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Bounty hunter system online - players or NPCs


Smokewood
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Or both????

I don't see how it could work with it being against players, unless it's more of an assassination mission. 

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happygrowls

Probably a mix of both, I imagine it'll be more PvE, with other players as your competition.

 

Hopefully it's like RDR1 with you getting more money for bringing them in alive. Imagine getting sent to jail by a player bounty hunter and having to spend a short jail sentence that decreases your cores/money, or breaking out w help from Horley for a small fee and honor decrease.

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I don’t know if this is what you’re looking for, but yesterday I was shooting up Valentine in order to lower my honour for the buckle and dishonourable missions.  After a while I got a pop-up saying my bounty was high enough to attract bountyhunters.  About every 15-20 min or so I got attacked by npc bountyhunters, but other players didn’t bother me at all.

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33 minutes ago, KingpinRCR said:

I don’t know if this is what you’re looking for, but yesterday I was shooting up Valentine in order to lower my honour for the buckle and dishonourable missions.  After a while I got a pop-up saying my bounty was high enough to attract bountyhunters.  About every 15-20 min or so I got attacked by npc bountyhunters, but other players didn’t bother me at all.

I'm speculating about the future BH system that's not in game yet.

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Daleificent

My thoughts is they'll likely be similar to GTA:O MC missions or CEO. (Like VIP Assassinations and the like.)

 

You start your Bounty Hunting business or w/e it may be called.

You'll have a number of 'contracts' you can accept where you're required to go capture/kill a bounty.

You do the dirty work, capture/kill the guy. And begin hauling him to jail. This is the point I'd assume other BH's could steal the bounty from you.

 

Generally this is probably only NPC's you can capture, but I imagine there may be opportunities to take a 'High-risk' bounty which would other Players. It'd be a negative honor player if you're a good BH, or the opposite if you're a bad BH. We're technically outlaws ourselves, so it could be easily justified.

 

I'm not sure how you would 'complete' the PvP Bounty. Would it be simply a 'Wanted: Dead' style bounty, or could you bring them in alive? Unsure. I don't have any idea on how they'd implement that. But I hope they do.

 

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Dr.Rosenthal

If it’s other players I hope it won’t trigger a signal like Player/Posse Assassinations do. F*cking pointless when it just becomes a matter of endlessly chasing someone to the edges of the world.

 

I hope it’s players, but I also hope it’s players with high hostility and low honor. But then if there are no such players in session - what then?

 

believe it’ll be NPC bounties, but that’s not very exciting if it’s only NPC’s. The occasional high-value player target would be nice.

Edited by Dr.Rosenthal
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Leftover Pizza

Would be a bit difficult to include other players. They can simply logoff (or get kicked by the brilliant Rockstar server stability) and you'll have nothing to hunt anymore. Unless they dupe players.

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The Dedito Gae

Wishful thinking but hopefully its PvP with a drop of PvP.

That is, retrieving targets and escorting them to a sheriff's office while being careful with other players.

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IamCourtney

Probably something like like going out to collect an NPC target, fighting off their friends and bringing them to a designated point with some way for other players to potentially interfere to save them or take the bounty for themselves. Maybe the Dead or Alive could be a difficulty selection, Dead = simpler and quicker but for less money, Alive = more hassle and risk but a better reward.

Edited by IamCourtney
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Hopefully we can use our own horses to retrieve and deliver the bounties and not be forced to use some RDR version of a Post Op van.   i.e. a scrawny nag pulling some broken down wagon.

Edited by 1898
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IamCourtney
5 minutes ago, 1898 said:

Hopefully we can use our own horses to retrieve and deliver the bounties and not be forced to use some RDR version of a Post Op van.   i.e. a scrawny nag pulling some broken down wagon.

You're giving the PostOp van too much credit. The RDO version would be more like lassoing a dead horse and dragging the corpse on foot.

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Lonely-Martin

I'd like both, but it R* need to do it right if they put them on players.

 

The game needs more PvE as it is a bit lacking (to be polite), so some new characters to chase and new hideouts to rummage will always be welcomed. Only downside would be if they are like freemode missions, which they will be, and others come to try taking the bounty themselves. Guaranteed the loser kills the mark to halve the pay though.

 

But I also feel adding these to players that are aggressive is another good way to keep PvP players active together more out there. (And make them stick if they session hop).

 

But it's not flawless as players could just be aggressive and let mates take the bounty, so hopefully if R* do add it onto players it doesn't add to the griefing aspects, I don't really care about folk filling their bank so long as the bullsh*t don't start up, lol.

Edited by Lonely-Martin
Read other responses, added stuff. :)
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DrKrankenstein

they need to make it with players, and for the all red everyday folk, butchercampers> when brought into jail, get a little cutscene, of them walking to the gallows, they get hung, and then disconnected.

