As for your suggestion, I just see a bunch of griefing by filling up a town with guards, much akin to the opposite, which is creating huge piles of fast spawning mobs dead bodies.
Kiralyn2000 wrote: »
And as for 'immersion'... I don't suffer from that, thankfully. Oh, the guards are a blatant game mechanic? That's fine, doesn't bother me. Any more than PCs with goofy names and glowing tattoos, bunny-hopping around town on the piles of flaming lava rocks they call mounts, do. Or the million other things that seem like they'd also be bad for this "immersion" thing. /shrug
yes, only because "my immersion" - as cheesy as that sounds sometimes, it's hard to feel like I'm needed when they could just send this super guard out to do any quest they ask me to do.
I liked what they did in Fable - just keep sending more and more guards after you the more you kill and just keep driving up your bounty PLUS give you no benefit to killing them (no xp or drops). They could even add a temporary town ban if you killed enough of them in one area - not a IRL type ban, but an in-game one where you'd get auto attacked for going there even if you cleared your bounty gold wise.
Necrotech_Master wrote: »the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)
spartaxoxo wrote: »Necrotech_Master wrote: »the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)
If you invis well enough without being hit, you can exit the door.
Killing guards is simply showing off, other games allow it and it serves no purpose than some max level well geared player going into town to show how "uber" they are. As for your suggestion, I just see a bunch of griefing by filling up a town with guards, much akin to the opposite, which is creating huge piles of fast spawning mobs dead bodies.
Necrotech_Master wrote: »spartaxoxo wrote: »Necrotech_Master wrote: »the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)
If you invis well enough without being hit, you can exit the door.
true, but not many toons have that good of invis AND the guards do have an anti-stealth move similar to the revealing flare, so unless your fast too your going to get revealed (very bad if you tried to use an invis pot with 45 sec cooldown getting revealed 5 sec into effect)
yes, only because "my immersion" - as cheesy as that sounds sometimes, it's hard to feel like I'm needed when they could just send this super guard out to do any quest they ask me to do.
I liked what they did in Fable - just keep sending more and more guards after you the more you kill and just keep driving up your bounty PLUS give you no benefit to killing them (no xp or drops). They could even add a temporary town ban if you killed enough of them in one area - not a IRL type ban, but an in-game one where you'd get auto attacked for going there even if you cleared your bounty gold wise.
That's ok in a single-player game because there's only ever going to be 1 person at a time doing it. Things like that get problematic when you add hundreds of other players.
For a start if each player fighting guards spawns more guards then multiple people fighting guards in the same area could very quickly overwhelm the server with the number of guards it would need to spawn and then it crashes. Before that point you have towns which are just battle grounds full of guards and corpses, it would be even more of a mess than duelling, especially for those players who care about immersion.MindOfTheSwarm wrote: »I mean there is opportunity for some kind of bounty hunter system. What if after a certain level of bounty the whole world effectively becomes PvP for you. And players that take you out get bounty rewards. I mean this could only work if guards weren’t invincible.
ZOS tried to develop a system like that but found it was impossible to come up with a version that wouldn't be exploited by players, either taking turns farming each other or simply griefing other players by camping locations like the entrance to thieves dens to attack anyone going in or out.
SilverBride wrote: »I remember trying to level in lowbie zones in WoW and not being able to because high level players from the other faction kept killing the quest givers.
Some NPCs should not be killable to avoid possible griefing situations.
SilverBride wrote: »I remember trying to level in lowbie zones in WoW and not being able to because high level players from the other faction kept killing the quest givers.
Some NPCs should not be killable to avoid possible griefing situations.
Ever play a traditional elder scrolls game and *** off a guard? Yeah, I loved the thrill of standing a chance, of course higher level they were easy so.. fix that.
I think they should be obscenly hard, but not unkillable.
Narvuntien wrote: »They would have to do a lot more damage in general.
Kiralyn2000 wrote: »And as for 'immersion'... I don't suffer from that, thankfully. Oh, the guards are a blatant game mechanic? That's fine, doesn't bother me. Any more than PCs with goofy names and glowing tattoos, bunny-hopping around town on the piles of flaming lava rocks they call mounts, do. Or the million other things that seem like they'd also be bad for this "immersion" thing. /shrug
drsalvation wrote: »I think they could be killable, but attacking a guard will put you in a PvP state where other players can kill you (but only if you attack/kill the guard, so you can still rob stuff in peace, but killing a guard will allow other players to help them - or help you)
Of course, it will be chaotic at first, but who cares at this point? It's just as immersive as speaking to an NPC in anvil who's standing right near their own corpse.