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Sheriffs: Broken Risk VS. Reward Factor and How to Fix It

Discussion in 'Ideas' started by randomcitizen1, Jun 17, 2016.

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Which of these ideas would you like to see implemented?

  1. 1. No rogue trackers period.

    0 vote(s)
    0.0%
  2. 2. No rogue trackers for sheriffs.

    17.6%
  3. 3. Less rogue time.

    41.2%
  4. 4. Bounty and rogue trackers would not track players in towns.

    35.3%
  5. 5. Sellable sheriff heads.

    76.5%
Multiple votes are allowed.
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  1. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    First of all, let me begin by saying that I don't believe that sheriffs have too good of gear. In my experience, we really don't. What is really broken is the risk vs. reward factor of the rogue system, whether attacking players or even riskier, sheriffs.

    The problem here is not the rogue system itself. It's definitely a good addition to the game. You kill a player for their loot and you run the risk of dying to other players or being arrested by a sheriff. Here's the broken aspect of it. 90% of the time, you either die or are arrested by a sheriff. In my time as a sheriff, I have found that it is remarkably easy to arrest a rogue that isn't surrounded by an OP team. Rogue on the run? No problem. Sheriffs have faster horses. Rogue in a base? Usually not a problem. It's fairly easy to either arrest or kill the rogue, and if a sheriff dies, the entire sheriff team goes after the person. Going rogue simply isn't worth the risk. This can be solved in a few different ways.

    1. No rogue trackers period.
    This is not recommended. Rogues add an exciting element to the game for all non-rogues, and being able to track them is fun. This also makes it so there is virtually no risk in killing a player for their gear, shifting the risk/reward factor too far in favor of reward.

    2. No rogue trackers for sheriffs.
    Sheriffs usually take care of the rogues on the server. Unless @Dorfwag or @Gifd is online. :v But that's just the thing. Rogues run little risk from other players compared to the risk they run from sheriffs. The removal of the rogue tracker for sheriffs only wouldn't make sense either, because normal players would be more able to effectively fight crime than sheriffs. This also shifts the risk vs. reward factor too far in favor of reward.

    3. Less rogue time.
    This is a better idea than the two previous. This still shows where rogues are, but gives sheriffs and rogue hunters less time to arrest or kill the rogue. This would also probably be simple to code. How much time would it be lessened to? I was thinking instead of five minutes, it should be 3-3.5 minutes. This gives rogues more of a chance to run after killing someone. At a place such as coco base (which is extremely far away from where sheriffs spawn), this would probably be enough to make escape more feasible if the rogue runs. What about at places near towns? This is where the next idea comes in.

    4. Bounty and rogue trackers would not track players in towns.
    This would add a new, exciting factor to the game. Players could lay low in towns and hide from sheriffs. After going rogue, it would be a mad dash to the nearest town to lay low. This wouldn't be too OP for the player though, as sheriffs could still track them on they way there. It would also be fun for sheriffs to scour a town in search of a rogue. If this were implemented, rogues would be unable to tp while rogue, otherwise they could just tp into a town. As a sidenote, this would make robbing conductors more profitable should the players hide in town. The massive bounty that players receive make this risky enough.

    EDIT: 18 brought up a great point that people would just log and be untrackable. Rogues would have to have something like a 30 second logger in towns for this to work.

    If options 3 and 4 were implemented, it would solve the problem of a ton of sheriffs heading to the rogue who killed one of their comrades. The rogue and his team would actually have a chance, should they decide to make a run for it. BUT WAIT! There's more to come!

    Say someone has an OP team and doesn't want to leave a base after killing a sheriff. What then? Well currently, they'll just be destroyed by the 2-4 sheriffs that come to avenge their fallen peer. They don't have much choice in the matter currently, since if they leave, they'll just be tracked down and killed. But if these ideas are implemented, they might have a chance. That being said, there is still little reward in killing a sheriff, and it is undoubtedly risky. But what if there was a reward other than the slight chance that you could keep your gear a little longer?

