PK - Bounty System
How It Works
In Haga, attacking innocent players comes at a price. The Bounty PK System replaces traditional banning with an economic system: the more you kill, the more expensive it gets — and when you die, your bounty becomes a reward for whoever takes you down.
Attack Rules
- To attack an innocent player, you need **bronze coins in your bank**.
- The cost is automatically calculated based on your level, the target's level, and your current skull.
- If you don't have enough balance, the attack is **blocked** and a message tells you how much you need.
- Attacking a player who already has a skull (PK) is **free** — self-defense and PK hunting cost nothing.
- The cost is automatically calculated based on your level, the target's level, and your current skull.
- If you don't have enough balance, the attack is **blocked** and a message tells you how much you need.
- Attacking a player who already has a skull (PK) is **free** — self-defense and PK hunting cost nothing.
Attacking a player
Bounty Calculation
The base cost is 100 bronze coins per attacker level**, and scales with three factors:
Level Difference — the weaker the target compared to you, the more expensive it gets. If you are level 100 and attack a level 50, the cost increases by 50%.
Skull Multiplier:
- White Skull: x1
- Red Skull: x2
- Black Skull: x3
Base Doubles Per Kill — every time you kill an innocent player, the base doubles: 100 → 200 → 400 → 800 → 1600...
Level Difference — the weaker the target compared to you, the more expensive it gets. If you are level 100 and attack a level 50, the cost increases by 50%.
Skull Multiplier:
- White Skull: x1
- Red Skull: x2
- Black Skull: x3
Base Doubles Per Kill — every time you kill an innocent player, the base doubles: 100 → 200 → 400 → 800 → 1600...
Wave System
If you attack multiple players without killing anyone, the locked bounty is the value of the most expensive target in the group, not the sum of all. This prevents excessive punishment during group fights.
After each kill, the wave resets and a new cycle begins with the doubled base.
After each kill, the wave resets and a new cycle begins with the doubled base.
Death and Reward
When a player with an active bounty dies:
- The bounty value is deducted from the PK's bank.
- The coins are dropped inside the corpse as bronze, platinum, and gold coins.
- Any player can loot the coins from the body.
- No inventory items are lost — only the bounty in coins.
- The bounty value is deducted from the PK's bank.
- The coins are dropped inside the corpse as bronze, platinum, and gold coins.
- Any player can loot the coins from the body.
- No inventory items are lost — only the bounty in coins.
Reward
Skulls and Broadcasts
White Skull — Upon killing an innocent, the server notifies all players with the killer's name and the bounty value.
Red Skull — Upon killing with a red skull, the broadcast includes the city where the PK is located, and a marker appears on the minimap of all players showing the location, name, and bounty value.
Red Skull — Upon killing with a red skull, the broadcast includes the city where the PK is located, and a marker appears on the minimap of all players showing the location, name, and bounty value.
Minimap Tracking
Players with an active bounty are marked on the minimap of all online players with a danger icon. Hovering over the marker displays the PK's name, skull type, and bounty value. The marker is automatically removed when the PK dies or loses their skull.
Minimap Track
Bank Restrictions
While skulled with an active bounty, the player cannot withdraw the bounty amount from the bank. The free balance (bank minus bounty) remains accessible normally.
No Banning
The Bounty PK System replaces automatic PK banning. There is no ban for accumulating frags — the punishment is purely economic. The more you kill, the more expensive it gets, and the greater the reward PK hunters earn for taking you down.