"In my thoughts and in my dreams, they're always in my mind
These songs of hobbits, dwarves and men, and elves
Come close your eyes, you can see them too..."
Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
Kiralyn2000 wrote: »
"In my thoughts and in my dreams, they're always in my mind
These songs of hobbits, dwarves and men, and elves
Come close your eyes, you can see them too..."
Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
When someone proposes something that will take place in pve areas or effect pve gameplay, pve players have a right to be able to comment.
Same goes for pvp players when pve players propose things that will effect pvp (ie pve Cyrodiil)
Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
When someone proposes something that will take place in pve areas or effect pve gameplay, pve players have a right to be able to comment.
Same goes for pvp players when pve players propose things that will effect pvp (ie pve Cyrodiil)
Is there PvE in Cyrodil?
Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
When someone proposes something that will take place in pve areas or effect pve gameplay, pve players have a right to be able to comment.
Same goes for pvp players when pve players propose things that will effect pvp (ie pve Cyrodiil)
Is there PvE in Cyrodil?
Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
When someone proposes something that will take place in pve areas or effect pve gameplay, pve players have a right to be able to comment.
Same goes for pvp players when pve players propose things that will effect pvp (ie pve Cyrodiil)
Kiralyn2000 wrote: »Great idea OP, this made right can be very fun.
I really don't understand why pve players still comment on pvp topics
So annoying...
Well, in this case, the idea seemed to be stuffing pvp into pve, so pver's commenting seems to be justified. /shrug
--
re: "risk/reward".... in this case, the reward is relatively small (a few thousand gold fencing stolen stuff) for the risk of being seen & getting a bounty (need to run from guards, chance to have the guards take all the stolen stuff, need to either pay it or log that character out for a period of time, etc). Having some pvper come mangle my pve-stealth-specced character without any challenge... eh, that risk would be enough to make the small reward no longer worth it. Theft in this game is mostly a source of recipes & motifs, plus a small gold source for the people who don't do the trade-guild thing and would otherwise be dirt poor.
Of course, if it's opt-in that's fine. But I can't imagine many of the people who do the theft thing, would want to opt in. I mean, why would you? You'd need to add some additional 'reward' to go along with the increased risk.
mook-eb16_ESO wrote: »How about a fornite style of cyro pvp. where we drop in from coldharbour through a dark anchor into cyrodiil.....
Just make a simple bounty system.
Like the billboard quests.
If player X has killed like 5+ people or more. and been playing for a time. he has a chance to get a bounty on his head.
(Or maybe only top 10 killers on each side can get a bounty)
Player Y then takes a bounty quest from the billboard that marks player X on the map with a moving icon.
Only the player with the quest can see it and only player Y gets the gold bounty and a token to buy new bounty items or something like that.
If Player X leaves the game the quest will tell you that. so you can keep or go get a new one.
Its all random and cannot be exploited in the same way as if players put bounties on players.
Kiralyn2000 wrote: »
Simple solution, dont be an outlaw.
But I was talking about people that only carebear and still want to difficult things for people who likes pvp.
ShadowMonarch wrote: »Guessing this is in response to my thread here, https://forums.elderscrollsonline.com/en/discussion/413724/new-forms-of-pvp-how-would-you-feel#latest
Every option in this thread is meant in a way to not impact pve play at all, or the play of people who want nothing to do with it. If you think there is a flaw in the system please go to that thread and read both the first and 2nd post and then comment below on it why and in a constructive manor if you agree or disagree or think the specific examples could be improved.
The bounty system in SWG would work by if X killed Y in certain pvp situations then Y would have the option to put up his own gold as a bounty on player X, there was a minium requirement of 100k so players didn't get troll 1g bountys. Then players that were hunting, in that game called Bounty Hunters, would have the option to get the mission from a terminal, which is was limited on how many people could take the mission ie attack and hunt the target at once, and would begin a in game process of tracking their target and hunting them down, upon a sucessful hunt of a player the reward would be the gold that Y used to put on X's head. There was no way to check the bounty on your own head and when you took the bounty of another player you couldn't see their name until you came face to face and were fighting them.
This system meant that Pve'ers and players who were not interested did not have to ever be effected by it, it was simply a system for pvpers.PelinalWhitestrake wrote: »Wouldn't work.
Just imagine being on the hunt, hours of hard work, tracking your prey with your Witcher sen-- uhm, scratch the last part. Anyway, your target sees you and goes all "OGM OMG OMG. he's here! mom pull the plug! PULL DA PLUG! aaaah aaaaaaaaaah AAAAAAAAAAAAAH!"
In as passed game that this would occur in there was a system so when you logged out your character in combat wouldn't disappear from the world for 3mins, which meant if you logged out in combat or shut off the PC/pulledtheplug/ectect, you would be guaranteed to come back dead. (which isn't really a big deal if you die in eso, you don't lose anything, sure the other player gained the bounty but you haven't lost anything.) Its just another form of pvp for pvpers to have fun with and it saw great success in swg.
ZOS_Holden wrote: »Hi there, @Micah_Bayer.
Bounty hunting as a new form of pvp sounds like a great idea and we can definitely imagine the fun, tense moments a system like that could lead to in-game! We obviously can't promise this idea will make it in game, but thanks for sharing we really appreciate it.
No.
