This is why I must say no. Do you realize how many guards people would spawn? It'd get completely out of control. Add the fact that most crimes are commited in the middle of a town...With the system you propose, how long do you think it will take until a group of trolls tries to "flood" the city with guards to crash the server?
I like it, just would want that if I do manage to kill 1 guard, the others don't spawn immediately, and that I got time to flee. Else it'd still be the same where we would get killed anyway, unless we run very fast and use a lot of stamina potions
Only one question: What is the incentive for this system as opposed to the invincibility of a single guard?
If I understand your proposal correctly, the idea is that the end result (dead player) is the same, no matter which system you use. It's going to have the same effect that the existing system has: If you get caught, you either pay or run away. Fighting is useless.
Remember that ESO already does have a problem with server performance. For the time being, it is limited to PvP.
With the system you propose, how long do you think it will take until a group of trolls tries to "flood" the city with guards to crash the server?
I love this! I think there should be an achievement line for killing guards, too.
why not just have a prompt every single time you steal something:
"You stole! You have a bounty! Want to pay it off now?"
why not just have a prompt every single time you steal something:
"You stole! You have a bounty! Want to pay it off now?"
Because
1, you don't have bounty when you steal, you have bounty when you get caught
2, there are 2 different ways to pay it of once you have it, and one of them does not involve losing all stolen items.
Don't beat the immersion argument to death for everything. Server performance and "should, could, would" do not go together. The system you propose is prone to griefing/exploits thus it is not well enough thought out.
If anything, let the one "invincible" guard be possible to be CC'd but grant him unlimited immunity afterwards. That gives you the chance to run, but if you mess up you are (the forbidden f-word).
Same result, no possible to grief.
WhitePawPrints wrote: »I would find it rather annoying to see dozens of guards suddenly spawn and running in the same direction. What would happen to the guards once there was no one else left to kill? Do they just disappear or scatter then disappear?
Would I see the camps of soldiers (where there is usually one or two guards) all of sudden have hundreds?
I can support maybe if a runner went to a barracks to gather more guards. That'd place importance on killing that runner. And there'd only be a certainly amount of guards in that barracks. All depending on the city size, and current state.
Guards should be incredibly difficult to kill, killable all the same. Though if I saw a guild trying to war with guards, in a city then it'd feel... immersion breaking.
bellanca6561n wrote: »There should be a larger goal too.
As others have noted doubling systems quickly get out of hand. And players object when their routine business is messed with.
What's the object? Give a very large and organized group of players the ability to turn a town rogue?
And what's rogue status? Does it make containers lootable as they were before version 6?
Or is the goal one of those fighting off waves mechanics where the difficulty increases with each wave?
This scheme really works and has united entire game servers in a single, shared activity for periods of time. It doesn't work so well, however, in leveling games which is why leveling games struggle with large group activities and are instanced out the wazoo.
And if you can, indeed, perform a series of actions that flip the lootable container bit, how will players feel who leveling their stealing and feel they earned their items?
It could work if the vulnerable towns were outlyers - not Davon's Watch or Daggerfall for example - and it was difficult to achieve rogue status.
Large scale open tapped group activity would take place. And if a fixed number of purple items spawned in containers the moment to rogue status was achieved, but only once every 24 hours, that could be interesting.
And it would be a fresh multiplayer activity other than dungeons, world bosses and dolmens in zones.
utzpretzels wrote: »Great idea, but a big guild would grind the server to a halt...
I've posted this in a few threads about invincible guards and I have come to really like this idea and think it would add quite a bit of fun to the game.
The general idea is that ONE guard shouldn't be invincible but THE guard should be.
A player should be able to kill one guard but then the following events occur:
- Killing that first guard should be a feat in and of itself.
- Kill 1 guard and that guard is replaced with 2 guards that are both more powerful and more resilient than the last.
- Kill 1 guard, Here comes 2 more. Kill those? 4. Those? 8. Those? 16. Manage to kill THOSE? 32.
- Each time a guard is killed, their replacements have 50% more health and can do 25% more damage. The bounty added is also 20% greater. There is no cap on this.
