All of these would create an incentive to kill guards if you get in trouble but would give the player significant reasons to NOT get killed by a guard.
- Maybe killing a guard will set a curse upon the player setting the player's stats at 1/2 of what they are for 10 minutes. Each additional guard they kill would set their stats to 1/2 their current state. A level 50 character would quickly diminish from 50 to 25 to 12 to 6 to 3 to 1... and that's after killing 6 guards. Each time a player kills a guard their time is EXTENDED for 10 minutes... so a level 50 player could be stuck at level 1 for 40 minutes or so.This would discourage players killing guards. and would serve the same function as creating stronger guards... just without actually creating more guards.
- Perhaps killing a guard also reduces a player's bounty to ZERO, but increases the heat so they are Kill on Sight for an even longer period of time... but getting killed by a guard increases the bounty a significant amount. There's a risk and reward there.
- Also, what if getting killed by a guard makes the player loose XP? That could be an interesting mechanic.
Thanks for the response @ZOS_MandiParker! Cool to get the systems designer in on this. I'm totally off the idea of the waves Of stronger and stronger guards but NOT off the idea of killable guards. There MUST be a way... but it probably involves a greater change than JUST making guards killable.
And @Davadin... thanks for calling a mod's attention to this thread!
On with the ideas!
I'll be fine if we can simply open doors while in combat....
Guards have never before been considered "essential" NPCs, though. <.<
kendellking_chaosb14_ESO wrote: »
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.
kendellking_chaosb14_ESO wrote: »
What do you mean?
It's already happening in-game now.
Try stealing something in Riften or Craglorn bank, where it's a small space, and a guard is in the same room.
Dat Despair as you clawed yourself onto the unmovable impregnable wall called.... "the door".
Chuggernaut wrote: »Its different in that you'd at least have a shot at doing something in town after killing the first guard that jumps you.
Attorneyatlawl wrote: »Guards have never before been considered "essential" NPCs, though. <.<
They are, here, mechanically.
@ZOS_MandiParker , is the PVP part of the justice system still coming?
Attorneyatlawl wrote: »Guards have never before been considered "essential" NPCs, though. <.<
They are, here, mechanically.
@ZOS_MandiParker , is the PVP part of the justice system still coming?
I'm not sure why you felt the need to state the obvious, which everyone clearly already knows.
I was merely speaking to her statement that previous TES titles have had "essential NPCs" as an excuse for making the guards essential in ESO.
But the guards have never been essential, as they are not actually necessary to progress through the game in any fashion (or a child), which is the general reasoning behind making NPCs essential in the games.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Guards have never before been considered "essential" NPCs, though. <.<
They are, here, mechanically.
@ZOS_MandiParker , is the PVP part of the justice system still coming?
I'm not sure why you felt the need to state the obvious, which everyone clearly already knows.
I was merely speaking to her statement that previous TES titles have had "essential NPCs" as an excuse for making the guards essential in ESO.
But the guards have never been essential, as they are not actually necessary to progress through the game in any fashion (or a child), which is the general reasoning behind making NPCs essential in the games.
You don't seem to have known even after it being explained. No need to be rude, we're all players here. The guards are essential for the justice system. There's little other design that could be used that wouldn't be much worse overall and convoluted from a gameplay perspective. You're welcome for the further clarification.
All of these would create an incentive to kill guards if you get in trouble but would give the player significant reasons to NOT get killed by a guard.
- Maybe killing a guard will set a curse upon the player setting the player's stats at 1/2 of what they are for 10 minutes. Each additional guard they kill would set their stats to 1/2 their current state. A level 50 character would quickly diminish from 50 to 25 to 12 to 6 to 3 to 1... and that's after killing 6 guards. Each time a player kills a guard their time is EXTENDED for 10 minutes... so a level 50 player could be stuck at level 1 for 40 minutes or so.This would discourage players killing guards. and would serve the same function as creating stronger guards... just without actually creating more guards.
- Perhaps killing a guard also reduces a player's bounty to ZERO, but increases the heat so they are Kill on Sight for an even longer period of time... but getting killed by a guard increases the bounty a significant amount. There's a risk and reward there.
- Also, what if getting killed by a guard makes the player loose XP? That could be an interesting mechanic.
Siliconhobbit_ESO wrote: »My next question would be:
To what purpose or end does it serve to attack and/or kill a guard or a group of guards?
As it stands right now, there is no purpose.
- Guards most likely do not drop loot (they cannot be killed anyways)
- Killing a guard does not wipe out any bounty you may have (akin to killing the witness to a crime)
- No other in game benefits are provided
So I am not really sure why we would need a system such has been detailed. One would assume that in any society, fantasy or not, that 'combative' situatons with any constabulary is to be avoided at all costs. Adding any sort of incentive to purposely engage city guards in active combat changes the whole idea of what a city guard is. Would they now be considered 'bosses' or just regular NPCs? Are they farmable? Do certain guards have better loot than others? Do lower level areas have lower level guards, allowing higher level players to kill them with ease?
Changing what a guard is, does, and provides to a player, opens that NPC up to, as others have stated, areas for abuse and exploitation.
While I do understand the comments and arguements made for player's 'immersion', I do not see why it is that important to be able to kill a guard, unless there is an inherent ADVANTAGE in doing so. Unfortunately by adding any advantage to killing a guard, the entire system is upset and open to abuse.
Frenkthevile wrote: »We need Enforcers.
Siliconhobbit_ESO wrote: »My next question would be:
To what purpose or end does it serve to attack and/or kill a guard or a group of guards?
As it stands right now, there is no purpose.
- Guards most likely do not drop loot (they cannot be killed anyways)
- Killing a guard does not wipe out any bounty you may have (akin to killing the witness to a crime)
- No other in game benefits are provided
So I am not really sure why we would need a system such has been detailed. One would assume that in any society, fantasy or not, that 'combative' situatons with any constabulary is to be avoided at all costs. Adding any sort of incentive to purposely engage city guards in active combat changes the whole idea of what a city guard is. Would they now be considered 'bosses' or just regular NPCs? Are they farmable? Do certain guards have better loot than others? Do lower level areas have lower level guards, allowing higher level players to kill them with ease?
Changing what a guard is, does, and provides to a player, opens that NPC up to, as others have stated, areas for abuse and exploitation.
While I do understand the comments and arguements made for player's 'immersion', I do not see why it is that important to be able to kill a guard, unless there is an inherent ADVANTAGE in doing so. Unfortunately by adding any advantage to killing a guard, the entire system is upset and open to abuse.
This proposal does nothing for gameplay. Why not just make guards level 200 or something so you can barely see the dent you put in their health before you die.
I'd perhaps be for killable guards if, say, you now lose all carried items on death and the best pieces of armor and weapons your account has (even if on an alt). Let's give it some REAL consequences.
I can't agree with that, @DenMoria, but I also can't agree with @Gidorick 's idea either. I don't think any guard should be invincible in the long run. I think it should become a scaling fight that gets more and more difficult as it progresses. But I don't think there should be waves of guards or any rewards for pushing through it all. I do think a guard should be killed with a lot of resources.
But the bottom line is, killing guards would become bragging rights, and I'm sure players would just kill them in town to show off.