 

disconnect feature is already in the game ;)

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Anyone in the game with a bounty over a certain amount should show up differently on the map and visible from everywhere so other players can go and claim it. Just like in GTA.

Edited by AmyStone
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Dr.Rosenthal

@Lonely-Martin I played missions with my friends last night, for several hours and we didn’t come across a single enemy player. One lvl 26 tried to pull my friend off his horse when my friend rode over to test/bait him, so we had our way with him until he left. That was outside of a mission though as it happened when we waited by the yellow area. (EDIT: He didn’t leave, we killed him maybe 5 times and then we rode off to do another mission. Anyway.)

 

We saw a couple of other players but they were largely uninterested in us. It’s come to the point where I feel missions used to be more exciting when there was a greater chance of being attacked - they’re just too easy and predictable nowadays.

 

Not meaning to bash on anything you said though, it’s just something that crossed my mind reading how you want more PvE and less interference by other players. It’s a tough nut to crack for R* when everyone’s supposed to be in the same type of lobbies. Striking the balance and making it fair and exciting for everyone, I mean.

 

Just some thoughts and sorry about it being OT.

Edited by Dr.Rosenthal
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Leftover Pizza

One never knows what Rockstar has up its sleeves, but I highly doubt you will hunt players with a bounty. If I would obtain a bounty, but can’t be arsed being hunted, I simply log off and leave bounty hunters with nothing to hunt. Or I’ll hop a session. Either way, I’m gone from hunters without a hassle. 

These are RP roles, which mainly means PvE or even coop gaming. But, one never knows what Rockstar poops out. Guess we’ll find out in due time. (I’ll probably go for a Trader, though)

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Dr.Rosenthal

@Leftover Pizza If there were player targets, this is how I’d imagine it’d work:

 

When you reach a high enough bounty or maybe rather a high enough hostility level, you get a bounty that can be claimed by players, in turn making you a target until you’ve either calmed down, paid off that bounty or been killed by a bounty hunter.

 

Change session, you’ll still have that bounty. And unlike Posse/Player Assassination, you’d never know if a player is after you, a timer wouldn’t kick in or anything. You’d just be lawless and having to watch your back, because at any point another player might track you down and kill you. Change session, you’ll still have to watch your back because the bounty carries over.

 

That’s how I’d like it to work anyway, if PvP bounties were a thing.

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Leftover Pizza
8 minutes ago, Dr.Rosenthal said:

@Leftover Pizza If there were player targets, this is how I’d imagine it’d work:

 

When you reach a high enough bounty or maybe rather a high enough hostility level, you get a bounty that can be claimed by players, in turn making you a target until you’ve either calmed down, paid off that bounty or been killed by a bounty hunter.

 

Change session, you’ll still have that bounty. And unlike Posse/Player Assassination, you’d never know if a player is after you, a timer wouldn’t kick in or anything. You’d just be lawless and having to watch your back, because at any point another player might track you down and kill you. Change session, you’ll still have to watch your back because the bounty carries over.

 

That’s how I’d like it to work anyway, if PvP bounties were a thing.

 

Well, that's from the hunted's point of view. But what about the hunter in a session, looking for bounty? How would a bounty hunter be alerted? He could get bounty posters from the known locations, but if the hunted hopped sessions, it would leave the hunter for whom the role is created, empty handed. 

I also do not expect Rockstar to make it too complicated either. And since most activities have to be grindable, I don't see how a bounty hunter can grind on disappearing players or players who pay off their bounty faster than a BH can reach them. You'd have absolutely nothing to do as a BH hunting players, but traveling half the map or camp post offices. 

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Dr.Rosenthal

@Leftover Pizza You’ve got a point. I’m certainly not saying I’ve got it all figured out. But from the BH’s POV, he’d open up his map and see, let’s say 3 players with bounties spread out across the map. Just go after any of them. Not like starting a mission, but rather just kill the target and you get paid.

 

Aside from that, there could be wanted posters with NPC targets spread out in the towns to let us take on NPC bounties to pass the time. Then every now and then, a high-value player target would enter the session. Keep in mind, the bounty wouldn’t see where the bounty hunter is, so he has no way of knowing if he’s hunted or not but he should obviously assume that he always is.

 

Sure, the bounty can change session but who’d do that in the long run?

 

*enters session*

”Is anyone after me? I don’t know! I better leave!”

*enters new session*

”Maybe I can shoot that deer and sell it and then jump a session again in case there’s a BH after me.”

 

It wouldn’t be worth the hassle to jump to get away. But yeah, I’m just speculating and fantasizing at this point.

Edited by Dr.Rosenthal
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Leftover Pizza
3 minutes ago, Dr.Rosenthal said:

@Leftover Pizza You’ve got a point. I’m certainly not saying I’ve got it all figured out. But from the BH’s POV, he’d open up his map and see, let’s say 3 players with bounties spread out across the map. Just go after any of them. Not like starting a mission, but rather just kill the target and you get paid.

