I'm not arbitrarily assuming it will last half a second. I'm just assuming it will happen, because when bankers move they close down our banking screen. Case in point the cat banker at Khenarthi's Roost - when he moves the bank window gets shut down. So, this WILL happen.
Spottswoode wrote: »
I'm not arbitrarily assuming it will last half a second. I'm just assuming it will happen, because when bankers move they close down our banking screen. Case in point the cat banker at Khenarthi's Roost - when he moves the bank window gets shut down. So, this WILL happen.
Which you are assuming based on current configuration. I think we're done here.
No, it isn't. *Sigh* You are assuming, 1) the banker will cower, 2) will begin moving or break the banking screen, and 3) that the staff was not already aware and testing of these possibilities and did not forsee this problem. You are also assuming that 4) the banker will not attack and 5) there will not be guards around to kill the attacker instead. 6) AND, you're scenario is based on other configurations and not the version which has not yet been released. 7) Which you have not seen.So you think the banker who gets attacked and starts fighting or sees a nearby NPC get beaten and stops to cower and call for guards will let you continue banking. At least my assumption is based on reality as it stands, whereas what you are assuming is just wishful thinking, or thread diversion.
What happens when griefers start making alts/mules with empty pockets to attack/kill NPCS, and then fall back on the 'Look, no gold.' defense.
Spottswoode wrote: »*Sigh*So you think the banker who gets attacked and starts fighting or sees a nearby NPC get beaten and stops to cower and call for guards will let you continue banking. At least my assumption is based on reality as it stands, whereas what you are assuming is just wishful thinking, or thread diversion.
there is no basis to believe that the banker being aggroed has any reason to disrupt the players functions with that npc at the current moment.
Spottswoode wrote: »
What happens when griefers start making alts/mules with empty pockets to attack/kill NPCS, and then fall back on the 'Look, no gold.' defense.https://www.youtube.com/watch?v=kP93s--bv3A We have that covered.
*facepalm* Which is based on the presumption that the problem was not forseen and that the banker problem will persist. (Deduction requires you remove the impossible, btw.) And, again, we're done here.1) Bankers are reactive (stated by ZOS employeee in this thread).
2) Reactive NPCs cower (seen in video on justive system).
3) Bankers that move close our bank window down (seen in cat banker in Khenarthi's Roost.
Okay so this is deductive reasoning, whereas your assumption is based on...? I can only conclude it is wishful thinking.
Perma-aggroed more like it. There is little reason to fret over players who constantly get in over their heads (whether on purpose or otherwise) in the crime portion. It's also likely the less scrupulous factions would help in that department.So, best case scenario, a player ends up with a bounty they can't pay through foolish adolescent hi-jinx.
You're proposing that the 'toon/character is permakilled?
Bored players, players with some kind of grudge, or players who just enjoy griefing will find ways to annoy players (who just want to play the game) whenever they think they can impact other players successfully.
So what happens to players who decide to go outlaw, amass a bounty on their head, and have no gold or assets to pay it off?
What happens when griefers start making alts/mules with empty pockets to attack/kill NPCs, and then fall back on the 'Look, no gold.' defense.
What happens to those 'toons who can't or wont pay off the bounty? Is ZENi going to perma-kill the 'toon? Parole? Make them pic up trash on the side of the road to work off the debt?
How many deadbeat 'toons will a griefer be able to crank out before s/he decides to unsub?
Maybe not the most important questions in the discussion, but they are points that need to be addressed.
Edited for capitalization error, and speeling.
An interesting video, but assumptions are the mother of all failures. And here, the assumption is that a single player is involved. How long do you think that guard would have lasted against six to ten VR12 players?
Like I said, they will sweep through these towns like a plague, clear them, and keep them cleared.
It will be great if Vendors, Quest NPCs, and other important ones are unkillable, but still. The developers assume to much about the behavior of internet peoples, I think. History has shown that if there is a way to grief game play, it will be done.
In a single player game, this kind of mechanic is fine. But in an MMO or Multi-Player Theme Park game, it is insane.
An interesting video, but assumptions are the mother of all failures. And here, the assumption is that a single player is involved. How long do you think that guard would have lasted against six to ten VR12 players?
Like I said, they will sweep through these towns like a plague, clear them, and keep them cleared.
It will be great if Vendors, Quest NPCs, and other important ones are unkillable, but still. The developers assume to much about the behavior of internet peoples, I think. History has shown that if there is a way to grief game play, it will be done.
In a single player game, this kind of mechanic is fine. But in an MMO or Multi-Player Theme Park game, it is insane.
Nobody is assuming this. If you go on a killing spree, you are kill on site forever(or until you pay an impossibly huge fine).
This means that if 10 players go around killing NPC's because the second that they leave the group any random players ANYWHERE can kill them.
An interesting video, but assumptions are the mother of all failures. And here, the assumption is that a single player is involved. How long do you think that guard would have lasted against six to ten VR12 players?