    5. Sellable sheriff heads.
    This would make killing sheriffs more desirable. Instead of being forced to run, perhaps teams might stick around and try to kill more? The heads would be worth 10-20k each and would be sold to the head hunter. A new blackmarket NPC could also be created. Located near the "secret dealers", this NPC would buy sheriff heads. Note that these NPCs would not be in bases, as this would make selling the heads too easy. There could also be an actual black market area seperate from rebel bases. You could sell all heads here for a better price as well as sell sheriff heads. Sheriffs could arrest you if you are caught inside of one however. Sheriff heads would not be sellable by sheriffs of course. They would instead disappear in their inventory. These would count as being illegal items, so players who possess them could be jailed if caught with one on them.

    So what do you think? Would a 3-3.5 minute rogue time + tracking not functioning in towns + valuable sheriff heads solve the risk vs. reward dilemma with the rogue system? You tell me!
     
    • Like Like x 1
    #1 randomcitizen1, Jun 17, 2016
    Last edited: Jun 17, 2016
  2. Miraculate

    Miraculate Active Member

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    6. Gear Respawn Timer

    When a sheriff is killed unlike a player, the sheriff repsawns with free gear and goes right back.
    However if a sheriff had a cooldown on their gear they wouldn't be able to come back nonstop.
     
    • Like Like x 1
  3. 19Cameron91

    19Cameron91 Well-Known Member

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    I think having to wait for our horses to arrive is enough of a cooldown.
     
  4. aGuyInAsuite

    aGuyInAsuite Build Mod

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    Now they can't go to anyone. Without gear, they are essentially useless.

    I've stated my opinion on this matter, and it's late and I don't want to type it out.
     
  5. iMingo

    iMingo Legendary Criminal

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    how can u sell sheriff heads if u cant even survive after attacking a sheriff? the sheriffs keep coming back, soon or later the player die, and they lose everything they got, they lose more than they gained, its pointless
     
  6. 19Cameron91

    19Cameron91 Well-Known Member

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    You seem to be able to hold your own against a sheriff. Besides, imo, you should high tail it out of there after you kill a sheriff.
     
    • Agree Agree x 1
  7. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    Essentially what Gehenna said. It's better to run after killing a sheriff. That is where a lower rogue timer and no tracking in towns comes in to ensure that it is not pointless.
     
    • Like Like x 1
  8. iMingo

    iMingo Legendary Criminal

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    sheriffs have faster horses, running won't help unless everyone have a premium horse
     
  9. 19Cameron91

    19Cameron91 Well-Known Member

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    Sheriff horses are just as fast as the non-premium runner horses.
     
  10. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    Yes and no to both of these posts. Yes, sheriff horses are technically faster. No, because the difference is so minute, you can hardly see the difference.
     
  11. Miraculate

    Miraculate Active Member

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    Don't reply if you don't want to type it out lol.

    Everyone must wait for their horse to respawn. I'm talking about how easy it is for a sheriff to get back.

    When players die they have to buy new gear and it takes time and they are often too late to help their team.
    When sheriffs die they spawn in with guns and armor in place so all they have to do is call there horse and they can be back there in less than 2 minutes.
     
  12. Paul

    Paul Well-Known Member

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    There are solutions to escape being killed/arrested as rogue.

    First of all, going rogue is an extremely high school risk, high reward situation, so in no way should you be complaining about how difficult it is to stay alive. This is mainly because you should be able to compensate for your own losses if you do go rogue because as I said earlier, it is a very high risk high reward status.

    Anyways, how could you survive as rogue?

