Disclaimer: This is just an idea. Will appreciate help in fleshing it out for later use.
Similar to Hardcore Mode players will have to find an unscrupulous NPC in Booty Bay that will sell the Fugitive Glyph or offer it as a quest reward (like HC Mode). Once acquired the glyph/mode cannot be removed by the player without either performing honorable actions (HKs) or by being captured/serving jail time (see DOING TIME & JAILBREAK).
Upon activation the player will now receive an increased penalty to dishonorable actions. Killing civilian npc and low level players will grant increased dishonor. This will allow evil players the ability to decrease their honor ranking faster without excessive griefing.
Redemption quests can be made for Dishonored/Exile Rank players who want to return living an honest life (faction donation?).Outlaw/Pariah Rank players will have to be hunted or at least be killed/turn themselves in to Neutral guards to escape their fate (this is more fun and immersive plus easier on the devs)
ALTERNATIVE METHOD
When a player with the glyph reaches Dishonored Rank they will suffer no penalty and will simply have to perform an honorable kill or a redemption quest to return to normal.
When a player with the glyph reaches Exiled Rank they will receive half reputation points when completing quests for any faction. Faction Npc's will sometimes perform negative emotes at them (/spit, /glare, etc.). They still have the option to complete a redemption quest to return to normal safely (higher requirement than Dishonored Rank)
When a player with the glyph reaches Outlaw Rank they will be permanently flagged for pvp and their name will be added to the bounty board for the opposing faction. They will no longer gain reputation when completing quests for any faction. Faction Npc's will perform negative emotes at them (/spit, /glare, etc.). No redemption, you've made your choice.
When a player with the glyph reaches Pariah Rank they will be permanently flagged for pvp and their name will be added to the bounty board for BOTH factions. Pariah player's reputations are reduced to Unfriendly with their own faction and thus can be attacked by their own faction npc/players. Faction npc’s will perform negative emotes (/spit, /rude, /glare). No redemption, you've made your choice.
- Secondary Factions will remain unchanged as Pariah Rank players will now have to use neutral city facilities (vendors, ah, trainers, etc).
- Horde & Alliance Guards may attack them and any player may assist in bringing these criminals to justice!
- Only go to this rank when your ready to suffer the consequences!
Players who accept and complete Bounty Board quests can eventually gain the title of Bounty Hunter under their name (maybe even a tabard). Reward money for this quest should be dependent on the criminal's rank and level (nothing to high to be abusable). Killing an Outlaw/Pariah rank player without the Bounty quest will not yield rewards nor teleport them to prison. Hopefully it's possible for the Bounty Quest text to include the fugitives reported level and name. Keep in mind that once a Bounty Hunter attacks a criminal player they too will become flagged for pvp. Ensure that all criminals are accounted for before engaging!
I have two possible methods of implementation. Devs feel free to correct me on whats possible.
1) Players who become Bounty Hunters by accepting the quest receive a passive effect called "Seeking Justice". This can serve as an identifier for the Bounty Hunter player. Fugitive players who are Outlaw/Pariah Rank will also have a passive effect called "Wanted" which will also serve as an identifier.
Now in similar fashion to Turtle Mode deaths, when an Outlaw/Pariah Rank player dies the mode will "check" to see what killed the fugitive. Was it drowning, falling, mobs, players, or players with the "Seeking Justice" effect? If its the latter then the recently killed fugitive player will be revived and immediately teleported to Gadgetzan Jail. The Bounty Hunter will then hand in the quest like normal.
2) When players become Bounty Hunters by accepting the quest they will receive an interactive quest item called "Cuffs and Rope". This item can only be used on the dead body of an Outlaw/Pariah Rank player. By using this item, and after the 1 sec cast time, the dead body will be revived and teleported to Gadgetzan Jail. The Bounty Hunter will then hand in the quest like normal.
Being sent to Gadgetzan jail as an Outlaw Rank player will have your hearthstone and a small amount of the gold/items/equipment slots automatically wiped from your inventory (possible recovery option) like in HC mode. Faction guards could capture instantly. Pariah Rank players will lose a larger amount of the gold/items/equipment. Faction guards that attack fugitives can capture instantly.
