can work for a fee, and they can choose to work for no fee.

The point of the op was not about the norm: that most bounty hunters will work for a fee, but rather about the exception.

Generally frivolous use is expensive, but there is a loophole. I laid that out in the op. Please re-read this part of the op before attempting to continue this discussion:

Blaeringr wrote:

But how could players afford to keep placing bounties on the same guy forever?

Bounty griefing works especially well when you have a bounty hunter or group of bounty hunters who are willing to hunt their targets just for the fun of it. When that is the case, the person issuing the bounty can put the price out at a single coin and keep re-instating it every time someone collects.

What about a minimum price for bounties?
That still doesn't work, because when you have a situation like that with bounty hunters who just want the amusement, not to mention the loot from each kill, then they'd be willing to work out a system with the person issuing the bounty where they pay him the money back. So it's the exact same money going into the bounty contract each time.

It's not so much about game design though. I fully admit that bounty griefing may or may not happen. All this is, this thread and the forum link, is an infrastructure set up to combat bounty griefing should it actually arise. If it doesn't happen, great - problem solved. If it does happen, we already have a plan in place to deal with it.

Goblin Squad Member

I agree and understand the point, which is why I stated that one way to discourage the infinite bounty is to counter it with an infinite assassination (both of which can be fee free as you suggested).

What you end up with is the PFO version of the Montagues versus the Capulets, without the love story.

I have a feeling that the employer of the Bounty Hunters will eventually "blink first", because assassination is more potent and since the employer of assassins is more likely to be "not Good aligned", he or she might have more of a stomach for the bloody feud.

Goblin Squad Member

Assassination can also be anonymous, which would make it much harder to seek revenge. That helps though to get the person issuing the bounty to take their mind off the bounty they keep reissuing.

Goblin Squad Member

How about putting a time limit on bounties? A character can only issue a bounty on the same person after some or more hours have passed.

Goblin Squad Member

Aeioun Plainsweed wrote:
How about putting a time limit on bounties? A character can only issue a bounty on the same person after some or more hours have passed.

It would make bounty griefing harder to do. Given that the devs want us to be able to use bounty griefing against legitimate griefers, that is a problem that shifts more responsibility onto the GMs to deal with griefing.

Goblin Squad Member

Blaeringr wrote:
Given that the devs want us to be able to use bounty griefing against legitimate griefers, that is a problem that shifts more responsibility onto the GMs to deal with griefing.

Two points:

1. I don't recall the devs saying the bounties were a tool for anti griefing, per say, but a tool to be used against someone that has done you harm. This would of course include griefers, but it is not exclusive to dealing with or punishing them.

2. Since the devs have refused to define griefing, and have said that their response to griefers will be arbitrary and capricious, they themselves have made dealing with griefers almost exclusively their responsibility.

If the Devs do nothing about an action, it wasn't griefing, and should not be reframed from by the perpetrator if he or she gained some benefit from it.

Goblin Squad Member

Read the blog: To Live and Die in the River Kingdoms

Quote:
Knowing that these experienced and deadly foes may be lawfully unleashed to hunt down and kill murderers will be a powerful deterrent to griefing.

In that blog, they also "loosely" define griefing. GW has never refused to define griefing, they have only refused to give a narrow definition.

Quote:
Loosely defined, griefing means taking actions within the game that are designed to harass another player to elicit bad feelings without any other reasonable purpose.

And stated just after the line about a "powerful deterrent to griefing" they say this:

Quote:
Oh, and one more twist: Each time the bounty is paid, the victim has the option to issue it again. And again. ... on the head of a murderer for a very long time—forever, if they like.

This proposal is all about finding appropriate ways as a community to make sure that doesn't happen to people who are not actually griefers.

Goblin Squad Member

Hate to say this,but any system implemented into the game to fight greifers INGAME, griefers themselves will turn it into a way to grief.

Keep putting a bounty on a greifer, thats fine, his best friend IRL is an assassin, and will keep assassinating not only you, but possibly anyone your associated with.

In the end, I think it comes down to another BigTown, but instead, BigFriends. Who has more friends that can Bounty/Assasinate/Fight other other person.

