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How killing NPC's COULD be a good idea.

Phinix1
Phinix1
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There could definitely be some problems with this proposed NPC murder system, mainly due to the fact that this is not a solo game. This has worked in every other Elder Scrolls game BECAUSE they were SOLO, offline games.

That means if I chose to commit a crime or kill some NPC, that is MY CHOICE, and I accept the consequences to my game. In an online game I have NO CHOICE, and people will just go around slaughtering everything that talks just to grief people. No more atmospheric NPC's, killing quest givers over and over the second they spawn, etc.

Don't get me wrong, I am all for a justice system. I think elements of it could be very cool if executed correctly. Some things I think might help to put this on the right track:
  • Kill-able NPC's are separate from the main NPC's. They are like the random NPC mods for other ES games where they have no unique name or purpose other than to wander the roads and cities and get slaughtered... er... provide ambiance.
  • Certain of these NPC's will randomly interact with other anonymous (kill-able) NPC's in a way much like the Radiant AI system in Skyrim. For example, a bully will accost some random shoppers, pickpockets and corrupt authority figures plague the streets, along with wealthy jerks and snobs, all with unique random dialogue interactions. Enough diversity and interaction to cover the gamut of potential alignments, giving both good and bad aligned characters a REASON to want to kill certain NPC's.
  • Some sort of mission tie-in to the Thieves and Dark Brotherhood guilds to take out informants, agents, extortionists, competition, or targets of a Sacrament, etc.
  • Rather than re-spawn these NPC's will have fear behavior where they will avoid the scene of a crime, and react to murder by running off and hiding. Maybe they come back, maybe not. But other random characters will trickle in eventually.
  • Have some sort of gossip dialogue effected by events in the area. (Oh! Dead body! ...only more involved LOL.)
  • Have these random NPC's relegated only to certain areas of the town so they won't be in the way and causing too much chatter noise.
  • Etc.
I am sure they will do most of these things well. My main fear is that they would make regular NPC's kill-able (quest givers, merchants, etc.) and I really think that would be a bad idea.

Other than that, I look forward to the changes.
Edited by Phinix1 on July 20, 2014 4:28PM
  • Amsel_McKay
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    I think they should let players heal npcs. Or resurrect them back to life.

    So do I then you become active in PVP.
  • Mr.Turtlesworth
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    I think they should let players heal npcs. Or resurrect them back to life.

    So do I then you become active in PVP.

    Idk... Only time will tell what happens with this.
    I r robot
    hear me roar
  • Amsel_McKay
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    If you dont become active after you help someone then the game would be completely broken and stupid!
  • Phinix1
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    IF they instance the NPC's you can kill so that no one can kill the ones you see but you, then it won't be so bad.

    Maybe they will add some really annoying and obnoxious ones that you can sneak attack and kill without anyone seeing, then feel like you did the world a service by getting away with murder! XD
  • Amsel_McKay
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    IF they instance the NPC's you can kill so that no one can kill the ones you see but you, then it won't be so bad.

    Maybe they will add some really annoying and obnoxious ones that you can sneak attack and kill without anyone seeing, then feel like you did the world a service by getting away with murder! XD

    Instances npcs will ruin the entire thing...

    Only if you were looking forward to griefing people that enjoy atmospheric NPC's.

    I am not paying to play an online game to satisfy people's constant need for attention and recognition.

    They will not be instigated NPCs...
  • timidobserver
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    I wouldn't worry about it to much. After enough Rage/Whine posts, they will decide to add some kind of Toggle/Open-World PVP off switch or something.

    [Moderator Note: Edited per our rules on Flaming]
    Edited by ZOS_SandraF on July 20, 2014 2:24AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
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  • Mr.Turtlesworth
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    IF they instance the NPC's you can kill so that no one can kill the ones you see but you, then it won't be so bad.

    Maybe they will add some really annoying and obnoxious ones that you can sneak attack and kill without anyone seeing, then feel like you did the world a service by getting away with murder! XD

    Instances npcs will ruin the entire thing...

    Only if you were looking forward to griefing people that enjoy atmospheric NPC's.

    I am not paying to play an online game to satisfy people's constant need for attention and recognition.
    No. The only reason I'm excited about this is because I want to see someone kill an npc, then run over there and help a guard kick his ass.
    I r robot
    hear me roar
  • timidobserver
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    I wouldn't worry about it to much. After enough Rage/Whine posts like the OP, they will decide to add some kind of Toggle/Open-World PVP off switch or something.

    What a wonderful community we have, where anyone that you disagree with needs to be called a raging whiner for having an opinion.

    Every post that disagrees with me isn't a Rage or Wine post. However, your post in particular read as a Rage post.

    Regardless, I don't think the problem you are fearing will exist. There are to many anti-PVP people that are offended by just the idea of PVP for them to move forward with this as it is. I expect some kind of toggle opt out feature.

    I also doubt that all NPCs will be fair game. There will probably be NPCs that are there to be killed, but some will just remain non-combatant parts of the atmosphere.
    Edited by timidobserver on July 19, 2014 11:19PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Orchish
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    It's something I'm actually really looking forward to if i'm honest.
  • adamrussell52_ESO
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    Taz wrote: »
    I think the consequences for killing an NPC should be brutal (and given the high monetary cost, it will be) and that guards should be pretty powerful.

    I guess I missed that part. How is cost implemented? I thought they just killed you and you pay 100 gold to repair.
  • Taz
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    Taz wrote: »
    I think the consequences for killing an NPC should be brutal (and given the high monetary cost, it will be) and that guards should be pretty powerful.

    I guess I missed that part. How is cost implemented? I thought they just killed you and you pay 100 gold to repair.

