6 pages of this and I really don't get the frustration from some of the posts. I see bounties being collected all the time. Purely anecdotal, I know, but I see far more bounties collected than evaded. Your mileage may vary.
I also don't get how someone can say it's "not intended" for people to be able to go into their safehouse to wait it out. This isn't a glitch. No one's having to turn backwards while aiming their gun and rolling at just the right time to enter their house. Someone even came up with the, imho, ludicrous suggestion that anything that hinders other people's gameplay or enjoyment "should be discouraged". Soooo does placing a Bounty on someone count? Certainly it hinders their gameplay. Whether they enjoy it or not is debatable.
The only thing I'd want to see changed, if anything, would be to eliminate NPC-placed bounties in public sessions, and I'm not even positive about that. It's just a gut feeling. If players want to place them great, but some poor sap trying to evade a wanted level, as it stands now, runs the risk of getting a big red blip for 48 minutes just because they jacked a car trying to get away. Suddenly half the people on the server are acting as mercenaries on behalf of an NPC. Or maybe they could differentiate the colors of the blips when it's an NPC vs. Player-placed Bounty, I dunno. Eliminating the NPCs might be a better option.
What is intended =/= What is technically allowed.
Spawnkilling a guy 50 times with a tank is perfectly allowed by the rules of the game, but I'm pretty certain that isn't something Rockstar wanted to happen.
Getting an FIB Buffalo or Franklin's Buffalo is illegal by the rules of the game, but I don't see how it ruins the game for anyone or otherwise diminishes their enjoyment.
Game designers are not infallible, the rules they come up with don't necessarily lead to the gaming experience they wanted to create. If they were infallible we wouldn't have glitches and we wouldn't need patches at all (note how often patches rebalance things in addition to fixing exploits). What is fair and fun and balanced is, IMO, far more important that if something relies on a glitch.
In the case of bounties I can't imagine they intended for people to be able to wait them out in perfect safety.
"Let's have a bounty system, so players get money for hunting each other down!"
--- "Yes, I can see it now. Car chases through the streets, rooftops turned into fortresses, maybe hiding on a train. I like it!"
"Yes! And if you survive for long enough, running or fighting all the other players then you get the money yourself!"
--- "Yes! And let's allow people to win their bounty whilst invulnerable and impervious to attack!"
Why even HAVE a bounty system if the optimal move is just to hide inside your invulnerable apartment every time you get one? Oh but it's balanced around being boring, so not everybody wants to do it? Well, why make a BORING move the optimal one?
Please explain to me how the game is made more fun or more interesting or more exciting through encouraging players to hide for 48 minutes at a time.
Please explain to me how the game is made fairer or more balanced by giving apartment idlers a better shot at their bounty money than players actually playing the game.
And why does anybody at all complain about NPC bounties? They just inject extra money into the system. The NPC bounties are worth much more than the ammo you spend claiming/surviving them so you're better off with them than without them. Oh no, another player MIGHT kill you. ONCE. The horror. It's not locking you out of the game for 48 minutes, it's encouraging a small amount of fighting. In fact it's player-placed bounties that seem largely pointless, though they still have a couple of uses.