Snakebite
Banned
One of the problems for us Bounty Hunters is that we could in theory waste an awful lot of time tracking down a target that is either hiding out in Solo mode or is simply being placed into a different 'instance'.
This is a serious flaw in the bounty hunting role that needs a remedy.
I propose that bounty hunters should be able to designate a certain number of players, perhaps half a dozen as 'targets' which the instancing algorithms will then attempt to instance together, in the same way as it currently does with people on our friends list. That way a bounty hunter can be pretty sure that he's not wasting his time chasing 'ghosts'.
It seems outrageous to me that someone can pirate (or even grief) another player in Open, but then hide from a bounty hunter in Solo, this just should not be permissible.
I therefore propose that a player who earns a bounty from attacking another player should NOT be able to hide from the consequences of his actions by hiding out in solo mode. And be forced back into open when a bounty hunter that has him tagged comes within range.
This is a serious flaw in the bounty hunting role that needs a remedy.
I propose that bounty hunters should be able to designate a certain number of players, perhaps half a dozen as 'targets' which the instancing algorithms will then attempt to instance together, in the same way as it currently does with people on our friends list. That way a bounty hunter can be pretty sure that he's not wasting his time chasing 'ghosts'.
It seems outrageous to me that someone can pirate (or even grief) another player in Open, but then hide from a bounty hunter in Solo, this just should not be permissible.
I therefore propose that a player who earns a bounty from attacking another player should NOT be able to hide from the consequences of his actions by hiding out in solo mode. And be forced back into open when a bounty hunter that has him tagged comes within range.
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