    The bounty stays until you pay it off, I believe. In this case, he'd killed several NPCs, and his bounty was high enough to buy a horse.

  • xMovingTarget
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    I am sure they will set up a proper system. Its still in the developement process. what we saw on the quakecon thing was a kinda early system.

  • adamrussell52_ESO
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    Taz wrote: »
    Taz wrote: »
    I think the consequences for killing an NPC should be brutal (and given the high monetary cost, it will be) and that guards should be pretty powerful.

    I guess I missed that part. How is cost implemented? I thought they just killed you and you pay 100 gold to repair.

    The bounty stays until you pay it off, I believe. In this case, he'd killed several NPCs, and his bounty was high enough to buy a horse.

    Ok that brings back my original question - how do you prevent bounty trading? I could work up a good bounty then have my buddy kill me over and over to rack up mega-gold reward. If the bounty stays through death it just makes this problem worse. Eventually we split the proceeds and I pay off the bounty with plenty extra.
  • Delith
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    This is NOT a solo game!

    This has only worked in every other Elder Scrolls game BECAUSE they were SOLO, offline games.

    That means if I chose to commit a crime or kill some NPC, that is MY CHOICE, and I accept the consequences to my game.

    In an online game I have NO CHOICE, and people will just go around slaughtering everything that talks just to grief people.

    No more atmospheric NPC's. That sounds like total fail to me.

    Don't get me wrong, I am all for a justice system. I think elements of it could be very cool if executed correctly. But allowing bored griefers another way to tick people off by killing all the atmospheric NPC's the second they spawn is just a really dumb idea.

    Stop trying to copy every little thing from the SOLO ES games.

    How about this. Let me mod the game like I did for all the other ES games. I'll just give myself levitate and the bow of 1000 deaths and 1-shot every veteran dungeon boss with my awesome skillxorz!

    /sarcasm

    But you get my point. Not everything that works in a solo game works/belongs in an online game.

    This is a really bad idea and many people like me that enjoy the atmospheric NPC banter and would take personal responsibility not to go around like a bored child killing everything may end up un-subbing over this.

    :(

    You could always go play Skyrim.


    Moderator Edit: Edited quote from moderated post.
    Edited by ZOS_SandraF on July 20, 2014 2:27AM
  • Mr.Turtlesworth
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    Taz wrote: »
    Taz wrote: »
    I think the consequences for killing an NPC should be brutal (and given the high monetary cost, it will be) and that guards should be pretty powerful.

    I guess I missed that part. How is cost implemented? I thought they just killed you and you pay 100 gold to repair.

    The bounty stays until you pay it off, I believe. In this case, he'd killed several NPCs, and his bounty was high enough to buy a horse.

    Ok that brings back my original question - how do you prevent bounty trading? I could work up a good bounty then have my buddy kill me over and over to rack up mega-gold reward. If the bounty stays through death it just makes this problem worse. Eventually we split the proceeds and I pay off the bounty with plenty extra.

    Whatever money he makes, you will have to pay. ( I'd think at least ). So you would essentially be giving him money. How do we even know there will be a reward?
    Edited by Mr.Turtlesworth on July 19, 2014 11:33PM
    I r robot
    hear me roar
  • adamrussell52_ESO
    adamrussell52_ESO
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    Taz wrote: »
    Taz wrote: »
    I think the consequences for killing an NPC should be brutal (and given the high monetary cost, it will be) and that guards should be pretty powerful.

    I guess I missed that part. How is cost implemented? I thought they just killed you and you pay 100 gold to repair.

    The bounty stays until you pay it off, I believe. In this case, he'd killed several NPCs, and his bounty was high enough to buy a horse.

    Ok that brings back my original question - how do you prevent bounty trading? I could work up a good bounty then have my buddy kill me over and over to rack up mega-gold reward. If the bounty stays through death it just makes this problem worse. Eventually we split the proceeds and I pay off the bounty with plenty extra.

    Whatever money he makes, you will have to pay. ( I'd think at least ). So you would essentially be giving him money. How do we even know there will be a reward?

    Thats kind of a fix, sorta. What about if I do it on an alt? No need to ever pay it off, just rack up the income. And naturally the alt would have no money in his pocket so the guards cant forcibly take it from him.
    Edited by adamrussell52_ESO on July 19, 2014 11:36PM
  • Zorrashi
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    I'm pretty sure there will exists some NPCs that are essential (i.e merchants/quest givers). The monetary cost is high, and apart from the 'pleasure' of the kill, there seems to be no real gain in participating in murder. In addition, the PvP aspect will stave even more hands from the knife due to the fear of imminent punishment from any passerby who sees them.

    If people are willing to ignore these costs, and try to kill an NPC, then that is their choice, they will have to accept the consequences. I, of course, would be singing a different tune if murders were so easily completed, with little or no real consequence; but even at its developing stages, the act of murdering has little to nothing to offer to the individual person, and even inflicts punishment. At first glance it seems like enough to prevent players from killing the atmosphere. But is it enough? Probably not. I expect them to learn though.

    But even so, would I want it out of the game completely? Heck no. I can deal with people running around with nothing on, and am soon to deal with people running around in pink armor. I'm pretty sure you can deal with a people killing what are likely inconsequential NPCs.
  • SFBryan18
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    NPC's are not synced, so if other players kill them, it won't affect you.
  • Laz
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    I cant wait our vampire guild is already talking about talking over whole cities and killing all the guards.

    And the players will be there to stop you. If you watched the video and listened, you are then flagged to get killed by anyone in that city/zone/whatever for X minutes.
    Been around watchin'. Time to start talkin'. - Twitch: twitch.tv/lazisonline
    Prior host of TESO Elite game-play twitch streams
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