Lets say we (non-greifers) have more assassins and bounty hunters. So they (griefers) just find out what factions we are with, and because they don't care about anything other then griefing, swap to the enemy faction of ours, JUST to be able to kill us on the fly.

Every ones "Idea" of griefing is different, so when one person crosses that line, they get repercussions (griefed back), then it goes on and on, until people get tired of it and just leave (in which case, the true griefers win).

The only way to overcome this, IMO, is either to have GW put out a definition of griefing, or they themselves handle cases of griefing (so giving us as players a way to report others, then they look at each case, creating ALOT of extra work, taking away from the game development/advancement) Or us as a community, getting our own, universal, definition of griefing.

(All examples above were EXTREME cases. It's possible the game never gets to this point)

Sorry for bouncing all over the place, REALLY tired.

Goblin Squad Member

I am not aware of any bounty system that will not end up being a waste of the victims money and end up in the pockets of the bandits.

EXAMPLE

An associate of mine in Eve makes a living by:
1) selling expensive hard to move items
2) watching for the purchaser to undock with item
3) ganking purchaser with alt to get item back
4) approaching purchaser offering condolences and saying he knows a "bounty hunter" if bounty is big enough on offender (his own alt)
5) when victim puts bounty on, kills ganking alt with "bounty hunter" alt

More importantly this also removes the in-game "kill-right" the victim was issued. Bounties, even big ones, are meaningless but kill-rights are dangerous to leave hanging over your head.

By the way many people in EVE see big bounties as a matter of pride. I have even been approached by people offering to pay me to place a bounty on them.

Goblin Squad Member

Neadenil Edam wrote:

I am not aware of any bounty system that will not end up being a waste of the victims money and end up in the pockets of the bandits.

EXAMPLE

An associate of mine in Eve makes a living by:
1) selling expensive hard to move items
2) watching for the purchaser to undock with item
3) ganking purchaser with alt to get item back
4) approaching purchaser offering condolences and saying he knows a "bounty hunter" if bounty is big enough on offender (his own alt)
5) when victim puts bounty on, kills ganking alt with "bounty hunter" alt

More importantly this also removes the in-game "kill-right" the victim was issued. Bounties, even big ones, are meaningless but kill-rights are dangerous to leave hanging over your head.

By the way many people in EVE see big bounties as a matter of pride. I have even been approached by people offering to pay me to place a bounty on them.

Shhhhhhhhhhhh.... First rule about Bounty exploitation, is, there is no bounty system exploitation.

Goblin Squad Member

The bounty system as we know it pre-dates the announcement of reputation. I really think we should be taking that into account. I really feel like at high rep levels 1 unsanctioned kill should = 1 bounty. If we want to use repeated bounties to discourage griefing why not make that a function of reputation? I don't think unlimited bounties on a player with reputation higher than -5000 should be possible.

That way the regular guy who gets goaded into a fight won't be facing bounty hunters forever, but the guy who's obviously made unsanctioned PvP a consistent habit might be.

Goblin Squad Member

Andius wrote:

The bounty system as we know it pre-dates the announcement of reputation. I really think we should be taking that into account. I really feel like at high rep levels 1 unsanctioned kill should = 1 bounty. If we want to use repeated bounties to discourage griefing why not make that a function of reputation? I don't think unlimited bounties on a player with reputation higher than -5000 should be possible.

That way the regular guy who gets goaded into a fight won't be facing bounty hunters forever, but the guy who's obviously made unsanctioned PvP a consistent habit might be.

As previously stated, the Bounty System is very easily exploited. I plan on exploiting it as well. If I have a bounty placed on my head, I'll be sure to get in contact with the Bounty Hunter, and offer to hand myself over nice and easy, for a cut. The only loser in that is the original victim.

Goblin Squad Member

Bluddwolf wrote:
As previously stated, the Bounty System is very easily exploited. I plan on exploiting it as well. If I have a bounty placed on my head, I'll be sure to get in contact with the Bounty Hunter, and offer to hand myself over nice and easy, for a cut. The only loser in that is the original victim.

Tony conveniently has a forum set up for that too ;)

http://tonys-breadmaking.proboards.com/index.cgi?board=contracts

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