mikeandsharrahub17_ESO wrote: »Someone else interacting with the banker doesn't kick you out of the bank now, imagine it will be the same as any other interaction.
mikeandsharrahub17_ESO wrote: »Someone else interacting with the banker doesn't kick you out of the bank now, imagine it will be the same as any other interaction.
When a banker moves you get booted out of the bank screen. The cat banker in Khenarthi's Roost is proof of this.
The lack of "We won't let that happen" disturbs me. My fears about this psuedo open-world PVP begin to be confirmed, you clearly don't have a policy to prevent griefing.ZOS_JessicaFolsom wrote: »
ZOS_JessicaFolsom wrote: »
WoW developers learned that despite whatever safeguards are put in place, high level players will travel to low level areas and simply wipe out every guard, NPC, and Quest Giver they can find. And they will keep them dead for hours on end.
Bottom line is that the griefers will simply ruin the PvE game for pretty much all the non-sociopathic player base.
Now, ZOS will eventually hear the laments of the player base, and be forced to get rid of the ability to kill NPCs. But a lot of damage will be done to ESO during the time that this behavior is allowed in the game.
ZOS would be wise to LEARN from the mistakes of others and not repeat them.
Yes Blizzard learned the hard way, they lost 7 million of their subs in the process
I don't want to offend you but your carebear mode just doesn't fit to MMOs. If players can not kill important NPC´s then the whole reason for the justice system is revoked.
We need a living world, we need interaction with players and one way to do this is world pvp. If a guild sieges a city, then everyone on the server has to work together to fight them off. If a sneaky Rogue camps a merchant, then players have to work together to find him. This is MMO stuff, this is what made UO, Vanilla WOW or DAOC so good.
I see the justice system failing before its even in the game, because of demands that have only one goal " the destruction" of ESO.
I feel very sorry for the DEVs, they have so many good thoughts but people at this forum just keep trashing them because they wont accept that this is an MMO and not Tetris.
It becomes a problem when the new level 1 players are being harassed by vr 12 players who go on and kill every single npc in the starting zones. As that is what is going to happen and how will those players be able to get new players if they don't know anyone to ask?
Some npc's should be protected from being killed or it will lead to massive abuse.
mikeandsharrahub17_ESO wrote: »mikeandsharrahub17_ESO wrote: »Someone else interacting with the banker doesn't kick you out of the bank now, imagine it will be the same as any other interaction.
When a banker moves you get booted out of the bank screen. The cat banker in Khenarthi's Roost is proof of this.
Never happened to me before but I have never used that banker. Gotta choose a better bank, bro
The difference between this and WoW is that in WoW, you could only do it to your enemy. Or is that something that changed?
ZOS_JessicaFolsom wrote: »The current plan is that important NPCs (quest NPCs, bankers, stablemasters, merchants) will not be killable when the Justice System goes live. However, they will be attackable, react accordingly, and you will incur bounty for doing so.
mikeandsharrahub17_ESO wrote: »
Someone else interacting with the banker doesn't kick you out of the bank now, imagine it will be the same as any other interaction.
Alphashado wrote: »The mistake wow made was allowing quest NPCs and vendor NPCs to be killed. Naturally this was a big problem when lowbies had no vendors or NPCs to turn in quests.
There are countless NPCs in ESO that are there for fluff. All they have to do is make sure that relevant NPCs are unkillable.
demonlkojipub19_ESO wrote: »
I don't think this will turn out pretty either, but at least players can hunt down the *** that killed the poor banker.
demonlkojipub19_ESO wrote: »
I don't think this will turn out pretty either, but at least players can hunt down the *** that killed the poor banker.
Yep because the VR12/champ guy is going to be really really concerned about those 5 brave and fearless level 10 guys hunting him down.
WoW developers learned that despite whatever safeguards are put in place, high level players will travel to low level areas and simply wipe out every guard, NPC, and Quest Giver they can find. And they will keep them dead for hours on end.
Bottom line is that the griefers will simply ruin the PvE game for pretty much all the non-sociopathic player base.
Now, ZOS will eventually hear the laments of the player base, and be forced to get rid of the ability to kill NPCs. But a lot of damage will be done to ESO during the time that this behavior is allowed in the game.
ZOS would be wise to LEARN from the mistakes of others and not repeat them.
Yes Blizzard learned the hard way, they lost 7 million of their subs in the process
I don't want to offend you but your carebear mode just doesn't fit to MMOs. If players can not kill important NPC´s then the whole reason for the justice system is revoked.
We need a living world, we need interaction with players and one way to do this is world pvp. If a guild sieges a city, then everyone on the server has to work together to fight them off. If a sneaky Rogue camps a merchant, then players have to work together to find him. This is MMO stuff, this is what made UO, Vanilla WOW or DAOC so good.
I see the justice system failing before its even in the game, because of demands that have only one goal " the destruction" of ESO.