 

Aside from that, there could be wanted posters with NPC targets spread out in the towns to let us take on NPC bounties to pass the time. Then every now and then, a high-value player target would enter the session. Keep in mind, the bounty wouldn’t see where the bounty hunter is, so he has no way of knowing if he’s hunted or not but he should obviously assume that he always is.

 

Sure, the bounty can change session but who’d do that in the long run?

 

*enters session*

”Is anyone after me? I don’t know! I better leave!”

*enters new session*

”Maybe I can shoot that deer and sell it and then jump a session again in case there’s a BH after me.”

 

It wouldn’t be worth the hassle to jump to get away. But yeah, I’m just speculating and fantasizing at this point.

 

We both have points, but there is that other factor into play; pay off the bounty. Most of the times it's a measily 50cts. Even when you rampage Valentine, you get about $8 bounty and with decent enough honor you pay half of it, or you'll be killed by terminator lawmen. And if you die near Valentine, a trip to the post office is really short, just like in Rhodes and Strawberry or Blackwater too. Outside towns, there isn't much bounty to be obtained. Kill the witnesses and no one will bother with you. Rockstar would not jump through too many hoops to make it work properly. 

Speculating and fantasizing is all we can do, but I've learned to downsize it within Rockstar boundries, which haven't proven to be too complicated.

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Dr.Rosenthal

@Leftover Pizza True, I don’t expect too much either.

 

On the topic of bounty payoffs though, in my ideal scenario the bounty for killing other players should be higher. If you’re a high-value bounty target you should have to pay off a bounty within the range of say $50-$300 to really make it sting if you choose to pay it off. Don’t want a bounty? Don’t kill players unprovoked.

 

But yeah, that would have to include a bunch of other changes to the offensive/defensive mode to really make it fair. It would be really annoying to defend yourself and get a $50 bounty for it.

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Leftover Pizza
12 minutes ago, Dr.Rosenthal said:

@Leftover Pizza True, I don’t expect too much either.

 

On the topic of bounty payoffs though, in my ideal scenario the bounty for killing other players should be higher. If you’re a high-value bounty target you should have to pay off a bounty within the range of say $50-$300 to really make it sting if you choose to pay it off. Don’t want a bounty? Don’t kill players unprovoked.

 

But yeah, that would have to include a bunch of other changes to the offensive/defensive mode to really make it fair. It would be really annoying to defend yourself and get a $50 bounty for it.

 

Bounties for attacking and killing other players should be way higher. Self defense shouldn't be punished first kill, but killing the attacker several times should, perhaps. They will have to tweak the system either way. Also, the offensive/defensive system needs a tweak. I'm expecting a lot of B&M in the first week of the summer update :D 

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Just now, Leftover Pizza said:

 

Bounties for attacking and killing other players should be way higher. Self defense shouldn't be punished first kill, but killing the attacker several times should, perhaps. They will have to tweak the system either way. Also, the offensive/defensive system needs a tweak. I'm expecting a lot of B&M in the first week of the summer update :D 

Killing someone who aims at you should be considered self defence. You shouldn't have to wait for them to shoot at you first. Defensive mode needs more than a few tweaks. I've had more than my fair share of people abusing it against me. When someone is defensive you should not be able to kill them at all and they should not be able to kill you. I think having a passive mode like in GTA with a 30 second delay would work well.

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Lonely-Martin
1 hour ago, Dr.Rosenthal said:

@Lonely-Martin I played missions with my friends last night, for several hours and we didn’t come across a single enemy player. One lvl 26 tried to pull my friend off his horse when my friend rode over to test/bait him, so we had our way with him until he left. That was outside of a mission though as it happened when we waited by the yellow area. (EDIT: He didn’t leave, we killed him maybe 5 times and then we rode off to do another mission. Anyway.)

 

We saw a couple of other players but they were largely uninterested in us. It’s come to the point where I feel missions used to be more exciting when there was a greater chance of being attacked - they’re just too easy and predictable nowadays.

 

Not meaning to bash on anything you said though, it’s just something that crossed my mind reading how you want more PvE and less interference by other players. It’s a tough nut to crack for R* when everyone’s supposed to be in the same type of lobbies. Striking the balance and making it fair and exciting for everyone, I mean.

 

Just some thoughts and sorry about it being OT.

I'm getting there, lol (rank 36 now, yay). I don't do anything that can draw attention my way though as that's the last thing I want, and playing outside of peak hours here seems to be working for me but that could be a coincidence. Better the devil you know and all, ha ha. But if more proper PvP is out there, having it to distract those keen on some freemode shenanighans is no bad thing in my book.

