If that's the only danger to the Guards, I'm OK with that.dimensional wrote: »Because then you'd have groups of people taking out guards in entire zones which would break the risk/reward scenario of the justice system. It's pretty simple. I would be in favor of being able to incapacitate them momentarily through damage though.
Uriel_Nocturne wrote: »But the Dark Brotherhood are murders. They kill. For money. And giggles.
If a DB member gets sighted and accosted by a Guard, it's more than likely that said member would add the Guard to his/her kill count rather than flee. It is, after all, what they do.
Whatzituyah wrote: »Again why can't the guards fight Molag Bal? Why do we "Heroes" have to do it if we can die? They can't die and they have a one shot kill move. #zoslogic
dimensional wrote: »Because then you'd have groups of people taking out guards in entire zones which would break the risk/reward scenario of the justice system. It's pretty simple. I would be in favor of being able to incapacitate them momentarily through damage though.
dimensional wrote: »Whatzituyah wrote: »Again why can't the guards fight Molag Bal? Why do we "Heroes" have to do it if we can die? They can't die and they have a one shot kill move. #zoslogic
Why does anyone fear death in a world with soul gems? It's a game. Expect game-logic; every single one of them has it.
Whatzituyah wrote: »dimensional wrote: »Whatzituyah wrote: »Again why can't the guards fight Molag Bal? Why do we "Heroes" have to do it if we can die? They can't die and they have a one shot kill move. #zoslogic
Why does anyone fear death in a world with soul gems? It's a game. Expect game-logic; every single one of them has it.
In that case it sure does a great job about breaking game series emersion thats known for its emersion.
dimensional wrote: »Whatzituyah wrote: »dimensional wrote: »Whatzituyah wrote: »Again why can't the guards fight Molag Bal? Why do we "Heroes" have to do it if we can die? They can't die and they have a one shot kill move. #zoslogic
Why does anyone fear death in a world with soul gems? It's a game. Expect game-logic; every single one of them has it.
In that case it sure does a great job about breaking game series emersion thats known for its emersion.
I could point out 100 things in every single TES game that breaks immersion (emersion lol).
dimensional wrote: »No, none of them do. Video games are not accurate simulations of the real world, no matter how hard you try. People should expect games to behave like... well, games. It's kind of unreasonable to pick at every little detail if it breaks immersion, because you can't find a single video game that behaves exactly how the world (any world, even with its own self-consistent internal logic) is supposed to.
Thevampirenight wrote: »They should make them killlable but very hard to do so, and with a very high bounty for doing it, maybe one achievement and title to go with it. Maybe an achievement for shooting one of them in the knee.
Of course the main reason they made them unkillable is they feared that people would exploit this. Maybe change it if one guard dies another one runs up ten seconds later, so you have to run. Guard reinforcements could also be added that show up if the guard is low on health. So basically your not contending with one guard but other guards that run up to help the poor guard. Yes they should be well trained guards but not unkillable.
Dagoth_Rac wrote: »Thevampirenight wrote: »They should make them killlable but very hard to do so, and with a very high bounty for doing it, maybe one achievement and title to go with it. Maybe an achievement for shooting one of them in the knee.
Of course the main reason they made them unkillable is they feared that people would exploit this. Maybe change it if one guard dies another one runs up ten seconds later, so you have to run. Guard reinforcements could also be added that show up if the guard is low on health. So basically your not contending with one guard but other guards that run up to help the poor guard. Yes they should be well trained guards but not unkillable.
But "elite guards" and "guard reinforcements" seems to asking for a lot more activity and a lot more stress on servers just to end up right back where we started. At some point, you will be overwhelmed and have to flee to an outlaw refuge. Which is what happens now. Why go through all the trouble of delaying the inevitable? And it has to be inevitable that the bounty be enforced at some point. Otherwise it is just free gold and loot with no risk.
Dagoth_Rac wrote: »I think it would be too easy to cheese the justice system if guards could be killed. What would be consequences of killing a guard? Higher bounty? Who would collect it? Another guard? Just kill that guard, too. Send multiple guards? Kill them all. Send so many guards you cannot defeat them alone? Bring in guild mates to help kill them all. Bring in so many guards that no player group, no matter how big, can kill them? At that point, you have made both yourself and developers jump through a lot of hoops to just end up right back where we started - don't get caught, pay your bounty, or flee.