    • Stay with a group of friends. If you're going rogue solo anyways, it's honestly your fault and you deserve the consequences.
    • Do /logout - You're not restricted from it so I don't see why you dont just /logout
    • Hide whatever loot you can in your horse

    The most considerable idea here is making sheriff heads more valueable, upping the anti on the whole high risk vs high reward idea

    Also increasing sheriff respawn timer was an idea that was given to me
     
  13. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    That's true, it's very risky. I still believe that it is too risky to be profitable however.
    This might work if there aren't sheriffs online. Essentially, you could run from wherever you are to a town and kill anyone who tries to stop you. You can wait your rogue timer out there, but what's the point if there are no sheriffs on? If there is more than one sheriff online, even the best teams are screwed if there is 3 or more sheriffs on. If there is two, they have a small chance of survival, but the sheriffs can keep coming back and keeping them rogue.
    This is no fun at all. I mean, if you have no other option than to do this, I guess it could buy you some time. However, it sucks that you would have to quit to win and you are still rogue upon logging back in.
    This is true, but it also implies that you are going to either die or be arrested. I'm thinking that it would be more fun if rogues had more of a chance of escape rather than cutting their losses one way or another.
    Yes, this would definitely give people more incentive to stick around and fight (which they seem to do anyways).
    This would make it easier for rogues to escape. However, this sounds a lot less exciting to both players and sheriffs. Less rogue time and no tracking in towns would provide the same benefits as this, but it would be far more exciting. In order to survive, rogues could ideally run away or try to seek sanctuary in a town. They would most likely be pursued when running, adding to the suspense of the game. In towns, it would essentially be a game of hide and seek. Sheriffs would go on a man-hunt (which seems very wildwest-ish to me) and scour the town, perhaps even enlisting the help of players. Both ways don't limit the action and suspense that would take place that a respawn timer would remove.
     
  14. 19Cameron91

    19Cameron91 Well-Known Member

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    5 players can overwhelm one sheriff. Especially if they are well equipped.
     
  15. Miraculate

    Miraculate Active Member

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    What if you don't have friends to play with.
    Also /logout shouldn't be the solution to the problem.
    That's like saying if your scared of getting hit by a car don't drive or live near roads.

    When sheriffs constantly come back, you stay rogue until they eventually kill you or they log off.

    Here's how I propose we fix these problems.

    Sheriff respawn timer of 2 minutes.
    And demote some sheriffs cause we have way to many sheriffs that play at the same time.
    1-7 pm has like 6-7 sheriffs on
    And all other times there's hardly ever a sheriff on.

    Just get sheriffs in different time zones and demote some of the sheriffs that all play in the same time zone.

    Also, who thought it was a good idea to make /team hq an instant tp?

    A bit off topic but /team hq should take like 5 seconds
     
  16. pewgeon

    pewgeon Well-Known Member

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    You sir have no idea how Wild West works... I learned this a couple of days ago but the thing is, when you go rogue and /logout and log back on you don't necessarily have to get back on and be rogue. You see most people don't know know this, if not most, not any except me, because when you log-off there is a such thing as a reboot. Ever heard of it people? Well the reboot if you didn't know, gets rid of your rogue, (I'M A GENIUS!) so if you were wondering why you sometimes log back on and you aren't rogue anymore but then you log back on the next time and you are rogue again. This is because if you /logout and wait until there is a Wild West reboot it will reset your rogue. Even if you are offline! So all of you cheapo's wondering out there, this is the way to do it xD.
     
  17. 19Cameron91

    19Cameron91 Well-Known Member

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    Reboots happen every 3 hours, I think. So what you're saying is go rogue, logout, and take a nice long break.
     
  18. AnimeLoverVerlyn

    AnimeLoverVerlyn Well-Known Member

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    Truat me, if you're wanted by CROW, we spend hours camping your logout spot.
     
    • Agree Agree x 1
  19. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    Pretty sure I knew this already. I'm also pretty sure that people don't want to logout to play a server. Feel free to kill people right before a reboot though. ;v
     
  20. pewgeon

    pewgeon Well-Known Member

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    Somehow @PatrykSzczescie found the exact spot i logged out on and got a sheriff there and I logged back on and I was arrested. He just really wanted to lost the carcano :O.
     
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