Fugitive bank items will remain safe, so keep an extra set of gear just incase things don't work out. Only wear what you can afford to lose when push comes to shove.
DOING TIME
While imprisoned the Outlaw/Pariah cannot group, hearth, or be teleported/summoned. They will have an "imprisoned" debuff preventing those actions and thus ensuring they serve jail time with either ingame or RL sentence, similar to the Touch of Zanzil(ex 1 hour). Higher ranks & levels serve more time. Opposing Outlaw and Pariah Rankplayers can attack each other while imprisoned, however their weapons/gear might be confiscated respectively. Ghosts cannot pass outside the gate and must rez inside the cage.
Currently I think the sentence time should be 1 minute for every level. There's a fine line between reasonable consequence and just punishing the player. Lets say we made the sentence time equal to 2x the player's level. That means a level 20 Outlaw/Pariah Rank player who gets captured must lose 40 minutes of gametime (unless they break out). That might be fine once or twice, but any more and the Fugitive Glyph starts to simply punish the player by interrupting gameplay. Since the imprisoned fugitive already loses items, I don't want to add to the cost of capture even more, lest the player avoid the glyph all together.
Once the time is served the player will be released from prison (teleported out into gadgetzan) with the Fugitive Glyph/Mode removed. Having served their time the player reverts back to a normal rank and they can now gain reputation and use respective faction facilities.Pariah Rank players will only have their faction reputations returned to Neutral. Players will have to acquire a new hearthstone from the innkeeper.
To become a fugitive again players will have to return to Booty Bay and reaccept the glyph.
JAILBREAK
Other fugitive players can try to break out their imprisoned friend by going to war and attacking the Neutral jailor npc. Killing the jailor will allow them to loot two keys. One key opens the prison cage, the other opens the evidence chest. Attacking the jailer will aggro any surrounding guards, so beware. There's always the chance of simply leaving the prisoner to rot, and taking the loot for yourself...
Once taking care of all the guards and acquiring the prison cage key the fugitive can interact with the gate to free their friend (5-10 sec cast).
Breaking out of prison will eliminate the "imprisoned" debuff on the escaped player allowing them to group, or be summoned. The rescuers can now trade the evidence key to the escaped fugitive. Unless its possible to specifically place all captured fugitives confiscated gear/items into that chest, looting the evidence chest will only give general items (similar to fugitive quests)
The escaped player will have their name back on the respective bounty boards in line with their current dishonored rank. Any escaping criminals & accomplices killed by guards will be captured and serve max jail time. Gear will be lost again.
FUGITIVE QUEST NPC
Scarlet Smartscrew is the npc that gives you the Glyph of The Fugitive. She will also serve as your eyes and ears for potential marks, scores, and looting opportunities. So long as you at least reach Outlaw Rank you will be able to receive quests from her (no risk, no reward). The quests she has will be divided by zones and levels. Once you out level a zone by a certain degree, the quests become unavailable to prevent ease of abuse (save some for the new blood).
I wanted to give Outlaw and Pariah Rankplayers something to do besides attack town npc's and potentially grief casual players (killing quest npc, flight masters, etc). Ofcourse they can still attack towns and cities, but the price for infamy will only increase...as will the consequences.
FUGITIVE QUEST EXAMPLE
Upon reaching lv 15 Horde/Alliance players of at least Outlaw Rank can now talk to the goblin Scarlet Smartscrew to receive fugitive quests. As a Booty Bay goblin she is well informed about the comings and goings of fresh shipments throughout Azeroth. The price for her information is a simple Finders Fee thats included inside every chest/coffer objective. Turning in this quest item will reward a large amount of experience. The specific quest for the player will go on a 4 hour timer before resetting.