I feel very sorry for the DEVs, they have so many good thoughts but people at this forum just keep trashing them because they wont accept that this is an MMO and not Tetris.
It becomes a problem when the new level 1 players are being harassed by vr 12 players who go on and kill every single npc in the starting zones. As that is what is going to happen and how will those players be able to get new players if they don't know anyone to ask?
Some npc's should be protected from being killed or it will lead to massive abuse.
I played many MMOs with world pvp and this never happened to such an extend that I could not quest further. Yes some Quest NPC´s will be dead, but the good thing about MMOs is that there is not a linear story and they will respawn quickly.
If one quest hub has no NPCs for a few seconds until they respawn then you either go to a different hub or just wait a bit.
In the mean time there will be many guards, protecting the new spawned NPCs. The NPCs could also flee into the church or some temple which is heavily guarded, there are so many possible ways to do this.
Crossroads was under attack every now and then, but yet I never had issues with my chars at WOW. The high levels couldn't attack me and those few quests in the hub I could do later without any issues. Once the guards are up & higher level players there to defend, the attackers are pretty much always outnumbered and leave.
The scenario that some people make out of this where a single Rogue camps the banker is silly and not realistic.
The whole problem is, that by making unimportant NPCs only attackable - that players will lose their interest in the justice system very fast. Yes it might be fun the first time or the second, but sooner or later people will realize that its pointless to kill no name NPCs.
The whole purpose of attacking an NPC is the kill, not the bounty. Why should someone waste his or her reputation in a town, if only he has to feel the consequences but not the other players?
Its a horrible system that way, there must be a punishment for all sides and not just one. A one sided system will not work, as we can see at WOW now. World pvp is dead, 7 million subs lost - it says enough about the changes to the system there.
To disable pvp at the starter islands ok, but everywhere else it should be enabled and everything should be killable - else I don't see why anyone would invest time into becoming a thief or a criminal.
demonlkojipub19_ESO wrote: »demonlkojipub19_ESO wrote: »
I don't think this will turn out pretty either, but at least players can hunt down the *** that killed the poor banker.
Yep because the VR12/champ guy is going to be really really concerned about those 5 brave and fearless level 10 guys hunting him down.
I'm sure other VR12 people are going to hunt him down too.
Hope you guys have a quick revert button because PTS is not going to show you the same things as griefers and exploiters in the live version.ZOS_JessicaFolsom wrote: »
What do you think the PTS is going to teach you?ZOS_JessicaFolsom wrote: »
AlexDougherty wrote: »Alphashado wrote: »The mistake wow made was allowing quest NPCs and vendor NPCs to be killed. Naturally this was a big problem when lowbies had no vendors or NPCs to turn in quests.
There are countless NPCs in ESO that are there for fluff. All they have to do is make sure that relevant NPCs are unkillable.
Bards, for example, I would be a lot happier if I could kill Bards, I don't want to kill any other NPCs, just the Bards.
moxiesauce wrote: »WoW developers learned that despite whatever safeguards are put in place, high level players will travel to low level areas and simply wipe out every guard, NPC, and Quest Giver they can find. And they will keep them dead for hours on end.
Bottom line is that the griefers will simply ruin the PvE game for pretty much all the non-sociopathic player base.
Now, ZOS will eventually hear the laments of the player base, and be forced to get rid of the ability to kill NPCs. But a lot of damage will be done to ESO during the time that this behavior is allowed in the game.
ZOS would be wise to LEARN from the mistakes of others and not repeat them.
Yes Blizzard learned the hard way, they lost 7 million of their subs in the process
I don't want to offend you but your carebear mode just doesn't fit to MMOs. If players can not kill important NPC´s then the whole reason for the justice system is revoked.
We need a living world, we need interaction with players and one way to do this is world pvp. If a guild sieges a city, then everyone on the server has to work together to fight them off. If a sneaky Rogue camps a merchant, then players have to work together to find him. This is MMO stuff, this is what made UO, Vanilla WOW or DAOC so good.
I see the justice system failing before its even in the game, because of demands that have only one goal " the destruction" of ESO.
I feel very sorry for the DEVs, they have so many good thoughts but people at this forum just keep trashing them because they wont accept that this is an MMO and not Tetris.
It becomes a problem when the new level 1 players are being harassed by vr 12 players who go on and kill every single npc in the starting zones. As that is what is going to happen and how will those players be able to get new players if they don't know anyone to ask?
Some npc's should be protected from being killed or it will lead to massive abuse.
I played many MMOs with world pvp and this never happened to such an extend that I could not quest further. Yes some Quest NPC´s will be dead, but the good thing about MMOs is that there is not a linear story and they will respawn quickly.
If one quest hub has no NPCs for a few seconds until they respawn then you either go to a different hub or just wait a bit.
In the mean time there will be many guards, protecting the new spawned NPCs. The NPCs could also flee into the church or some temple which is heavily guarded, there are so many possible ways to do this.
