http://elderscrollsonline.info/justice-systemOutlaws vs Enforcers
Justice System adds two opposite sides: Outlaws and Enforcers. Player can join any side. If you want to steal and murder – become Outlaw. If you want to protect citizens and catch criminals – join Enforcers. You can switch between these roles anytime.
Becoming Enforcer is easy: you need to find one of Enforcer Towers (these towers are usually located near big cities) and talk with NPC there. After you declare yourself as Enforcer you will get a special tabard. Put it on and you will be able to see acts of crimes and bounty level of all players.
Enforcers are patrolling cities looking out for Outlaws and trying to stop them. If Enforcer finds an Outlaw he can stop him from reaching outlaw refuge and selling his stolen stuff. Refuge is a safe zone where criminals can’t be attacked and stopped.
How to stop criminal? Enforcer can attack criminal engaging him in PvP fight. Yes, developers finally added PvP outside of Cyrodiil! If Enforcer wins he can loot corpse of his enemy player and take all stolen goods. These goods must be returned to one of Enforcer Towers. When Enforcer returns stolen goods he receives reward for that.
But an outlaw can resurrect and try to return his stuff back before Enforcer reaches his tower. That’s how this system works in general. Outlaws are hunting easy victims and Enforcers are hunting Outlaws.
Being Enforcer is not a boring duty: you can attack Outlaws and you also have access to special bandit caves. When you travel around the world you come across special clues that give you hints to location of bandit caves with chests and other objects. These chests are filled with stolen items. You can take these items and return to Tower getting reward in return.
Which role is more interesting: being a sheriff or a criminal? It’s you to decide. Elder Scrolls Online doesn’t lock you within one role. You can change the role any time and try both sides. We recommend to try both sides because you will understand behavior of Outlaws and Enforcers. This will help you to act much better when you choose your side.
ThatHappyCat wrote: »The primary issue that must be solved is how to prevent high level enforcers from ganking low level outlaws.
The greatest issue I see with the Enforcer system is how they could prevent a group of enforcers from just camping outside of outlaw dens, killing whomever approaches.
What other issues do you see with this system?
What solutions could there be to these issues?
ThatHappyCat wrote: »The primary issue that must be solved is how to prevent high level enforcers from ganking low level outlaws.
Could the damage from each side be leveled to each side.
Example.
Level 10 with 1000 health attacks and hits for 100 damage... 10% of the attackers health. That level 10 attacks a level 40 with 10,000 health so the level 10 causes 10% damage to the targets health, dealing 1000 damage. If the level 40 attacks and hits for 5000 health (50% of the attackers health) only 500 damage is dealt, which is 50% of the target's health.
Daemons_Bane wrote: »I know I'm the negative one now.. But from what I've read on the forums and from the announcements, I don't see this happening.. I really belive it will bring more grief than joy.. Of course there are players who wish for, and would enjoy this open world pvp, since that is what it really is.. But I think that the larger majority of the "criminal comunity" would be sad to see this change as they don't enjoy free roaming pvp.. We do this to relax, and getting killed over and over when you finally found that piece of purpme loot, is just not relaxing.. I'd much rather see a good and thorough upgrade od the guards, than having bloodlusty players with nothing else to do, sitting on every corner and standing 10 man strong outside the refuges..
Now let the "then just don't steal" guys get started..
The issue with this is that the justice system is too much random now. It is very easy to commit a crime by accident. The propose system would add a PvP element to a PvE part of the game. If it would be introduced, it should be fully voluntary and it should not be so easy to be forced into PvP by accident.
DarthRupert wrote: »I would say wait until after console launch when ZoS is suppose to put out content once again. Also Quake Con has always been a big news/update event for ESO so watch for updates from July 23 - 26 for this year. Adding PvP to a non - PvP area is rarely an easy thing to do, while keeping everything balanced. So for now we'll just have to wait for more info. ZoS has always been fairly vocal about the updates they have planned; then tend to go silent until 2 months before they add it.
FrozenAnimal wrote: »
The propose system would add a PvP element to a PvE part of the game.
If it would be introduced, it should be fully voluntary and it should not be so easy to be forced into PvP by accident.
ThatHappyCat wrote: »The primary issue that must be solved is how to prevent high level enforcers from ganking in low level zones, and high level outlaws from being unstoppable in low level zones.
