In LotRO, there were training dummies in every town. They had around 5000k morale (hitpoints). If you attacked them, you were in combat for around 20 seconds. Then, you left combat and the dummy regenerated fully. So, obviously, they were not meant to be killed. One day, four raids of 24 chars each gathered in Galtrev. And that poor dummy was the first of his kind to die.
If you make guards mortal, people will kill them no matter how hard it's going to be. And they would depopulate cities all over Tamriel. With immortal guards, you must not get caught commiting a crime. End of the discussion. With mortal guards, it might not be too bad to kill some NPC right in front of the guard.
I think this could be handled a bit more... eloquently.
Guards should NOT be immortal but by killing a guard, the following happens:
- Each guard you kill will cause 2 to spawn and track you down
- Each guard you kill increases the attack damage of the next guard
- Each guard you kill increases the defense of the next guard
- Each guard you kill exponentially increases your bounty
- Each guard you kill increases how long the next guard will pursue you
Eventually, you'll be overwhelmed and you WILL die... but it's not impossible to kill guards all the time.
Kill 1 guard... you have 2 looking for you. Kill them? 4 come at you. Kill those 4? You now have 8. Kill them? 16... etc. etc. etc.
Ok, this does sound like a viable option with respect to the concern that commiting a crime should remain a dangerous thing to do. I still have two worries:Guards should NOT be immortal but by killing a guard, the following happens:
- Each guard you kill will cause 2 to spawn and track you down
- Each guard you kill increases the attack damage of the next guard
- Each guard you kill increases the defense of the next guard
- Each guard you kill exponentially increases your bounty
- Each guard you kill increases how long the next guard will pursue you
Sure there would be guilds that see how far they can get but it would be a losing battle with players "walking away" with 2 million gold bounties and unable to play as an upstanding citizen.
A single guard should be mortal, THE guard should be an unstoppable force.
You're not the vestige because of your combat prowess; the prophet calls you the vestige because you're missing a part of your soul, somehow... hence the name.With 6,000,000 health a guard could easily solo Molag Bal
Makes me wonder why I am the vestige...
DeathDealer19 wrote: »And I for one love seeing all the noobs in rawl'kha being destroyed because they felt the need to kill an npc in the middle of the town square
Have you tried running away? Cloak slows you down so I hardly ever use it unless I'm going around a corner. Seriously the only time I got caught was when I got DCed.I don't mind that they are immortal, I just hate their unlimited CC's and their ability to pull me out of stealth Instantly and constantly when I use cloak. GRRRRR
myrrrorb14_ESO wrote: »I see the necessity of having the guards be immortal, but they should be stoppable. Have them go down on a knee like a NPC on a quest when they get down to zero health. Don't make it easy to do it though. Maybe as tough as a world boss.
Once Enforcers are implented it should be more fun.
myrrrorb14_ESO wrote: »I see the necessity of having the guards be immortal, but they should be stoppable. Have them go down on a knee like a NPC on a quest when they get down to zero health. Don't make it easy to do it though. Maybe as tough as a world boss.
Once Enforcers are implented it should be more fun.
Thing is... They may not be stoppable, however, they are most certainly able to escape from. I mean, I've died 3 times prior to knowing their routes of travel, which guards are where for how long, etc. I never plan on defending myself, however have a plan for escape each time, each step I take. I have never died after my third death. My bounty just continues to grow as I continue to escape (NB).
IMO, I like exactly how it is. It is just another mechanic as to how to play... if you choose to 'play' this level.

In LotRO, there were training dummies in every town. They had around 5000k morale (hitpoints). If you attacked them, you were in combat for around 20 seconds. Then, you left combat and the dummy regenerated fully. So, obviously, they were not meant to be killed. One day, four raids of 24 chars each gathered in Galtrev. And that poor dummy was the first of his kind to die.
If you make guards mortal, people will kill them no matter how hard it's going to be. And they would depopulate cities all over Tamriel. With immortal guards, you must not get caught commiting a crime. End of the discussion. With mortal guards, it might not be too bad to kill some NPC right in front of the guard.
Not if. ...I think this could be handled a bit more... eloquently.
Guards should NOT be immortal but by killing a guard, the following happens:
- Each guard you kill will cause 2 to spawn and track you down
- Each guard you kill increases the attack damage of the next guard
- Each guard you kill increases the defense of the next guard
- Each guard you kill exponentially increases your bounty
- Each guard you kill increases how long the next guard will pursue you
Eventually, you'll be overwhelmed and you WILL die... but it's not impossible to kill guards all the time.
