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PancakeTAS avatar PancakeTAS commented on June 13, 2024

The way bounties usually work is that one rich player, puts a bounty on another player's head, which will put them at danger and cause chaos. The rich player, who put the bounty up originally will pay out those who completed the mission and get the player's head in return.

On Daybreak, we have the issue that many many people will never be able to get rich due to dying often and they will also not have the ability to kill a super stacked player alone. So the reward for killing such a player, which will take many sacrifices, should be more than enough to boost a player to almost the same level as the target or potentially even higher.

from daybreak.

p2r3 avatar p2r3 commented on June 13, 2024

Somehow the early player item dupe bug comes to mind here - what if the reward for the bounty is increased drops from killing the respective player? Depending on the weight of the bounty, the inventory of the "pray" could be doubled, tripled, or something in between with random slots getting duplicated. This has the benefit of keeping Daybreak reasonably vanilla-feeling, and leaves reward distribution up to the individual teams.

On the other hand, this makes setting bounties both better and more problematic. If someone has a rare item, setting a bounty on them would make a ton of sense. However, the issue lies in how exactly the bounties are chosen. Teams could sacrifice one player to practically dupe all their items.

I'd propose some clever, objective, automatic system for determining player value, but ideas for that still need to cook and I've only just started preheating the pan. Something something measure of entropy...

from daybreak.

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