Another MMO I played worked on a system of Infamy, the more infamy you had, the worse it got for you. If you had more than 3 infamy, you couldn't equip or unequip items, if you reached 10+ infamy (i think) other players in your alliance could pk you
demonlkojipub19_ESO wrote: »Another MMO I played worked on a system of Infamy, the more infamy you had, the worse it got for you. If you had more than 3 infamy, you couldn't equip or unequip items, if you reached 10+ infamy (i think) other players in your alliance could pk you
How would infamy logically have an effect on being able to change equipment? and why did that come before players in your alliance being able to kill you...
indytims_ESO wrote: »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.
This does help allay a lot of fears, and I thank you.
PVP belongs in Cyrodil. That being said, adding it to the rest of the world in a limited fashion isn't a terrible idea *as long as* it doesn't interfere with those who have ZERO interest in PVP.
This is -not- a "PVP" game. This game was never designed with "open world" PVP in mind. I don't think it takes a rocket scientist to realize that allowing PVP, or PVPers to grief/harass PVErs by messing with quest NPCs, vendors, bankers, would be a *terrible* idea. Hopefully that 'current plan' REMAINS the 'plan' until implementation.
To those who are moaning about not being able to 'kill everything' - too bad. Go play Skyrim, or any other of the series where you can't screw with other people's games. Seriously. Your argument is lame and completely without merit. WHY would you *want* to screw the game up for other players who have no interest in playing "your way"? I have no desire to screw the game up for -you-, why would you want to do it in return? What sort of kick do you get out of the idea?
I frankly don't care about the 'justice system'. I don't care if players are allowed to kill off useless NPCs. That won't interfere with anyone else's game.
PVP belongs in Cyrodil.
This is -not- a "PVP" game. This game was never designed with "open world" PVP in mind. I don't think it takes a rocket scientist to realize that allowing PVP, or PVPers to grief/harass PVErs by messing with quest NPCs, vendors, bankers, would be a *terrible* idea. Hopefully that 'current plan' REMAINS the 'plan' until implementation.
To those who are moaning about not being able to 'kill everything' - too bad. Go play Skyrim, or any other of the series where you can't screw with other people's games. Seriously. Your argument is lame and completely without merit. WHY would you *want* to screw the game up for other players who have no interest in playing "your way"? I have no desire to screw the game up for -you-, why would you want to do it in return? What sort of kick do you get out of the idea?
I frankly don't care about the 'justice system'. I don't care if players are allowed to kill off useless NPCs. That won't interfere with anyone else's game.
moxiesauce 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.
Good questions maybe ZoS will think of more reasons to maintain a criminal lifestyle. Dailies could be one, go kill this guy or steal this artifact. here's 600g for your efforts, also a token, when you get enough you can buy a piece of nightengale armor.
So every 10 seconds some guy attacks the banker and kicks you out of the bank screen. Awesome.
Spottswoode wrote: »
moxiesauce 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.
Good questions maybe ZoS will think of more reasons to maintain a criminal lifestyle. Dailies could be one, go kill this guy or steal this artifact. here's 600g for your efforts, also a token, when you get enough you can buy a piece of nightengale armor.
I think they said in the presentation, that there wont be any rewards for stealing or killing.
If there would lets say "NPC x has 1000 gold, grab it" then this would probably not go through. Too many PVE players would demand that this isn't right, that they should not be forced to pvp...
We saw this with the dye system already, many complains that a few colors were bound on pvp achievements. I wonder what they would do if killing NPCs would actually reward loot that matters
Needles to say I wouldn't mind serious loot on those NPCs or quests - but with our community I am afraid it would be nerfed into Oblivionand every incentive to be destroyed.
Time will tell I guess, but a good remark from you!
moxiesauce 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.
Good questions maybe ZoS will think of more reasons to maintain a criminal lifestyle. Dailies could be one, go kill this guy or steal this artifact. here's 600g for your efforts, also a token, when you get enough you can buy a piece of nightengale armor.
