kendellking_chaosb14_ESO wrote: »I don't even know why the hell this is even being "released" with unkillable guards why even try to run I know from PvP that guard NPCs are not pushovers.
Some of the quests have been altered to require criminal activity to progress, are you going to offer alternatives to those quests.
16BitForestCat wrote: »Pleasepleaseplease leave all the "justice" PVP stuff to Cyrodiil. I hate PVP; that's why I've never set so much as a toe in Cyrodiil.
Why do I hate PVP aspects? Because other players abuse them constantly in other games. I play as fairly virtuous characters and criminals alike, but I still don't want other players able to report crimes, or to inflict "justice" as justiciars or whatever. It'll just get abused non-stop. Let that be a thing in Cyrodiil if people want it, sure, but leave it out of non-PVP zones. I love ESO because in PVE zones, I don't have to worry about player harassment much outside the chatbox, and report-and-ignore fixes that. Please don't change it.
I'd also like it if bounties only applied to the region where the crime was committed, like Skyrim. It was a great system and made more sense than everyone everywhere somehow able to peg you as a thief, no matter how far you traveled.
Daily limited fence selling? Not a great idea, unless the limit is actually fairly high and only applies per fence, not across all fences. Also not a great idea unless you plan to give players a "stolen items" tab for inventory and bank so we can keep track, AND double the number of purchasable slots in both bank and inventory to hold all these stolen goods we can't sell yet. But I'd rather see the limit done away with entirely. It becomes too much of a daily grind otherwise.
dylan_reid88b16_ESO wrote: »I'm also a bit concerned about the idea of players constantly killing quest NPC's and making players pay them to stop. Honestly, I can see this being a big issue at first if there's decent gold to be made.
kendellking_chaosb14_ESO wrote: »I don't even know why the hell this is even being "released" with unkillable guards why even try to run I know from PvP that guard NPCs are not pushovers.
Because the other way around won't work until the PvP component is in. And that's a different beast to balance, so for me it's totally fine to get this step by step.
You also have to consider not all areas being meant for the same level of players. Just imagine some level 10comitting crimes in Daggerfall or Davon's Watch. His VR10 healer buddy would have absolutely no issues to just outheal any guard and there's nothing other players could do against.
I know similar situations from Eve Online. Players can opt in to join a faction's militia, essentially enabling open PvP against other militias (as well as the NPC military). Problem there: As long as there's no strong opposition by players, they'll just "tank" faction NPCs indefinitely, which on itself feels just off and kills immersion just as do immortal NPCs (but at the same time it allows people to abuse the system, e.g. camping in enemy territory).Some of the quests have been altered to require criminal activity to progress, are you going to offer alternatives to those quests.
They've always had more or less criminal aspects in them, like getting into other people's houses, taking their stuff as evidence, etc. In the end most quests make you a vigilant, so I consider it rather good that you've got a thin line to go between lawful and outlaw. You can't be the pure white knight and that's great.
100% agree I do also find your post both insightful and awesome, but according to the voting system it can only be one
Mathius_Mordred wrote: »3. Will inadvertent use of AOE cause injury or death to town NPCs that result in a bounty?