DeletedUser36182
Since this describes nearly all of the challengers I've encountered, how stiff do you think the penalties be??? I can't see how a town stat would help end this practice. Would that one bad apple effect everyone who lives in that town causing negative peer pressure thru increased fees etc?Morticians will show an 'honor value' reflecting the skill of opponents you challenge.
When a town member completes a duel against another player, the stats of both players are compared. If the challenger has significantly stronger skills than the defender, their town loses an honor point, otherwise one is gained. Honor values are not backdated; all towns start at 0.
Currently this value is only a statistic. We are evaluating possibilities if and how this can be implemented as a gameplay functionality.
Since this is an rpg, shouldn't there be black and white hats meaning that at some point players who adopt that style of play should become outlaws. There should be the automatic issue of a bounty determined by level of honor. Once a bounty has been collected they are concidered arrested and would have to pay a fine according to bounty ammount and honor level or serve time where money earned would go directly towards paying the fine. XP would not be accrued until fine is paid. Dueling would be off limits as well. Their honor could be replenished by passage of time, but only to zero Once the fine is paid they can continue with their life of crime, outstanding warrants or not should they chose to do so.
Town sheriffs should have a certain level of honor to even hold the office and have their own buffs to aide in apprehending these nefarious characters. A town with a sheriff could also have a deputy(s). Deputies would also have similar buffs available. One deputy per 15 residents. To prevent this from being exploited it should only be active when the opponent has a bounty on them.
Also there seems to be an exploit were players issue and then collect their own bounties to increase their stats that hasn't been addressed.
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