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.
What's wrong with flagging a criminal for pvp?
The pvp flag would be deactivated when killed or with money paid.
\What happens if we kill the bounty hunter? Do we get to keep his loot? There has to be a big trade off for failing and especially dying. So if the bounty hunter looses what he wears PERMANENTLY and the person who killed him keeps it, it could be fair.
It would make you think twice before trying to kill someone if you loose your armour/weapon you worked so hard to het and be able to loose it and start over again to regain it.
It's rather mind-boggling that you are playing an MMO game but you refuse to compete against other players in any way.
It's rather mind-boggling that you are playing an MMO game but you refuse to compete against other players in any way.
You do realize that many of us do not play ESO because it's an MMO. We play it because it's TES.
In my experience, MMOs are worthless wastes of time (not the game play or the people, just all the grinding and farming) and not all MMO's involve "competing" against other players. I refuse to "compete".
I am more than happy to team up and cooperate, but there is no way I'm going to "compete". None of you are worth my time and there is absolutely no reward for actually winning. I have no use for "bragging rights" and am quite happy with my current equipment. My self-esteem is just not so delicate.
I didn't say anything about friends racking up bounties. My vision is just to enable players to dispose of/chase off murderers. Without getting the bounty. My concern was the infinite killings of NPCs done by the lunatics chasing DB achievements. It would make more sense to me than adding the guards that are de facto the most powerful entities in the game.
And it's rather mind-boggling that you are playing an MMO game, but the competion against other players is bothering you.
It's rather mind-boggling that you are playing an MMO game but you refuse to compete against other players in any way.
You do realize that many of us do not play ESO because it's an MMO. We play it because it's TES.
In my experience, MMOs are worthless wastes of time (not the game play or the people, just all the grinding and farming) and not all MMO's involve "competing" against other players. I refuse to "compete".
I am more than happy to team up and cooperate, but there is no way I'm going to "compete". None of you are worth my time and there is absolutely no reward for actually winning. I have no use for "bragging rights" and am quite happy with my current equipment. My self-esteem is just not so delicate.
You do realize that many of us do not play PvP just to have "bragging rights". We compete because we simply enjoy it. The same way when you go save a princess.
Hey, I'd be all for it as long as this was opt-in only and did not take place just any old place like inside crafting halls or banks or on top of wayshrines, no skin off my back. And so long as nobody started killing off NPCs to prevent people from blade-of-woeing them unless they were part of a bounty hunting system, like people killed off the ww and vamp spawns so they could corner the market there. And as long as every other possible thing was covered to make sure that it never, ever impacted me personally in any way. It would be great for other people.
What's wrong with flagging a criminal for pvp?
The pvp flag would be deactivated when killed or with money paid.
Let's see....Friends racking up bounties, killing the one with a bounty and splitting the gold. Repeat over and over. Someone who is only doing pve quests racks up a bounty and gets forced into pvp. Pvp players camping thieves' guild refuge entries to kill players with a bounty before they can pay it off. Pvp players camping areas with quests that could cause a bounty for pve players so they can kill them. High level pvpers waiting to gank any new players who get a bounty.... Gee...what is wrong with flagging a "criminal" for pvp in a pve area?
And by the way, at least a few of us "no-sayers" are saying no because we've had to deal with the perfect manners, civility, and kind gentle words of pvpers we've met in the past. And yes, all of that means the total exact opposite. There might be nice, polite, well-mannered pvpers out there, but I haven't met m/any of them. I want to play the game for enjoyment, not hear the trash talking, insults, and all the rest of the happy crap that totally ruins the game for me. When pvp is in one area, I can avoid that if I don't want to deal with it. As for fighting other players? I've done duels when a guildmate asks. I'm not competitive, so I really don't care if someone else can kill me instantly. That's great, you da winner, congrats. Now go away and let me play the storyline, m'kay?
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.
This is just an argument stretched ad absurdum...
So the current situation when players kill dozens of NPCs in cities (and there is NOTHING to do about it) is more fun in your eyes?
I believe all those NO-sayers on this forum are PVE players who like killing defenceless NPCs but who are so afraid of playing against another human.
Pathetic.
And it's rather mind-boggling that you are playing an MMO game, but the competion against other players is bothering you.
Micah_Bayer wrote: »What's wrong with flagging a criminal for pvp?
The pvp flag would be deactivated when killed or with money paid.
Let's see....Friends racking up bounties, killing the one with a bounty and splitting the gold. Repeat over and over. Someone who is only doing pve quests racks up a bounty and gets forced into pvp. Pvp players camping thieves' guild refuge entries to kill players with a bounty before they can pay it off. Pvp players camping areas with quests that could cause a bounty for pve players so they can kill them. High level pvpers waiting to gank any new players who get a bounty.... Gee...what is wrong with flagging a "criminal" for pvp in a pve area?