 

I've done what I needed for the trophy so the freemode missions are pretty easy to ignore as there's no real story there aside meeting them really. I do my own hunting and crafting and the story missions are pretty good fun for me still and quite challenging. The combat in this game is a bit 'choppy' for lack of a better word so even on those missions I'm being tested still, especially in the dark which is when I like go do these more to improve and the atmosphere.

 

I just need a safe house really so I can spawn in and go on call in peace. :)

2 minutes ago, AmyStone said:

Killing someone who aims at you should be considered self defence. You shouldn't have to wait for them to shoot at you first. Defensive mode needs more than a few tweaks. I've had more than my fair share of people abusing it against me. When someone is defensive you should not be able to kill them at all and they should not be able to kill you. I think having a passive mode like in GTA with a 30 second delay would work well.

Yeah, definitely needs some tweaking, although the term passive mode sends chills, lol.

 

It's when I'm skinning or picking that a player on horse charges at me that winds me up. Can't shoot 'em without saying 'let's go' rather than 'oh, piss off, not interested' :(

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Leftover Pizza
10 minutes ago, AmyStone said:

Killing someone who aims at you should be considered self defence. You shouldn't have to wait for them to shoot at you first. Defensive mode needs more than a few tweaks. I've had more than my fair share of people abusing it against me. When someone is defensive you should not be able to kill them at all and they should not be able to kill you. I think having a passive mode like in GTA with a 30 second delay would work well.

 

I agree it needs tweaks, but not a total immunity. I also would hate to see the towns full of see-through players. If players want a total care free place, Invite Only sessions is the best solution. For now, Defensive Mode works fine, but does need tweaks in the self-defence area.

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11 minutes ago, Leftover Pizza said:

 

I agree it needs tweaks, but not a total immunity. I also would hate to see the towns full of see-through players. If players want a total care free place, Invite Only sessions is the best solution. For now, Defensive Mode works fine, but does need tweaks in the self-defence area.

No I don't like people being transparent either. Even when people are at the butchers it looks strange. It would be far better if they had a shield appear above them (and the horse) to show they cannot be killed. Passive mode could work if rockstar just thought about it a bit. Having a 30 second delay from when you activate passive until you are in passive mode and a 30 second delay to come out of it again (with an indicator that someone is coming out of passive mode) along with anyone entering of leaving passive being unable to attack someone (from the point of selecting it) to the point of the 30 second delay finishing when leaving passive would stop it being abused.

Edited by AmyStone
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Lonely-Martin
12 minutes ago, Leftover Pizza said:

I agree it needs tweaks, but not a total immunity. I also would hate to see the towns full of see-through players. If players want a total care free place, Invite Only sessions is the best solution. For now, Defensive Mode works fine, but does need tweaks in the self-defence area.

You'll never catch me not suggest/want session choice, lol.

 

But I do feel if R* are gonna keep adding PvE story based content, they should allow those here for that a way to access it without having to compromise our game and basically be the whipping boys of the game out there.

 

I agree with AmyStone a passive mode of sorts could be a solution, but after GTA:O's abuse and R*'s lack of foresight and listening, I fully get why it's a very unwelcome thought too. It really is on R* to do more in any regard, and that I'm not confident over. 

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Leftover Pizza
23 minutes ago, AmyStone said:

No I don't like people being transparent either. Even when people are at the butchers it looks strange. It would be far better if they had a shield appear above them (and the horse) to show they cannot be killed. Passive mode could work if rockstar just thought about it a bit. Having a 30 second delay from when you activate passive until you are in passive mode and a 30 second delay to come out of it again (with an indicator that someone is coming out of passive mode) along with anyone entering of leaving passive being unable to attack someone (from the point of selecting it) to the point of the 30 second delay finishing when leaving passive would stop it being abused.

 

17 minutes ago, Lonely-Martin said:

You'll never catch me not suggest/want session choice, lol.

 

But I do feel if R* are gonna keep adding PvE story based content, they should allow those here for that a way to access it without having to compromise our game and basically be the whipping boys of the game out there.

 

I agree with AmyStone a passive mode of sorts could be a solution, but after GTA:O's abuse and R*'s lack of foresight and listening, I fully get why it's a very unwelcome thought too. It really is on R* to do more in any regard, and that I'm not confident over. 

 

The thing is, you should make Passive players 'no collision' too, because running into them would slap one or either you off your horses, kind of the same way Defensive Mode abusers do now too. I think that would be too much of a tweak for Rockstar to make, as they generally would have to revamp the whole system. Knowing Rockstar, they never will. 

 

If it was up to me, I'd say separate dedicated servers are a better way to tackle things. PvE servers, PvP servers and maybe even RP servers for obvious playstyles. But, thank weird figurative entity, it's not up to me. For now, especially when considering the few players encountered I see, Defensive mode works just fine, though needs tweaks here and there.  Most people leave you alone already. 

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