So the current tactic is to have a split team of two, we’re pl.1 has friendly fire enabled and pl.2 is “friendly”
pl 1 kill victim, take stuff. Bagless so no loss.
Pl 2 try to gloat victim to become bandit.
pl 1 return, if killed by guard or victim pl 2 grabs stuff. Exits safely.
If pl 2 is killed, quick attack from graveyard spam to upp victims bounty, and eventually kill him no matter number of deaths. Take stuff, exit safely.
-leave stuff in house, return, repeat.
Gear damade is recovered with bounty. So no real loss.
So yah, a bit of a loophole used against the current system. It’s a valid tactic that basicly uses the bandit system against the victim.
I don’t have a fix for it, but
A) I would suggest that attacking anyone that has had a bounty the last 24h would not give you a bounty, and only a lower bandit timer. This would make it harder to repeat.
B) taking bandit loot gives you a lower bandit timer as well, making it harder to just grab stuff and run.