Like I said, they will sweep through these towns like a plague, clear them, and keep them cleared.
It will be great if Vendors, Quest NPCs, and other important ones are unkillable, but still. The developers assume to much about the behavior of internet peoples, I think. History has shown that if there is a way to grief game play, it will be done.
In a single player game, this kind of mechanic is fine. But in an MMO or Multi-Player Theme Park game, it is insane.
Spottswoode wrote: »*facepalm* Which is based on the presumption that the problem was not forseen and that the banker problem will persist. (Deduction requires you remove the impossible, btw.) And, again, we're done here.1) Bankers are reactive (stated by ZOS employeee in this thread).
2) Reactive NPCs cower (seen in video on justive system).
3) Bankers that move close our bank window down (seen in cat banker in Khenarthi's Roost.
Okay so this is deductive reasoning, whereas your assumption is based on...? I can only conclude it is wishful thinking.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Spottswoode wrote: »*facepalm* Which is based on the presumption that the problem was not forseen and that the banker problem will persist. (Deduction requires you remove the impossible, btw.) And, again, we're done here.1) Bankers are reactive (stated by ZOS employeee in this thread).
2) Reactive NPCs cower (seen in video on justive system).
3) Bankers that move close our bank window down (seen in cat banker in Khenarthi's Roost.
Okay so this is deductive reasoning, whereas your assumption is based on...? I can only conclude it is wishful thinking.
There is no "impossible" there. The ZOS employee clearly stated bankers can be attacked and are reactive. Then went on to point to testing it all with 20 people checking out exploits for their own purposes and who won't report a thing on their PTS servers as being the only thing to fall back on when it all goes wrong.
You might be "done" but the rest of us vs this new game mechanic certainly are not.
ZOS will need to make ALL useful NPCs (bankers/shop NPCs/quest NPCs) non-reactive and untargetable.
There is no "impossible" there.
Quite right. There are many of us who will dedicate personal time to hunting down disruptive players with this mechanic as well.
Nobody is assuming this. If you go on a killing spree, you are kill on site forever(or until you pay an impossibly huge fine).
This means that if 10 players go around killing NPC's because the second that they leave the group any random players ANYWHERE can kill them.
smeeprocketnub19_ESO wrote: »Spottswoode wrote: »*facepalm* Which is based on the presumption that the problem was not forseen and that the banker problem will persist. (Deduction requires you remove the impossible, btw.) And, again, we're done here.1) Bankers are reactive (stated by ZOS employeee in this thread).
2) Reactive NPCs cower (seen in video on justive system).
3) Bankers that move close our bank window down (seen in cat banker in Khenarthi's Roost.
Okay so this is deductive reasoning, whereas your assumption is based on...? I can only conclude it is wishful thinking.
There is no "impossible" there. The ZOS employee clearly stated bankers can be attacked and are reactive. Then went on to point to testing it all with 20 people checking out exploits for their own purposes and who won't report a thing on their PTS servers as being the only thing to fall back on when it all goes wrong.
You might be "done" but the rest of us vs this new game mechanic certainly are not.
ZOS will need to make ALL useful NPCs (bankers/shop NPCs/quest NPCs) non-reactive and untargetable.
Weird I don't remember the ZOS rep saying that bolded.
Nazon_Katts wrote: »Thank you for letting us in @ZOS_JessicaFolsom!
However, I've got a couple of questions, I'd be grateful if you could get them answered.
How are you going to prevent players from flagging other players against their will for pvp/crime? (e.g. by attacking NPCs and then spamming AOE heals in order to tag bystanders, pretending to be a guard and after being healed attacking NPCs)
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.
smeeprocketnub19_ESO 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!
Stealing would be pointless if you don't rake in some cash. They mentioned something about items you steal having some measure of value. I don't know how they are going to handle it though.
The post before this you made was very well said, btw. I agree 100%. There's always players that want the game to only cater to them. An mmo is a shared game, it should be fun for as many people as possible.
I am stoked about the Justice system personally.
smeeprocketnub19_ESO wrote: »
The_Sadist wrote: »As stated, important NPCs will be protected and hopefully, by extension, cannot be attacked at all (the whole bank issue).
The system could work if done correctly, make certain NPCs fight back, make NPCs drop items of value and make the bounty system something akin to getting half of the total bounty (if not all of it). That being said I can see this being abused. Half a friend get a crazy amount of bounty, kill him, get bounty and repeat. What are the negatives about being a criminal? If you die from a guard or whatever is your bounty removed or do you have it until you can pay it off? The system is still very ambiguous, so who knows.
Like I mentioned before, I do hope they change provisioning.. Given 50% of the required materials you would have to steal in order to progress. Perhaps more nodes (berries, wheat etc) and animals dropping meats could be a solution, but we'll see.
My one issue is accidentally casting a spell or swinging your weapon, killing an extremely weak NPC and having to pay a fine.. But I suppose the obvious answer is take caution in towns.