ShadowDisciple wrote: »I saw i video of justice system lead designer in which he said only owned crates/barells/urns are a subject to stealing, all dungeons and outside of town containers are same as they are now.
I do like the whole concept and it's pretty fun, but I'm seeing several items that need work still.[*] Launder items cost same as value of that item. Silly.... might as well delete it instead since selling would = 0 value
[*] Pickpocketing should reward better loot and more points based on risk and RNG of bounty.
[*] Easy/Med/Hard pickpocket should net MORE points to skill as they progress in level.
[*] Better loot in Crates/Barrels are easier to obtain than pickpocketing. WHY?
[*] No warning system or anything to show you if someone sees you stealing from barrels/crates.
NB4 nitpickers state post in PTS Forums (I DID already).
ShadowDisciple wrote: »I must say i love the new justice system and im really looking forward to it.
Finally my Nightblade will able to pickpocket and steal. So far he is a thief only in my mind.
Great step forward and im looking forward to further developing the system.
But what bugs me is that a single guard bassically wrecks you...and i killed molag bal..kinda breaks immersion...BUT BUT i dont really see a different way to deal with it.
What do you guys think?
Alphashado wrote: »I do like the whole concept and it's pretty fun, but I'm seeing several items that need work still.[*] Launder items cost same as value of that item. Silly.... might as well delete it instead since selling would = 0 value
[*] Pickpocketing should reward better loot and more points based on risk and RNG of bounty.
[*] Easy/Med/Hard pickpocket should net MORE points to skill as they progress in level.
[*] Better loot in Crates/Barrels are easier to obtain than pickpocketing. WHY?
[*] No warning system or anything to show you if someone sees you stealing from barrels/crates.
NB4 nitpickers state post in PTS Forums (I DID already).
The only point in laundering something is because you intend to keep it and use it or sell it to another player. A provisioning mat, recipe, or motif for example. Fencing an item is what you do for profit at the fence, not laundering.
Alphashado wrote: »I do like the whole concept and it's pretty fun, but I'm seeing several items that need work still.[*] Launder items cost same as value of that item. Silly.... might as well delete it instead since selling would = 0 value
[*] Pickpocketing should reward better loot and more points based on risk and RNG of bounty.
[*] Easy/Med/Hard pickpocket should net MORE points to skill as they progress in level.
[*] Better loot in Crates/Barrels are easier to obtain than pickpocketing. WHY?
[*] No warning system or anything to show you if someone sees you stealing from barrels/crates.
NB4 nitpickers state post in PTS Forums (I DID already).
The only point in laundering something is because you intend to keep it and use it or sell it to another player. A provisioning mat, recipe, or motif for example. Fencing an item is what you do for profit at the fence, not laundering.
WHY? You don't need to launder materials as you can use them and it automatically launders them. You don't need to launder gear you plan to deconstruct. And pretty much nobody is going to wear the GEAR dropped (if they did then a quick improvement removes the stolen mark I think).
WHY would you launder 100g items that are only worth selling anyways? Not a SINGLE item I've seen is worth being laundered to KEEP except maybe a MOTIF or RECIPE. Both of which are usually in houses that will require you to fight off people. Right now you can't break into a house without someone outside and inside throwing an instant bounty on you. Yes I do admit for 1g laundering some alchemy mats might be a good call (Price can't be beat), but rest of the trivial stuff no way.
That said, I still stand by the Launder feature as being broken and useless.
He had a lot of help. Without the others he's squishy.OP brings up a irrefutable point .
TheShadowScout wrote: »I'd like it reactive.
One guard sees you, catches you, and if you come quietly and just pay your fine, that's the end of it.
If you fight... the guard should be killable with some effort (think the patrolling Guards in Cyrodil, that level of power) but upon taking one down, your bounty goes well up and three more spawn to dogpile on the "guardkiller". And so on, three more for every guard that goes down... Until they win, no matter how much carnage it costs. (and we all know, some people WILL bring all their friends and see how many guards they can make die before they get taken down)
ShadowDisciple wrote: »I must say i love the new justice system and im really looking forward to it.
Finally my Nightblade will able to pickpocket and steal. So far he is a thief only in my mind.
Great step forward and im looking forward to further developing the system.
But what bugs me is that a single guard bassically wrecks you...and i killed molag bal..kinda breaks immersion...BUT BUT i dont really see a different way to deal with it.
What do you guys think?
First I like to say I the justice system before i say this...
I THINK the Guard should be the one fighting molag bal. They can probably 10 shot molag bal and they wouldn't even take damage or break a sweat. Why they sending me to kill molag bal when I only have like 15k hp sheshh.
Seriously though, I think guards should be killable. Like excessive HP 20-50x that of a normal character but killable. It just seems pointless to even fight back when they don't even take damage. Where is the fun in that? Probably make the guard stickier (more aggressive) but do less damage would be great too. You know.. so people can watch the spectical of you "trying" to run away then die a bit longer.
Would be cool to see a whole clan killing guards and taking over a town. Maybe even to brag that you took the guard down by 25% or something. Just something other than the unexplainable invunerability of Justice buff that all guards seem to have.
OH ya, Something that should be fixed: One thing that bugs me with guards and npcs is you can leave a pool of dead bodies next to them and they will still flip a coin or look around like they arent standing next to 10 dead bodies.
TheShadowScout wrote: »
Of course, I also would like the guards more reasonably powered, and just plow lawbreakers under by sheer weight of numbers. Drat... now I have this image stuck in my head, of a player character slammed to the floor, surrounded by half a dozend guards swinging their billy clubs to pummel the former hero gone bad, over and over...
...
That was misinterpreted; "turning off" the Justice System just means you can't accidentally murder people; they would never let you turn off the system so that you could loot owned containers with no consequences.ShadowDisciple wrote: »Forgot to say lol...u can turn off the justice system as they stated but idk if thats correct