Board Thread:General Mod Discussion/@comment-32609058-20170718194025/@comment-25101089-20170725041012

I'll explain it in full detail, for the benefit of wiki editors and everyone else.

The way they work is that each faction maintains a record of players who've recently killed the faction's NPCs. Then, when the NPC generates a player hunting quest, they look through these records and pick a random player as the target.

The faction records recent kills by players within the areas of influence (map areas only, not mini-areas around NPCs) and a short range outside those areas. Recorded kills are kept for 24 hours (time elapsed while the server is running) before being forgotten.

To be considered as a target for a hunting quest, the player must have killed at least 20 of the faction's NPCs in the relevant area within the past 24 hours. All players above this threshold are given equal weight to be chosen, regardless of their kill counts; however, the quest rewards will be greater for targets with higher kill counts.

You can only have one quest to kill a particular player active at once. However, the amount of players who may have active quests to kill the same target player is unlimited. But once you successfully hunt and kill a player for a quest, anyone else with an active quest to kill that player fails it! This encourages competition, and prevents the same target players from being grouped up on over and over again.

If someone accepts a quest to kill you, you'll be notified in chat. If you're offline when this happens, the message will appear when you next log in.

And when a player is killed for a quest, this is also announced in chat. Everyone else with an active quest to kill that player will fail it at this time.

Once a player has been killed for a quest (not when the quest is completed and the reward claimed), no additional quests to kill that player are generated for the next 12 hours, regardless of how many NPCs they may kill. This prevents players who kill often from being targeted constantly.

Note that all of the above limitations apply to NPCs generating the quests and having them on offer, not to players accepting them. If an NPC generates a quest to kill a certain player, it won't immediately expire after the 24 hours, nor if someone else claims the bounty. If you have accepted a quest to kill someone, it won't expire after 24 hours. It will only fail if someone else kills the target for a quest.

And there are certain exclusive rewards for completing large numbers of these quests.