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.
What if.... The guards that are "pulled" are the existing guards in the area and they just get buffs to the point of invisibility which cools down after the target is dead?
Kill 1 guard. All guards are buffed 50%
Kill another = +50% again
... This occurs for a total of 5 guard deaths then they're all invincible.
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.
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?
problem:That is an interesting point @Davadin. My initial concept had the reinforcements being spawned specifically for the guard-killing players. Once those players are dead (or they escape)... those guards are relieved of their duty and go back from whence they came. They disappear.
problem:That is an interesting point @Davadin. My initial concept had the reinforcements being spawned specifically for the guard-killing players. Once those players are dead (or they escape)... those guards are relieved of their duty and go back from whence they came. They disappear.
if player A spawns a bunch of guards and currently fighting them, what would other players see?
a guy fighting "nothing"?
a guy fighting guards - but NOT invincible for them? (then other people can just jump in and kill the guards for them?)
Yes, I get it should be specific for the guard-killing players, but it's currently not possible with current game mechanics.
That's why I believe ZOS took the easy way out.
kendellking_chaosb14_ESO wrote: »Guards need to but killable period @ZOS is forcing their views on murder on the player and thats now right I don't care about guards or NPC from AD or DC till Talos unites us all they are just things to kill point-blink-period this is War the life of my enemy and the people that help/benefit from them all should die and the land the feeds them all need to burn. This is have War are fought in this time period killing whole Villages and City to make a point was very normal.
kendellking_chaosb14_ESO wrote: »Guards need to but killable period @ZOS is forcing their views on murder on the player and thats now right I don't care about guards or NPC from AD or DC till Talos unites us all they are just things to kill point-blink-period this is War the life of my enemy and the people that help/benefit from them all should die and the land the feeds them all need to burn. This is have War are fought in this time period killing whole Villages and City to make a point was very normal.
No offence, but I hope that ZOS never ever implement this idea.
One of the reasons given, to that those of us who were raising concerns about the Justice system for calming down and setting aside our worries, was that whole-town wipes would not be possible. From what you describe above, anything that isn't a quest/vendor NPC would be a valid target. Those towns would get wiped so fast and so often that it wouldn't even be funny.
kendellking_chaosb14_ESO wrote: »How would changing the BS unkillable guard to a BS unending wave of Guards any better so you win the fight but more and more and more and more guards pop up out of no where.
Guards need to but killable period @ZOS is forcing their views on murder on the player and thats now right I don't care about guards or NPC from AD or DC till Talos unites us all they are just things to kill point-blink-period this is War the life of my enemy and the people that help/benefit from them all should die and the land the feeds them all need to burn. This is have War are fought in this time period killing whole Villages and City to make a point was very normal.
Yea players will kill so what slap that bounty down and let them kill taking away the freedom to fight cause they can't ever kill the guard or can't stop the waves of guards is a weak illusion of choice. Some of us want to just kill make us hunted, outcast force us to hide in the Shadow take away the endless praise because of our dark deeds but have unkilable guards is the easy, and lazy way out simple as that The guard is made up of the Men and Women in it No man can live forever this means guards too
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?
IrishGirlGamer wrote: »
...
In actual medieval warfare, villages would be razed and most people put to the sword and varying other things like that.
At least in Skyrim to a certain extent or even Oblivion there was a feeling in the air that a storm was coming or indeed had broke, but I am sorry, there is absolutely nothing of that vibe in ESO....
I like this idea a lot. I've always been able to kill guards in the single player elder scrolls games, and to be able to do it in eso would be quite fun. Even though in the end you will die, its the fun to be had that counts. Could you imagine an entire town fighting against the guards? Rebellion and treachery. Oh my!
IrishGirlGamer wrote: »...
In actual medieval warfare, villages would be razed and most people put to the sword and varying other things like that.
At least in Skyrim to a certain extent or even Oblivion there was a feeling in the air that a storm was coming or indeed had broke, but I am sorry, there is absolutely nothing of that vibe in ESO....
There was a mod for Oblivion entitled "Enhanced Daedric Invasion," which had a number of features including quests and attacks on cities. It didn't always work as intended and some of the quests were broken, but it really made the Daedric invasion seem real. Step out of the Chorrol Mages Guild and into a fight between the town guard and a half dozen daedra. It was awesome.
I never understood why Zeni didn't code in some city attacks. I mean, seriously, Molag Bal is attacking Tamriel, not just the wilderness. There's a kind of city attack in Stonefalls, but meh.
I agree, it feels like there are pockets of problems, but I never feel like there's any significant "threat."
Sorry, didn't mean to derail the thread.
Yolokin_Swagonborn wrote: »Sounds great, but the guard mechanics were designed so that PvE'ers dont go into a zone and see dead bodies everywhere and cry.
If things can be killed they will be killed. And if you do emergent gameplay in a PvE zone, a precious snowflake with have his immerzunz ruined and cry to ZOS.
So that's why we cant have killable guards.
And people wonder why PvEers are called care bears, lol.
No offence but surely some RPer or something can patch something into their experience about some village being hit, and put it down to the fact well that um there is a 3 side war going on with a daedra invasion, there would be corpses everywhere if it were real life, villages would be razed, and dead things would be everywhere.
Even the TES games were way more serious and treated war a lot more seriously than the cutesy non immersion way ESO has in regards to a multi levelled war going on.
I lost count of the amount of times in Morrowind or the other games, modded or not, that I came on my travels to a burned out house or something and seen the slain everywhere and my blade was in my hands without conscious thought, eyes scanning round, looking for threats, that is a part of immersion to me personally.
Ok ya see a few peeps dead here and there in the game but maybe I am a bit callous but it does not impress me at all, certainly not to the level of the hype stimulated by the advent of a daedric invasion on top of already tumultuous 3-way war going on.
Well IMO anyways....