How executions are inherently useless against high bounty players

Getting executed removes further bounty as well as the victim’s money therefore making all the points in your first argument null. It does actually do something. Also STOPPING executions (or breaking them free anytime before they are killed) is the best way to farm bounty in the game right now.

Not once did I say it isn’t an intended player choice, as I said in my earlier post, balancing good and villainous is to give each side both it’s on incentives and detractors and one of the main detractors of being a villain can be entirely avoided via simply logging and getting your friends to break you out when you rejoin

How difficult is it so difficult for you to grasp that jail and execution systems like this exist to be consequences for player actions and ways to circumvent or even benefit from these systems that are meant to act as punishments shouldn’t exist?? Like you even said people are supposedly getting 200k bounty in minutes from stopping executions.

People’s main complaint about this jailing/execution system is that 10 minutes of downtime is “bad game design” or “too long,” so why not satisfy both our complaints and reduce the jail time but keep players in combat the entire duration so that this clearly One Piece inspired system can have a One Piece inspired conclusion where people actually FIGHT to save or stop an execution from happening?

Or you can just not have the jail time mechanic as a thing… at all. Not only would removing the mechanic satisfy the bounty players by no longer making them wait for several minutes but at the same time they also can’t farm being broken out of jail if they’re not put in jail to begin with, and if they’re due for an execution then just skip to the execution. And if you’re thinking “Well what about the detractors of being a villainous character?” Then get a better one that DOESN’T waste several minutes of your time.

Honestly, trying to improve this mechanic feels like you’re trying to polish a turd. No matter what angle you look at it, wasting several minutes of a player’s time for playing the game is just bad game design, objectively speaking.

Executions don’t have any penalty, aside from losing galleons as if you died normally…

In fact, it’s actually BENEFICIAL for the criminal to get executed. They’ll get listed in the Agora, and gain 1k bounty or so.

They lose a little bit of renown cause they were killed by the gravy, but other than that yea, it’s either net neutral or net gain in most cases

Stopping executions being a good bounty farm has nothing to do with people supposedly evading the “punishment” of execution. Intentionally putting yourself in a situation where you can be freed and reimprisoned to farm bounty has no relation with leaving the game so you can be freed by your teammates later.

I didn’t know if this was true, so I decided to test it. After being arrested, my bounty was 115,065. While in jail, I was mentioned in the news (for being arrested) and my bounty rose to 116,665. After being executed, my bounty was 116,665. So, not only did execution not “remove further bounty,” but it actually raised it. I believe next paper cycle will mention my name again and raise it further.

Jail time is bad game design, simply put. Punishing the player, even if it is in the scope and flavor of the game, by not being able to play the game for 10 minutes is simply bad game design through and through.

Debatable. If there weren’t supposed to be ways to break out of jail, then you wouldn’t be able to. Clearly, the ability to be broken out IS intentional.

But you take issue with people “logging to be broken out later,” right? So lets look at the original punishment, waiting 10 minutes and being executed.

As we just learned, being executed is not a punishment but rather a boon, increasing bounty rather than lowering it.

And as for the time aspect of being jailed, leaving jail and rejoining later doesn’t assist at all in that regard. The requirements for being freed is either wait 10 minutes in game or be broken out. Leaving the game helps with neither. In the case of the former, it increases the total time spent waiting, and in the latter, the bottle neck is someone else breaking you out so your own actions are irrelevant.

Thanks for coming to my ted talk on why we should not lock players in game for 10 minutes for no reason.

1 Like

execution system is fine, because it creates a cool world event for other players to see. The agora rewards you for going through with it, and the game gives other players incentives to break you free!

This topic was automatically closed 182 days after the last reply. New replies are no longer allowed.