I think they said in the presentation, that there wont be any rewards for stealing or killing.
If there would lets say "NPC x has 1000 gold, grab it" then this would probably not go through. Too many PVE players would demand that this isn't right, that they should not be forced to pvp...
We saw this with the dye system already, many complains that a few colors were bound on pvp achievements. I wonder what they would do if killing NPCs would actually reward loot that matters
Needles to say I wouldn't mind serious loot on those NPCs or quests - but with our community I am afraid it would be nerfed into Oblivionand every incentive to be destroyed.
Time will tell I guess, but a good remark from you!
Spottswoode wrote: »
No this isn't "easily fixed" because the moment any nearby NPC or the banker gets attacked everyone will get booted out of the banking screen, because the banker will move and start cowering/calling for help.
Having "overpowered guards" is not going to stop the banker kicking people because he's a reactive NPC and any movement from him will kick everyone from their banking session soon as there's any combat in the area.
moxiesauce wrote: »Spottswoode wrote: »
No this isn't "easily fixed" because the moment any nearby NPC or the banker gets attacked everyone will get booted out of the banking screen, because the banker will move and start cowering/calling for help.
Having "overpowered guards" is not going to stop the banker kicking people because he's a reactive NPC and any movement from him will kick everyone from their banking session soon as there's any combat in the area.
making it so you can always talk to the banker and never get kicked no matter what the bank is doing would be an easy fix. Break immersion a bit, but it's clearly what people want.
You can't attack unless you're stealthed.moxiesauce wrote: »They should make an option to not being allowed to sheath your weapon in towns, would help a ton with accidental attacking. maybe even get it a hot key to turn off and on.
You can't attack unless you're stealthed.moxiesauce wrote: »They should make an option to not being allowed to sheath your weapon in towns, would help a ton with accidental attacking. maybe even get it a hot key to turn off and on.
Again, you have to be stealthed.moxiesauce wrote: »You can't attack unless you're stealthed.moxiesauce wrote: »They should make an option to not being allowed to sheath your weapon in towns, would help a ton with accidental attacking. maybe even get it a hot key to turn off and on.
yea precaution if people have their wep out in town. Some abilities from other players can even sheath your weapon. you mess up and hit 1-5 R or your mouse and attack something you could be hit with a bounty. lemme guess another stupid idea?
Again, you have to be stealthed.moxiesauce wrote: »You can't attack unless you're stealthed.moxiesauce wrote: »They should make an option to not being allowed to sheath your weapon in towns, would help a ton with accidental attacking. maybe even get it a hot key to turn off and on.
yea precaution if people have their wep out in town. Some abilities from other players can even sheath your weapon. you mess up and hit 1-5 R or your mouse and attack something you could be hit with a bounty. lemme guess another stupid idea?
One idea is to have a toggle for people in options so even if stealthed they can't be entered into the open world pvp of the justice system.
No this isn't "easily fixed" because the moment any nearby NPC or the banker gets attacked everyone will get booted out of the banking screen, because the banker will move and start cowering/calling for help.
Having "overpowered guards" is not going to stop the banker kicking people because he's a reactive NPC and any movement from him will kick everyone from their banking session soon as there's any combat in the area.
They would be highlighted as aggroed and with a symbol over their head. Not to mention, all of us guards would probably just use a criminal panel addon anyway.Saint_JiubB14_ESO wrote: »How will you be able to identify criminals? there are no nameplates but it would theoretically be necessary to be able to identify players with unpaid fines, without breaking immersion.
.
Spottswoode wrote: »No this isn't "easily fixed" because the moment any nearby NPC or the banker gets attacked everyone will get booted out of the banking screen, because the banker will move and start cowering/calling for help.
Having "overpowered guards" is not going to stop the banker kicking people because he's a reactive NPC and any movement from him will kick everyone from their banking session soon as there's any combat in the area.
Which you are arbitrarily assuming will last longer than half a second or that it will even happen in the first place.