And by the way, at least a few of us "no-sayers" are saying no because we've had to deal with the perfect manners, civility, and kind gentle words of pvpers we've met in the past. And yes, all of that means the total exact opposite. There might be nice, polite, well-mannered pvpers out there, but I haven't met m/any of them. I want to play the game for enjoyment, not hear the trash talking, insults, and all the rest of the happy crap that totally ruins the game for me. When pvp is in one area, I can avoid that if I don't want to deal with it. As for fighting other players? I've done duels when a guildmate asks. I'm not competitive, so I really don't care if someone else can kill me instantly. That's great, you da winner, congrats. Now go away and let me play the storyline, m'kay?
Opt in and out
Micah_Bayer wrote: »What's wrong with flagging a criminal for pvp?
The pvp flag would be deactivated when killed or with money paid.
Let's see....Friends racking up bounties, killing the one with a bounty and splitting the gold. Repeat over and over. Someone who is only doing pve quests racks up a bounty and gets forced into pvp. Pvp players camping thieves' guild refuge entries to kill players with a bounty before they can pay it off. Pvp players camping areas with quests that could cause a bounty for pve players so they can kill them. High level pvpers waiting to gank any new players who get a bounty.... Gee...what is wrong with flagging a "criminal" for pvp in a pve area?
And by the way, at least a few of us "no-sayers" are saying no because we've had to deal with the perfect manners, civility, and kind gentle words of pvpers we've met in the past. And yes, all of that means the total exact opposite. There might be nice, polite, well-mannered pvpers out there, but I haven't met m/any of them. I want to play the game for enjoyment, not hear the trash talking, insults, and all the rest of the happy crap that totally ruins the game for me. When pvp is in one area, I can avoid that if I don't want to deal with it. As for fighting other players? I've done duels when a guildmate asks. I'm not competitive, so I really don't care if someone else can kill me instantly. That's great, you da winner, congrats. Now go away and let me play the storyline, m'kay?
Opt in and out
Please explain how you would create this "opt in and out" system to prevent someone abusing it. How would it work if an "opt in" player was in a group of "opt out" players? The "opt in hunter" uses aoe attacks; do those attacks damage the other "opt out" group members? Does the "opt in hunter" player get a bounty because they attacked the "opt out" group members while trying to get the one "opt in" player? Does an "opt in" aoe attack flip the toggle for "opt out" players?
Yes, now I see, of course "opt in and opt out" is a perfectly clear easy to implement solution. /sarcasm
Micah_Bayer wrote: »What's wrong with flagging a criminal for pvp?
The pvp flag would be deactivated when killed or with money paid.
Let's see....Friends racking up bounties, killing the one with a bounty and splitting the gold. Repeat over and over. Someone who is only doing pve quests racks up a bounty and gets forced into pvp. Pvp players camping thieves' guild refuge entries to kill players with a bounty before they can pay it off. Pvp players camping areas with quests that could cause a bounty for pve players so they can kill them. High level pvpers waiting to gank any new players who get a bounty.... Gee...what is wrong with flagging a "criminal" for pvp in a pve area?
And by the way, at least a few of us "no-sayers" are saying no because we've had to deal with the perfect manners, civility, and kind gentle words of pvpers we've met in the past. And yes, all of that means the total exact opposite. There might be nice, polite, well-mannered pvpers out there, but I haven't met m/any of them. I want to play the game for enjoyment, not hear the trash talking, insults, and all the rest of the happy crap that totally ruins the game for me. When pvp is in one area, I can avoid that if I don't want to deal with it. As for fighting other players? I've done duels when a guildmate asks. I'm not competitive, so I really don't care if someone else can kill me instantly. That's great, you da winner, congrats. Now go away and let me play the storyline, m'kay?
Opt in and out
Please explain how you would create this "opt in and out" system to prevent someone abusing it. How would it work if an "opt in" player was in a group of "opt out" players? The "opt in hunter" uses aoe attacks; do those attacks damage the other "opt out" group members? Does the "opt in hunter" player get a bounty because they attacked the "opt out" group members while trying to get the one "opt in" player? Does an "opt in" aoe attack flip the toggle for "opt out" players?
Yes, now I see, of course "opt in and opt out" is a perfectly clear easy to implement solution. /sarcasm
The way I'm imagining proper opt-in/opt-out systems is that only the players who want to work with the pvp system are affected, and anyone else can play the game as they like, including the usual thieving and assassinations, without having to ever worry about it. It would not be hard to prevent it from affecting those who opted out; in the scenario you suggestion, for example, the proper way to do it would be that someone who was opted in would not be active while grouped with people who were opted out, so would not be targets for the duration. Kinda like when duelers decide they have to fight all over people who are trying to use crafting stations, and use aoe attacks on their opponents that don't affect the rest of us except for having to listen to the racket. Opt out should always mean "completely immune under any circumstance", and in cases of conflict err on the side of protecting those who are opted out and make the opt-ins have to take extra steps to get back to their optional play.