I like it. I'd stay cautious though because it hasn't been completely revealed yet and I think it's a bit too early to say exactly if it will meet our expectations.
Nox_Aeterna wrote: »I would prefer an option that pleases more players , than one that locks people that want to avoid PvP at all cost outside.
And again , in the end of the day , we are just assuming on how it will actually work ingame, maybe all this has been never an issue since the start.
nerevarine1138 wrote: »If, as a thief, I can choose to have an almost 100% chance of survival and escape (against NPC guards) vs. a 50/50 chance against players, why would I choose to allow players to attack me?
nerevarine1138 wrote: »If, as a thief, I can choose to have an almost 100% chance of survival and escape (against NPC guards) vs. a 50/50 chance against players, why would I choose to allow players to attack me?
How is me at VR12 vs a L10 guard a 50-50 chance in pvp?
Much better VR12 me vs an equally leveled NPC guard or vs 5 more NPC guards spawned in the area (alerted by the NPC guard who saw me, in the way only NPCs can spawn more adds and players cannot). Sounds like more challenge than the pvp option.
GFBStarWars wrote: »I feel like lots of stuff will not be included in the justice system, like going and escaping jail, and real punishment for thief and murderer beside paying gold or getting flagged
nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
nerevarine1138 wrote: »Nox_Aeterna wrote: »I would prefer an option that pleases more players , than one that locks people that want to avoid PvP at all cost outside.
And again , in the end of the day , we are just assuming on how it will actually work ingame, maybe all this has been never an issue since the start.
And I appreciate the desire for options, but I'm still hazy on how that's a balanced system. If, as a thief, I can choose to have an almost 100% chance of survival and escape (against NPC guards) vs. a 50/50 chance against players, why would I choose to allow players to attack me?
nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
They don't need NPCs to pass that test. They just need to do what they have done all along in dungeons for greater challenge and simply get the NPCs to spawn more adds. This isn't rocket science. And would be far more challenging than any L10 player guard coming at us.
nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
They don't need NPCs to pass that test. They just need to do what they have done all along in dungeons for greater challenge and simply get the NPCs to spawn more adds. This isn't rocket science. And would be far more challenging than any L10 player guard coming at us.
Again, please leave player/NPC levels out of this, as it has no bearing on the discussion.
nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
They don't need NPCs to pass that test. They just need to do what they have done all along in dungeons for greater challenge and simply get the NPCs to spawn more adds. This isn't rocket science. And would be far more challenging than any L10 player guard coming at us.
Again, please leave player/NPC levels out of this, as it has no bearing on the discussion.
It has every bearing on the discussion, as it's you who keeps talking about challenge and how pve would present no challenge.
It's up to the devs to make their NPCs capable. As for pvp, I expect that will be the least challenging option, especially when properly grouped.
Okay well, drop the challenge thing then and let's talk about drawbacks.nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
They don't need NPCs to pass that test. They just need to do what they have done all along in dungeons for greater challenge and simply get the NPCs to spawn more adds. This isn't rocket science. And would be far more challenging than any L10 player guard coming at us.
Again, please leave player/NPC levels out of this, as it has no bearing on the discussion.
It has every bearing on the discussion, as it's you who keeps talking about challenge and how pve would present no challenge.
It's up to the devs to make their NPCs capable. As for pvp, I expect that will be the least challenging option, especially when properly grouped.
Again, over-leveled characters are an issue in any system. That can't be a consideration when discussing the relative benefits or drawbacks of different systems.
Okay well, drop the challenge thing then and let's talk about drawbacks.nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
They don't need NPCs to pass that test. They just need to do what they have done all along in dungeons for greater challenge and simply get the NPCs to spawn more adds. This isn't rocket science. And would be far more challenging than any L10 player guard coming at us.
Again, please leave player/NPC levels out of this, as it has no bearing on the discussion.
It has every bearing on the discussion, as it's you who keeps talking about challenge and how pve would present no challenge.
It's up to the devs to make their NPCs capable. As for pvp, I expect that will be the least challenging option, especially when properly grouped.