Certain zones will have quests for Outlaw/Pariah Rank Horde, Alliance, or both. The example above is for the Barrens, Ratchet, and Redridge Mountains. The Horde fugitives will be able to select the Barrens quest about attacking the Bael Modan fortress in the southern Barrens. The Alliance fugitives will be able to select the Redridge Mountains' quest about attacking the Blackrock Orc settlement. There is also a quest to attack Neutral guards that both Horde and Alliance fugitives can do outside of Ratchet.
Each quest will require the Outlaw/Pariah Rank players to raid the locations and make their way to the guarded chest holding both Scarlet's Finders Fee (quest objective) and whatever loot that drops. However the chests are protected by respective elite faction guards of appropriate level. Taking the quest means one of the guards will have the key to the chest on them, therefore they must be killed by the players. Outlaw/Pariah rank players killed by these guards specifically will be "captured" on death and teleported to jail in Gadgetzan.
Upon successfully acquiring the key, looting the chest, and collecting the Finders Fee the Fugitive quest will be complete (share completion with party). Simply make it back to Scarlet and hand it in for an exp reward. The quest will be available again in another 4 hours. Remember that Pariah rank players can accept both faction Fugitive quests, but they will lose more items if they die to the guards.
FACTION CAPITAL HIESTS
Higher level Outlaw/Pariah Rank players will gain access to harder and more rewarding quests. Max level Fugitives will even be able to attack capital cities for high quality chests. These city raids will require more players and organization. Pariah Rank players must be careful attacking their own faction cities as both Guards and law abiding players can attack them.
I would personally vote to allow these chests a small chance to drop faction gear, mounts, items, and etc. This would allow outlaw players a chance to wear opposite faction gear (quartermaster custom items) or ride opposite faction mounts. Considering the risks Outlaw/Pariah players take, this could be a unique reward for said risk.
OLD
Since Turtle wow is a PVE server I don't want to encourage any actions that would further compel players to grief or harass others (who don't want it). My primary mission for this system is to be a "fair" way for criminal role-players to organically interact with the world without breaking it.
Im hoping an accelerated dishonor system will allow outlaws to kill less civilian npc's to get their desired rank/risk level. The risk of losing items when captured or killed by bounty hunters/guards should make Outlaw/Pariah Rank players think twice before attacking major towns with their best gear. This gives more power/incentive to lawful players who can now ensure greater consequence for outlaw griefing using this system. Crafting now serves a big role for criminal players, adding an additional economic boost for crafters of all levels.
World PVP might rise slightly as now criminal players will be encouraged to stick together to prevent loss of gear/items. This also means that Bounty Hunters will team up as well, and without a death penalty, use their most powerful gear to deliver justice. Pvp minded players can get a kick out of this Cops and Robbers dynamic.
The continuous cycle of gameplay/interaction of this mode will last far longer than other custom features. It can be enjoyed by low level and max level players. It’s also another unique advertising point the server can offer. The last custom feature, Hardcore Mode, has been an invaluable draw in bringing in more players. Hopefully this can be too.
I'll quote Kazgrim here: Dishonor Points viewtopic.php?f=2&t=342&hilit=outlaw
Kazgrim wrote: ↑Mon Feb 25, 2019 6:27 amDishonor Points
Even among enemies as bitter as the Horde and the Alliance, there is honor. If you flaunt this honor and engage in objectionable PvP play, such as killing new players vastly inferior to you in level, or killing essential non-combat NPCs such as flight masters or quest givers, you will earn dishonor. If you accumulate enough dishonor through your criminal actions, you will be branded an outlaw. As a consequence, you'll suffer experience penalties, lose access to your own faction cities, and become so hated even by your own kind that every faction NPC will attack you on sight.
- WoW game manual. Page 134, "dishonorable kills".
If there are any mistakes or delusions I have on what the client can/cannot do please let me know. Overall this is just an outline and I hope it will serve as a starting point if the devs take an interest. I would still encourage interested players to comment their opinions and critiques.
PLEASE POST BELOW so we can work together and refine this idea. I can almost guarantee I've missed some key element or ground breaking bug/conflict. Help me turtle wow community, your my only hope.