Kill 1 guard... you have 2 looking for you. Kill them? 4 come at you. Kill those 4? You now have 8. Kill them? 16... etc. etc. etc.
Sure there would be guilds that see how far they can get but it would be a losing battle with players "walking away" with 2 million gold bounties and unable to play as an upstanding citizen.
A single guard should be mortal, THE guard should be an unstoppable force.
LMAO... Yea right being able to be caught on! I believe there are 3 threads already complaining about this atm...myrrrorb14_ESO wrote: »I see the necessity of having the guards be immortal, but they should be stoppable. Have them go down on a knee like a NPC on a quest when they get down to zero health. Don't make it easy to do it though. Maybe as tough as a world boss.
Once Enforcers are implented it should be more fun.
Thing is... They may not be stoppable, however, they are most certainly able to escape from. I mean, I've died 3 times prior to knowing their routes of travel, which guards are where for how long, etc. I never plan on defending myself, however have a plan for escape each time, each step I take. I have never died after my third death. My bounty just continues to grow as I continue to escape (NB).
IMO, I like exactly how it is. It is just another mechanic as to how to play... if you choose to 'play' this level.
You mean a smart crook who actually plans out his criminal activity won't necessarily wind up as a bloody pulp on the streets of the city?
That just might catch on!
Ok, this does sound like a viable option with respect to the concern that commiting a crime should remain a dangerous thing to do. I still have two worries:Guards should NOT be immortal but by killing a guard, the following happens:
- Each guard you kill will cause 2 to spawn and track you down
- Each guard you kill increases the attack damage of the next guard
- Each guard you kill increases the defense of the next guard
- Each guard you kill exponentially increases your bounty
- Each guard you kill increases how long the next guard will pursue you
Sure there would be guilds that see how far they can get but it would be a losing battle with players "walking away" with 2 million gold bounties and unable to play as an upstanding citizen.
A single guard should be mortal, THE guard should be an unstoppable force.Of course, the second point is rather pragmatic. Still, it is a point to consider. And given that the first point holds anyway, why not simply bite the anti-immersive bullet of immortal guards and avoid the issues connected with the second point?
- As long as you keep fighting The Guard, you're bound to get killed sooner or later. So, at some point you will want to run like hell. What exactly is the difference to immortal guards then?
- Imagine a group of some 30 toons, gathering in a city and up for a brawl with the local guards. Of course, they are all well equipped and coordinated as a team. Let's say the could take twice the number of guards before their lines thin out. That would amount to a scuffle with 31 to 90 participants where at least 30 of them make heavy use of AOE-skills. I doubt that this would be healthy for the overall experience in said city.
In LotRO, there were training dummies in every town. They had around 5000k morale (hitpoints). If you attacked them, you were in combat for around 20 seconds. Then, you left combat and the dummy regenerated fully. So, obviously, they were not meant to be killed. One day, four raids of 24 chars each gathered in Galtrev. And that poor dummy was the first of his kind to die.
If you make guards mortal, people will kill them no matter how hard it's going to be. And they would depopulate cities all over Tamriel. With immortal guards, you must not get caught commiting a crime. End of the discussion. With mortal guards, it might not be too bad to kill some NPC right in front of the guard.
Not if. ...I think this could be handled a bit more... eloquently.
Guards should NOT be immortal but by killing a guard, the following happens:
- Each guard you kill will cause 2 to spawn and track you down
- Each guard you kill increases the attack damage of the next guard
- Each guard you kill increases the defense of the next guard
- Each guard you kill exponentially increases your bounty
- Each guard you kill increases how long the next guard will pursue you
Eventually, you'll be overwhelmed and you WILL die... but it's not impossible to kill guards all the time.
Kill 1 guard... you have 2 looking for you. Kill them? 4 come at you. Kill those 4? You now have 8. Kill them? 16... etc. etc. etc.
Sure there would be guilds that see how far they can get but it would be a losing battle with players "walking away" with 2 million gold bounties and unable to play as an upstanding citizen.
A single guard should be mortal, THE guard should be an unstoppable force.
Been to Cyrodil lately? That answers the question why you don't want that many to spawn. And get a group of people together... and we'll have picture shows in PvE. No thank you.
I choose to be nieve and optimistic and believe that they're working toward this 'reality'.