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Release date | 14 November 2016 (Update) |
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Members | Yes |
Location | Wilderness |
Participants | 2+ |
Skills involved | Combat |
Reward currency | File:Bounty hunter points.png Bounty Hunter points |
In spotlight rotation | No |
Hiscores | No |
Tutorial | No |
Custodians | Mandrith |
Music unlocked | No |
Developers | John P |
Bounty Hunter is a dangerous player-versus-player minigame that takes place in the Wilderness. In it, players may fight assigned targets (bounty kills) or other players (rogue kills). A minimum combat level of 20 is required to participate in this minigame.
The re-released Bounty Hunter uses elements from the original Bounty Hunter system, as well as Bounty Hunter worlds.
Gameplay
Bounty Hunter can be played on two dedicated worlds. World 106 is for Evolution of Combat mode, and World 97 is for Legacy Mode. On these worlds, players are restricted to only being able to enter Edgeville, the Varrock Grand Exchange, and the Wilderness. Trying to quick hop to a Bounty Hunter world will warn the player that they will be teleported to Edgeville and will give the player a confirmation message. In a Bounty Hunter world, players can’t teleport, trade, deposit or withdraw from their Money pouch, drop items, or duel.
When logging into a Bounty Hunter world, players gain the option to join or leave the queue for being assigned a target. Players can set Target Auto-Queue in the Bounty Hunter Options to instantly be queued for a target when they log in or after a bounty kill/death. After being assigned a target, a hint arrow showing the target's location is shown to help the player find their target. Upon unlocking Bounty Teleport, the player can teleport directly to their target. The player’s objective is to kill their target. If the player doesn't have a target assigned, they are still able to gain rating and upgrade Bounty emblems by killing other players, but rating and Bounty emblem upgrades are earned at a lower rate in this way.
Matchmaking
Players' bounty targets are assigned based on having similar Matchmaking Ratings. Players' Matchmaking Ratings place them inside brackets of players with similar skills who they are most likely to be matched against. The difference between bounty targets' ratings depend on how long the players have been waiting - with a larger difference being used the longer the players have been waiting for a target. It takes a minimum of 5 minutes to be assigned a target, and if a player hasn’t been assigned a target after 30 minutes, the player will force a target. In the Bounty Hunter Options, players can set a Combat Difference (1-50) for their targets. The number can be above or below the player’s current combat level. For example, a player with a combat level of 100 and a Combat Difference of 10 will receive targets with a combat level of 90-110.
Matchmaking Rating (MMR) is an ELO based system, rewarding players for fighting others closer to their skill level. Players start with a MMR of 1,500 and will have to go through 5 Placement Bounties. These Placement Bounties will set the player’s rating based on the player’s performance. More rating is gained for defeating a stronger opponent, and more rating is lost when being defeated by a weaker opponent. Fighting the same player continuously prevents the player from gaining rating for some time. MMR is used to match up players who want to fight. There is also a rating in which the player is ranked on the highscores.
Penalties
To prevent players from stalling as much time as possible to make their target forfeit the fight, tight restrictions were set, and breaking these rules will cause the player a penalty. Each penalty counts as a loss, so the player will lose rating and may also be restricted to participate in Bounty Hunter for a period of time. This doesn’t count as a win for the other player though. Penalties only occur when a player has been assigned a bounty target, so these rules don’t apply to rogue fights.
Clearing Target
Players would be penalised for clearing their Bounty Target. This just results in a loss.
Logging Out
Players are not allowed to log out of a Bounty Hunter world for more than 6 minutes. When the player’s target has logged out or switched worlds, the following message appears in the chat box: Your target has left this world, they have X minute(s) to return. You should remain logged in, otherwise you may be penalised for leaving if they return. When the player’s target’s logged out timer has run out, the following message appears in the chat box: Your target has left this world for more than 10 minutes so has been cancelled.
This results in an hour penalty from being assigned bounty targets.
Safe Zone
Players are not allowed to stay in the safe zone for too long. This results in a 30-minute penalty from being assigned bounty targets.
Ditch Camping
Ditch camping is when a player attacks their target and then instantly runs back to the safe zone repeatedly. This is unfair because the Ditch Camper is safe from attacks. When leaving the Wilderness, the following message appears in the chat box: You are joining/leaving the wilderness too often. Subsequent attempts may incur a penalty.
This results in a 30-minute penalty from being assigned bounty targets.
League
Players are placed in a league based on their rating. There are 14 leagues named after the different kinds of revenants:
League | Rating |
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Imp | 0-1,500 |
Goblin | 1,501-1,999 |
Icefiend | 2,000-2,999 |
Pyrefiend | 3,000+ |
Hobgoblin | |
Vampyre | |
Werewolf | |
Cyclops | |
Hellhound | |
Lesser Demon | |
Ork | |
Darkbeast | |
Knight | |
Dragon |
Rewards
Bounty Hunter points can be used to buy various rewards from the Reward Shop. Bounty Hunter points can be earned by converting Bounty emblems into points. Bounty emblems are received and upgraded by killing players. The player must hold the emblem in their inventory as a kill is made for a chance to upgrade it. The chance of an emblem upgrading is more likely when killing a bounty target with higher rating than the player and when the emblem has not upgraded on previous kills. Rogue kills may also upgrade emblems but less often than bounty kills. In the Wilderness, Bounty emblems are always lost on death to your opponent.
Emblem | Points | |
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Bounty emblem (t1) | 10 | |
Bounty emblem (t2) | 25 | |
Bounty emblem (t3) | 60 | |
Bounty emblem (t4) | 150 | |
Bounty emblem (t5) | 400 | |
Bounty emblem (t6) | 1,000 | |
Bounty emblem (t7) | 2,500 | |
Bounty emblem (t8) | 6,000 | |
Bounty emblem (t9) | 15,000 | |
Bounty emblem (t10) | 40,000 |
Reward | BH points | Description | |
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Miscellaneous | |||
Wilderness hilt | 2,000 | Can be used on a dragon dagger, longsword, mace, claw, or scimitar (or off-hand version) to upgrade it to tier 70 | |
Large rune pouch | 4,000 | Ammo slot item that can store up to 16,000 of three types of runes | |
Adrenaline crystal × 10 | 1,000 | Used on an adrenaline potion or replenishment potion to increase the adrenaline (or special attack energy) it restores to 30% | |
Ancient warriors' equipment patch | 4,000 | Upgrades Ancient Warriors' equipment to tier 88 and makes them augmentable | |
Revenant Pet | 4,000 | A pet which can become any revenant up to and including your current Bounty Hunter league | |
Gear | |||
Random brawling gloves | 20,000 | A random pair of brawling gloves | |
Annihilation[1] | 30,000 | An augmentable tier 87 two-handed melee weapon with a powerful special attack | |
Decimation[1] | 30,000 | An augmentable tier 87 two-handed ranged weapon with a powerful special attack | |
Obliteration[1] | 30,000 | An augmentable tier 87 two-handed magic weapon with a powerful special attack | |
Amulet of the forsaken[1] | 2,000 | Improves the Barrows equipment set effects when worn |
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Related |
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Team | |
Solo |
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PvP |
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Removed |
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