Crossroads was under attack every now and then, but yet I never had issues with my chars at WOW. The high levels couldn't attack me and those few quests in the hub I could do later without any issues. Once the guards are up & higher level players there to defend, the attackers are pretty much always outnumbered and leave.
The scenario that some people make out of this where a single Rogue camps the banker is silly and not realistic.
The whole problem is, that by making unimportant NPCs only attackable - that players will lose their interest in the justice system very fast. Yes it might be fun the first time or the second, but sooner or later people will realize that its pointless to kill no name NPCs.
The whole purpose of attacking an NPC is the kill, not the bounty. Why should someone waste his or her reputation in a town, if only he has to feel the consequences but not the other players?
Its a horrible system that way, there must be a punishment for all sides and not just one. A one sided system will not work, as we can see at WOW now. World pvp is dead, 7 million subs lost - it says enough about the changes to the system there.
To disable pvp at the starter islands ok, but everywhere else it should be enabled and everything should be killable - else I don't see why anyone would invest time into becoming a thief or a criminal.
The skills trees from TG and DBH will be incentive for people to be criminals, the killing sprees are just an added thing that people will be capable of.
ZOS_JessicaFolsom wrote: »
moxiesauce wrote: »WoW developers learned that despite whatever safeguards are put in place, high level players will travel to low level areas and simply wipe out every guard, NPC, and Quest Giver they can find. And they will keep them dead for hours on end.
Bottom line is that the griefers will simply ruin the PvE game for pretty much all the non-sociopathic player base.
Now, ZOS will eventually hear the laments of the player base, and be forced to get rid of the ability to kill NPCs. But a lot of damage will be done to ESO during the time that this behavior is allowed in the game.
ZOS would be wise to LEARN from the mistakes of others and not repeat them.
Yes Blizzard learned the hard way, they lost 7 million of their subs in the process
I don't want to offend you but your carebear mode just doesn't fit to MMOs. If players can not kill important NPC´s then the whole reason for the justice system is revoked.
We need a living world, we need interaction with players and one way to do this is world pvp. If a guild sieges a city, then everyone on the server has to work together to fight them off. If a sneaky Rogue camps a merchant, then players have to work together to find him. This is MMO stuff, this is what made UO, Vanilla WOW or DAOC so good.
I see the justice system failing before its even in the game, because of demands that have only one goal " the destruction" of ESO.
I feel very sorry for the DEVs, they have so many good thoughts but people at this forum just keep trashing them because they wont accept that this is an MMO and not Tetris.
It becomes a problem when the new level 1 players are being harassed by vr 12 players who go on and kill every single npc in the starting zones. As that is what is going to happen and how will those players be able to get new players if they don't know anyone to ask?
Some npc's should be protected from being killed or it will lead to massive abuse.
I played many MMOs with world pvp and this never happened to such an extend that I could not quest further. Yes some Quest NPC´s will be dead, but the good thing about MMOs is that there is not a linear story and they will respawn quickly.
If one quest hub has no NPCs for a few seconds until they respawn then you either go to a different hub or just wait a bit.
In the mean time there will be many guards, protecting the new spawned NPCs. The NPCs could also flee into the church or some temple which is heavily guarded, there are so many possible ways to do this.
Crossroads was under attack every now and then, but yet I never had issues with my chars at WOW. The high levels couldn't attack me and those few quests in the hub I could do later without any issues. Once the guards are up & higher level players there to defend, the attackers are pretty much always outnumbered and leave.
The scenario that some people make out of this where a single Rogue camps the banker is silly and not realistic.
The whole problem is, that by making unimportant NPCs only attackable - that players will lose their interest in the justice system very fast. Yes it might be fun the first time or the second, but sooner or later people will realize that its pointless to kill no name NPCs.
The whole purpose of attacking an NPC is the kill, not the bounty. Why should someone waste his or her reputation in a town, if only he has to feel the consequences but not the other players?
Its a horrible system that way, there must be a punishment for all sides and not just one. A one sided system will not work, as we can see at WOW now. World pvp is dead, 7 million subs lost - it says enough about the changes to the system there.
To disable pvp at the starter islands ok, but everywhere else it should be enabled and everything should be killable - else I don't see why anyone would invest time into becoming a thief or a criminal.
The skills trees from TG and DBH will be incentive for people to be criminals, the killing sprees are just an added thing that people will be capable of.
I don't think so to be honest and even if so, what about the time after you have the perks, why continue with being a criminal?
Does anyone still hunt vampires after he is done with the fighters guild?
We will see how it turns out, but I see some serious issues in regards of the incentive to become a criminal. You also need to consider that you can steal your way up or trade like it happens with vampires already.
I am pretty sure that nobody ever has to attack an NPC and could still max out the skill lines.
ZOS_JessicaFolsom wrote: »The current plan is that important NPCs (quest NPCs, bankers, stablemasters, merchants) will not be killable when the Justice System goes live. However, they will be attackable, react accordingly, and you will incur bounty for doing so.