You can institute level limits but that's boring and restrictive.
It is like PVP ganking someone questing in Cyrodil (Which I know is legal, but still says a lot about the people who do it).
People hang out at the quest areas/quest delves KNOWING the questers are already trying to deal with NPC etc. and smacking them down when they aren't actually ready to fight.
traigusb14_ESO2 wrote: »The situation is intrinsically unfair PVP. The thief is already dealing with environment, stealth mechanics and NPCs... then WHAM. Joe badcop swoops in. Boy he is so cool.
Daemons_Bane wrote: »It is like PVP ganking someone questing in Cyrodil (Which I know is legal, but still says a lot about the people who do it).
People hang out at the quest areas/quest delves KNOWING the questers are already trying to deal with NPC etc. and smacking them down when they aren't actually ready to fight.
This is pretty much what has kept me out of the Cyrodill quest lines.. I'd love to experience them, but getting killed while fighting a bunch of npc's kill the fun for me very quickly
traigusb14_ESO2 wrote: »The situation is intrinsically unfair PVP. The thief is already dealing with environment, stealth mechanics and NPCs... then WHAM. Joe badcop swoops in. Boy he is so cool.
In the case of an enforcer descending on an outlaw, it's entirely within the outlaws control whether they accrue a bounty. The difference between a guard coming in for the kill or an enforcer coming in for the kill is moot - the outlaw failed and is experiencing the repercussions. Infact, I'd argue that being caught by a player is preferrable to being caught by a guard, simply for the fact that players can be killed.
This situation also assumes that Joe badcop isn't open to attack initiated from an outlaw player. I would imagine there would be a lot of back and forth, and a lot of confrontations started by an outlaw character looking to prey on an unsuspecting enforcer.
It seems you are quick to contend that the enforcers are the 'bully' in the majority of the situations, and I don't think that's the case.
Daemons_Bane wrote: »It is like PVP ganking someone questing in Cyrodil (Which I know is legal, but still says a lot about the people who do it).
People hang out at the quest areas/quest delves KNOWING the questers are already trying to deal with NPC etc. and smacking them down when they aren't actually ready to fight.
This is pretty much what has kept me out of the Cyrodill quest lines.. I'd love to experience them, but getting killed while fighting a bunch of npc's kill the fun for me very quickly
PvE in cyro (either the one ganking or being jumped) adds that extra layer of "remember, this is A WARZONE before whatever you're doing to help that poor NPC".
It's lotsa fun.
traigusb14_ESO2 wrote: »So a player that wants to steal has to be speced and be good at PVP (which may not be what he wants to play) to do the part of the game he wants to do.traigusb14_ESO2 wrote: »The situation is intrinsically unfair PVP. The thief is already dealing with environment, stealth mechanics and NPCs... then WHAM. Joe badcop swoops in. Boy he is so cool.
In the case of an enforcer descending on an outlaw, it's entirely within the outlaws control whether they accrue a bounty. The difference between a guard coming in for the kill or an enforcer coming in for the kill is moot - the outlaw failed and is experiencing the repercussions. Infact, I'd argue that being caught by a player is preferrable to being caught by a guard, simply for the fact that players can be killed.
This situation also assumes that Joe badcop isn't open to attack initiated from an outlaw player. I would imagine there would be a lot of back and forth, and a lot of confrontations started by an outlaw character looking to prey on an unsuspecting enforcer.
It seems you are quick to contend that the enforcers are the 'bully' in the majority of the situations, and I don't think that's the case.
Additionally, there are currently players who don't participate in the current system because they dislike NPC guards accosting them, however that isn't percieved as a flaw. Similarly, there will be players who choose not to participate in the system because of the possibility of player Enforcers, which I also believe isn't a flaw. Consequences for your actions (and whether or not you're willing to face said consequences) is the entire point of this system.
Daemons_Bane wrote: »Additionally, there are currently players who don't participate in the current system because they dislike NPC guards accosting them, however that isn't percieved as a flaw. Similarly, there will be players who choose not to participate in the system because of the possibility of player Enforcers, which I also believe isn't a flaw. Consequences for your actions (and whether or not you're willing to face said consequences) is the entire point of this system.
This sounds a bit like you compare the guards to the enforcer players.. You can't do that..