First of all, I think the Bounty Hunter is really exciting and definitely lowers the entry level for hounor pvp, which is fantastic!
After playing for a couple of hours I noticed some things I think can be improved upon:
Typically after spawning into the arena, the path most players take is walking into the proximity of the centre to ensure the escape after food has run out. This creates some weird dynamics where most players only use a small portion of the whole arena to battle. All other areas only function as some kind of transportation route. This is in particular true for low-defence builds where you need to escape immediately after food has run out - or else you die fast.
In some instances, when you know your opponent has higher DPS on you (knives versus magic shortbow for example) you know that your food will run out before your opponent. The only way to ensure escaping is to walk relatively close to the exit to then fight there as long as you can before you will run out of food before your opponent. If you and your opponent spawned relatively close to each other on the outskirts of the arena, you may need to tank using a large portion of your food (taking loads of knives damage for example), while walking into the centre to then retaliate. This is not great game play experience.
How can this be counteracted? Enabling teleportation out of the arena could be one option as this would make any location of the arena interesting. The problem with teleportation however, is that this will facilitate one sided "rush" style pking.
Solutionn
A timer can be used starting a 1 minute count down after attacking your most recent opponent. After 1 minute has passed, you are free to teleport out of the arena. This would make any portion of the arena attractive as your inventory of food can run out anywhere with that still being OK. If you have not attacked anyone, then you are always free to teleport out.
27-May-2023 09:13:28