Again, over-leveled characters are an issue in any system. That can't be a consideration when discussing the relative benefits or drawbacks of different systems.
Drawback to pvp only justice system being it will limit the player choice if they are wanting to use the justice system but do not want pvp. Instead of choosing to commit a crime or not it now becomes about "do I want to pvp?".
There is no such drawback to a pve and pvp justice system - this will be inclusive and allow actual choice about whether or not a player wants to commit a crime vs whether or not a player wants to pvp should he get caught.
nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.
They don't need NPCs to pass that test. They just need to do what they have done all along in dungeons for greater challenge and simply get the NPCs to spawn more adds. This isn't rocket science. And would be far more challenging than any L10 player guard coming at us.
nerevarine1138 wrote: »Okay well, drop the challenge thing then and let's talk about drawbacks.
Drawback to pvp only justice system being it will limit the player choice if they are wanting to use the justice system but do not want pvp. Instead of choosing to commit a crime or not it now becomes about "do I want to pvp?".
There is no such drawback to a pve and pvp justice system - this will be inclusive and allow actual choice about whether or not a player wants to commit a crime vs whether or not a player wants to pvp should he get caught.
And, once again, I'd like to hear why I would choose to open myself up to a greater risk in a PvP system vs. a PvE system. Your argument so far has been based around multiple NPC guards being harder than an under-leveled player guard. But in a straight one-on-one fight, there is no way to make an NPC guard that can compete with a player of equal level/stats.
nerevarine1138 wrote: »Okay well, drop the challenge thing then and let's talk about drawbacks.
Drawback to pvp only justice system being it will limit the player choice if they are wanting to use the justice system but do not want pvp. Instead of choosing to commit a crime or not it now becomes about "do I want to pvp?".
There is no such drawback to a pve and pvp justice system - this will be inclusive and allow actual choice about whether or not a player wants to commit a crime vs whether or not a player wants to pvp should he get caught.
And, once again, I'd like to hear why I would choose to open myself up to a greater risk in a PvP system vs. a PvE system. Your argument so far has been based around multiple NPC guards being harder than an under-leveled player guard. But in a straight one-on-one fight, there is no way to make an NPC guard that can compete with a player of equal level/stats.
So don't make the guards a 1v1 fight - as I suggested, they can easily summon adds, a tactic well-used by ZOS in dungeon fights and even open world fights, when they want to add "challenge".
But again, instead of addressing the drawbacks, you have diverted the discussion back to 'challenge" Can you now address the above points regarding drawbacks.
Discuss drawbacks to a pve option -nerevarine1138 wrote: »snipnerevarine1138 wrote: »Okay well, drop the challenge thing then and let's talk about drawbacks.
Drawback to pvp only justice system being it will limit the player choice if they are wanting to use the justice system but do not want pvp. Instead of choosing to commit a crime or not it now becomes about "do I want to pvp?".
There is no such drawback to a pve and pvp justice system - this will be inclusive and allow actual choice about whether or not a player wants to commit a crime vs whether or not a player wants to pvp should he get caught.
And, once again, I'd like to hear why I would choose to open myself up to a greater risk in a PvP system vs. a PvE system. Your argument so far has been based around multiple NPC guards being harder than an under-leveled player guard. But in a straight one-on-one fight, there is no way to make an NPC guard that can compete with a player of equal level/stats.
So don't make the guards a 1v1 fight - as I suggested, they can easily summon adds, a tactic well-used by ZOS in dungeon fights and even open world fights, when they want to add "challenge".
But again, instead of addressing the drawbacks, you have diverted the discussion back to 'challenge" Can you now address the above points regarding drawbacks.
nerevarine1138 wrote: »nerevarine1138 wrote: »That will have to be something the developers figure out as they go.
They could also figure out how to make NPC guards a suitable challenge as well, so having a pve option will be okay.
And while I appreciate that you think this is possible, that won't happen until they can make NPCs pass the Turing Test. If all other things are equal (levels, stats, abilities, etc.) a player will always be able to "outwit" an NPC by using their limited behavioral options against them.