There would be some hardened PvP player(s) with heavy armour PvP gear loitering at every crafting drop off point just waiting for someone to accidentally loot something instead of putting their crafting items into the boxes. Then they would pounce on the unfortunate crafter and kill them.
What about the sneak-thief (in full medium sneak gear) trying hard to pickpocket risky nobles in search of that elusive throne blueprint. One slip-up or bad lag moment later, 5 PvPers pounce on him/her/mer and kill them without chance of a fight back.
Insta-death.
Where's the fun in that? Seriously?
The disparity between sneak-gear and PvP gear is too far apart to allow this to happen. Sneak-thieves would have absolutely no survival chance.
The whole concept is just so heavily weighted in favour of the PvP aspect that it could end up ruining an entirely enjoyable section of the game.
No.
There would be some hardened PvP player(s) with heavy armour PvP gear loitering at every crafting drop off point just waiting for someone to accidentally loot something instead of putting their crafting items into the boxes. Then they would pounce on the unfortunate crafter and kill them.
What about the sneak-thief (in full medium sneak gear) trying hard to pickpocket risky nobles in search of that elusive throne blueprint. One slip-up or bad lag moment later, 5 PvPers pounce on him/her/mer and kill them without chance of a fight back.
Insta-death.
Where's the fun in that? Seriously?
The disparity between sneak-gear and PvP gear is too far apart to allow this to happen. Sneak-thieves would have absolutely no survival chance.
The whole concept is just so heavily weighted in favour of the PvP aspect that it could end up ruining an entirely enjoyable section of the game.
You obviously wouldn't have a bounty on your head if you stole a damn Sweetroll. You would need like 1000-2000 bounty to even be considered a target for 'Player Guards'.
I myself am a Thief and I steal A LOT. I am a Mag Sorc and even I can easily escape any NPC guard in any scenario no matter how much bounty I have. I can imagine what a faceroll it is for a Nightblade. It's just too easy, would really be fun to have a bounty threshold where players would start chasing you.
I know that's the sole purpose of your post, to make the whole idea look as bad as possible, but honestly with that attitude you can make anything look bad.
ZOS_Holden wrote: »Hi there, @Micah_Bayer.
Bounty hunting as a new form of pvp sounds like a great idea and we can definitely imagine the fun, tense moments a system like that could lead to in-game! We obviously can't promise this idea will make it in game, but thanks for sharing we really appreciate it.
@ZOS_Holden, if this idea makes it into the game, I'd drop the game immediately. I've been playing since the beta, and subbed from the beginning; have two accounts, one with maxed character slots, the second one half full, spent quite a few crowns collecting the senche mounts and other items that caught my attention, and I'd drop it without a second thought about the waste of money and time.You might want to go back and look at the myriad previous threads about this subject, and look at all the reasons it would be an incredibly bad idea.
Hint; some pve players have fun *without* pvp. Some pve players want to do the pve in-game content they paid for without worrying about other players hunting them down for bounties. Even if an arbitrary limit is set, how would you stop the exploits that will start, probably instantly. Player A and Player B are friends. Player A racks up a huge bounty and lets Player B kill him to get it. They split the gold. Rinse and repeat. A player with a collectible bounty is in a group in a pve area; what happens if the bounty hunter decides to collect? Will the aoes affect others in the group? Will others in the group be able to fight? How would you stop bounty hunters from camping at travel points? What point moves it from "bounty hunting" to griefing?
How about a separate server/instance where the players who are absolutely convinced that open world pvp kill everything even your own faction everywhere could go? If there are so many players that believe that would be super fun then they'd have a nicely populated instance where they could pvp other built/geared for it pvp players.
ZOS_Holden wrote: »Hi there, @Micah_Bayer.
Bounty hunting as a new form of pvp sounds like a great idea and we can definitely imagine the fun, tense moments a system like that could lead to in-game! We obviously can't promise this idea will make it in game, but thanks for sharing we really appreciate it.
@ZOS_Holden, if this idea makes it into the game, I'd drop the game immediately. I've been playing since the beta, and subbed from the beginning; have two accounts, one with maxed character slots, the second one half full, spent quite a few crowns collecting the senche mounts and other items that caught my attention, and I'd drop it without a second thought about the waste of money and time.You might want to go back and look at the myriad previous threads about this subject, and look at all the reasons it would be an incredibly bad idea.
Hint; some pve players have fun *without* pvp. Some pve players want to do the pve in-game content they paid for without worrying about other players hunting them down for bounties. Even if an arbitrary limit is set, how would you stop the exploits that will start, probably instantly. Player A and Player B are friends. Player A racks up a huge bounty and lets Player B kill him to get it. They split the gold. Rinse and repeat. A player with a collectible bounty is in a group in a pve area; what happens if the bounty hunter decides to collect? Will the aoes affect others in the group? Will others in the group be able to fight? How would you stop bounty hunters from camping at travel points? What point moves it from "bounty hunting" to griefing?
How about a separate server/instance where the players who are absolutely convinced that open world pvp kill everything even your own faction everywhere could go? If there are so many players that believe that would be super fun then they'd have a nicely populated instance where they could pvp other built/geared for it pvp players.
Micah_Bayer wrote: »Bounty hunting. Ah...that would be amazing. Gathering some info off of the bounty sheet of the whereabouts of the so called hunted was last seen which updates every five minutes would be awesome and fun. Too many thieves are roaming about without a care in the world.