Dagoth_Rac wrote: »Thevampirenight wrote: »They should make them killlable but very hard to do so, and with a very high bounty for doing it, maybe one achievement and title to go with it. Maybe an achievement for shooting one of them in the knee.
Of course the main reason they made them unkillable is they feared that people would exploit this. Maybe change it if one guard dies another one runs up ten seconds later, so you have to run. Guard reinforcements could also be added that show up if the guard is low on health. So basically your not contending with one guard but other guards that run up to help the poor guard. Yes they should be well trained guards but not unkillable.
But "elite guards" and "guard reinforcements" seems to asking for a lot more activity and a lot more stress on servers just to end up right back where we started. At some point, you will be overwhelmed and have to flee to an outlaw refuge. Which is what happens now. Why go through all the trouble of delaying the inevitable? And it has to be inevitable that the bounty be enforced at some point. Otherwise it is just free gold and loot with no risk.
Thevampirenight wrote: »They should make them killlable but very hard to do so, and with a very high bounty for doing it, maybe one achievement and title to go with it. Maybe an achievement for shooting one of them in the knee.
Of course the main reason they made them unkillable is they feared that people would exploit this. Maybe change it if one guard dies another one runs up ten seconds later, so you have to run. Guard reinforcements could also be added that show up if the guard is low on health. So basically your not contending with one guard but other guards that run up to help the poor guard. Yes they should be well trained guards but not unkillable.
No, you misunderstand me.Uriel_Nocturne wrote: »But the Dark Brotherhood are murders. They kill. For money. And giggles.
If a DB member gets sighted and accosted by a Guard, it's more than likely that said member would add the Guard to his/her kill count rather than flee. It is, after all, what they do.
Well, yes and no. Or to be more specific: No and no.
The DB does not kill, they carry out ritual assassination contracts (for gold). In the second era even more so than at the time of Skyrim. They are not mindless collateral slaughterers, however, and they also do not kill out of personal motives. I hope Zenimax will take that into account when they design the DB contract mechanics.
If a guard tries to stop them while they carry out their contract, however, I would think they can get quite mean. But it's just not their prime goal to kill for a bodycount.
Thevampirenight wrote: »They should make them killlable but very hard to do so, and with a very high bounty for doing it, maybe one achievement and title to go with it. Maybe an achievement for shooting one of them in the knee.
Of course the main reason they made them unkillable is they feared that people would exploit this. Maybe change it if one guard dies another one runs up ten seconds later, so you have to run. Guard reinforcements could also be added that show up if the guard is low on health. So basically your not contending with one guard but other guards that run up to help the poor guard. Yes they should be well trained guards but not unkillable.
BalgusFlinn wrote: »Dagoth_Rac wrote: »I think it would be too easy to cheese the justice system if guards could be killed. What would be consequences of killing a guard? Higher bounty? Who would collect it? Another guard? Just kill that guard, too. Send multiple guards? Kill them all. Send so many guards you cannot defeat them alone? Bring in guild mates to help kill them all. Bring in so many guards that no player group, no matter how big, can kill them? At that point, you have made both yourself and developers jump through a lot of hoops to just end up right back where we started - don't get caught, pay your bounty, or flee.
Make it so you cannot bank/vendor/assistant. There you go, no more cheese. Kill a guard, no bank for you, until your heat goes down. Unkillable guard, are u kidding me, i took out MOLAG BAL, FOR PEATS SAKE! Should have just sent the guards in i guess!
dimensional wrote: »I agree, that's why I suggested a middle ground; we don't want anything to break the risk/reward of the justice system by having all the guards killed off at any given time by a group of feisty players. So instead, just let them be incapacitated temporarily similar to the unkillable characters in games like Skyrim. When they take 100% of their health in damage, they drop to one knee and have to heal up before they can move or attack again.

Dagoth_Rac wrote: »I think it would be too easy to cheese the justice system if guards could be killed. What would be consequences of killing a guard? Higher bounty? Who would collect it? Another guard? Just kill that guard, too. Send multiple guards? Kill them all. Send so many guards you cannot defeat them alone? Bring in guild mates to help kill them all. Bring in so many guards that no player group, no matter how big, can kill them? At that point, you have made both yourself and developers jump through a lot of hoops to just end up right back where we started - don't get caught, pay your bounty, or flee.