Every guard should be powerful enough that only high level players should even have a shot at killing them.
Most high level players would probably get past killing 2 or 3 guards but by the time they have a dozen guards coming after them... there's no way. Groups of people, and guilds, would band up to wage war on the guards but would eventually fall... at which point they would have such incredibly high bounties it would take them forever to pay them off. There may be a few players willing to pretty much destroy their characters for a few kicks and grins but most of us would be deterred by the impact that killing a few guards would have on our character.EDIT: There has been some concerns voiced about server load and the possibility of griefing this system where a horde of lower level players would over-run a town, cause dozens upon dozens of guards to spawn, and crash the server. To combat this type of game-play this system could be implemented with a cap.[/edit]
- Killing that first guard should be a feat in and of itself.
- Kill 1 guard and that guard is replaced with 2 guards that are both more powerful and more resilient than the last.
- Kill 1 guard, Here comes 2 more. Kill those? 4. Those 4? 8. Those 8 guards are invincible... good luck. lol.
- Each time a guard is killed, their replacements have 50% more health and can do 25% more damage. The bounty added is also 20% greater. The cap would end at the 8 invincible guards.
The point is, I AGREE with the mechanic of THE guard being invincible... I COMPLETELY disagree with the mechanic of A guard being invincible.
Thoughts?
We can kill Molag Bal because we're the Vestige; a title we gained by being "different" not because of our combat prowess.I've posted this in a few threads about invincible guards and I have come to really like this idea and think it would add quite a bit of fun to the game.
The general idea is that ONE guard shouldn't be invincible but THE guard should be.
A player should be able to kill one guard but then the following events occur:
- Killing that first guard should be a feat in and of itself.
- Kill 1 guard and that guard is replaced with 2 guards that are both more powerful and more resilient than the last.
- Kill 1 guard, Here comes 2 more. Kill those? 4. Those? 8. Those? 16. Manage to kill THOSE? 32.
- Each time a guard is killed, their replacements have 50% more health and can do 25% more damage. The bounty added is also 20% greater. There is no cap on this.
Every guard should be powerful enough that only high level players should even have a shot at killing them.
Most high level players would probably get past killing 2 or 3 guards but by the time they have a dozen guards coming after them... there's no way. Groups of people, and guilds, would band up to wage war on the guards but would eventually fall... at which point they would have such incredibly high bounties it would take them forever to pay them off. There may be a few players willing to pretty much destroy their characters for a few kicks and grins but most of us would be deterred by the impact that killing a few guards would have on our character.EDIT: There has been some concerns voiced about server load and the possibility of griefing this system where a horde of lower level players would over-run a town, cause dozens upon dozens of guards to spawn, and crash the server. To combat this type of game-play this system could be implemented with a cap.[/edit]
- Killing that first guard should be a feat in and of itself.
- Kill 1 guard and that guard is replaced with 2 guards that are both more powerful and more resilient than the last.
- Kill 1 guard, Here comes 2 more. Kill those? 4. Those 4? 8. Those 8 guards are invincible... good luck. lol.
- Each time a guard is killed, their replacements have 50% more health and can do 25% more damage. The bounty added is also 20% greater. The cap would end at the 8 invincible guards.
The point is, I AGREE with the mechanic of THE guard being invincible... I COMPLETELY disagree with the mechanic of A guard being invincible.
Thoughts?
We can kill Molag Bal and save Tamriel but not take out a guard in a town, seems pretty lame to me.
Why are all guards Dragonknights by the way?
Laerania_ESO wrote: »The system is working fine as is, no reason (besides "brilliant" ideas) to convert the cities in zerg fests. If you like zerg fests, stick to Cyrodiil.
Laerania_ESO wrote: »The system is working fine as is, no reason (besides "brilliant" ideas) to convert the cities in zerg fests. If you like zerg fests, stick to Cyrodiil.
Agreed I like the suggestion and is a fair compromise between "I want to be able to kill guards" and "people shouldn't be able to lock down towns". I do question the type of load this would pout on the server if there were 40 people murdering wave after wave of guards. They should be buffed by the amount of guards near them so killing more than 5 or 7 gets to be more and more impossible.