All of that is easily countered.
You have to be within X level range to bring someone down.
If you steal a fish you are not flagged for pvp by enforcers. There is a threshold that must be passed. IE Rack up a 1k bounty before other players can join in
Same faction is easy.
You get flagged as an enemy to law abiding people. Once you are flagged you can stealth without worry.
Sallington wrote: »In other words, "We are not releasing the only interesting thing about the Justice System."
KanedaSyndrome wrote: »
Indeed. They are sackless when it comes to emergent gameplay and innovation.
jamesharv2005ub17_ESO wrote: »
Face it after IC people who pvp have proven they simply cannot be trusted with the pvp portion of the justice system. Thats why they scrapped it and thats also why you wont see another pvp centered DLC. IC didnt sell very well and everyone who bought it pretty much hated it. Both on pvp side and pve side. Players cannot be trusted being "enforcers" all they will do is use every means necessary to grief everyone else in the game.
So ya justice system pvp is not coming. Its not worth spending limited development time on and it will just drive away people in the end.
Apples and Oranges.
IC: you are eiligible to be ganked as soon as you stepped into Imperial City.
PvP Justice: you would have to be careless enough to accumulate a large enough bounty (lvl 3) to be flagged "kill on sight".
I still think ZOS should grow a pair and bring us phase 2 of the Justice system.
Apples and Oranges.
IC: you are eiligible to be ganked as soon as you stepped into Imperial City.
PvP Justice: you would have to be careless enough to accumulate a large enough bounty (lvl 3) to be flagged "kill on sight".
I still think ZOS should grow a pair and bring us phase 2 of the Justice system.
Joy_Division wrote: »This helps explain the ZoS's decision to reverse their "no dueling" attitude.
Justice PvP would have been difficult to balance - something ZoS admitted at the time when they phased in the first part - and am glad to see them divert manpower and resources elsewhere.
Well, to be fair, we do have unkillable guards already so perhaps they should look at that from a balancing point of view now instead. The guards introduced with Thieves Guild are now even tougher and take advantage of more advanced AI scripting as well so they are harder to escape from.
jamesharv2005ub17_ESO wrote: »
lol grow a pair? This isnt some school yard childrens argument. Its a business people pay their bills and feed their family with. Grow a pair lol.
I am SO relieved they abandoned that idea! I was NOT looking forward to PVP battles raging in cities, or people camped out just waiting to jump on criminals at key places - like thieves refuge entrances and quest steps that require breaking in, and merchant stalls where it’s all too easy to take a helmet instead of talking to the trader, etc. As it is already with people spamming abilities in banks and fighting NPC guards in the streets, it gets irritating when you’re just trying to have a conversation with the banker or merchant and then hearing that ‘press x to activate ___’ alert noise when someone casts their ultimate and all the other chaos of noise and visual effects going on. I certainly don’t want even more of that when I’m not in enemy territory/in battle myself.
Which brings me to the already mentioned suggestion of a steal toggle. Yes Please!
Even Now there SHOULD be a toggle for no stealing, or a confirm window, or parameters like you must be crouched or something because it is WAY too easy to accidentally take something while just trying to talk to someone when Guild Stalls and NPC merchants have loose items littered all around them. I can’t tell you how many times I’ve accidentally taken some stupid potion bottle or something that was sitting right next to the Crafting Writ delivery crate I was trying to open because my wireless mouse lagged a bit or my view slowly drifted down past my intended target as I dismounted. Once I found the ‘No Accidental Stealing’ addon things got better (until recently when it’s stopped working and keeps giving ui errors) but it really Ought to be part of the base game. It is Extremely annoying to just be trying to take care of business and then be interrupted by a guard and have to pay a fine for something you had no intention of doing. Stealing should be a very intentional thing with no accidental incidents.
cosmic_niklas_93b16_ESO wrote: »
Emergent gameplay and innovation meaning ganking PvErs, wow, so much innovation, it's not like there's a million of those MMO's already....
Taking risks is a part of any business.
No revolutionary system or software was ever done without the developer sweating their hands off in anticipation.
The only issue here is: it isn't all that revolutionary either, many MMOs have done it successfully.
For all the people saying the idea was bad, flawed, problematic: why would ZOS have to do a global implementation? I would've loved it if e.g. Kvatch or whatever zone they're doing down the line, had some (lore-friendly) issue whereby it needed player guards to reinforce its NPC army. That way it would be limited, similar to IC. People would know: hey, Kvatch/The Gold Coast has amazing items to steal, but it has player guards. The rest of the world would stay as it is. I dunno, I think it could've worked that way. I just hope ZOS will be able to salvage the work that has been done on the system until now.
And this is why NO. MMO. EVER. will come close to what World of Warcraft was able to accomplish in their prime.
Every developer is just too afraid to make things "messy" - they coddle players way too much.
By putting a wildcard element like world pvp (or something like it) in the game, it makes things unpredictable and fun. And yes, causes problems.
But devs are so anxious about causing any problems whatsoever that they won't try interesting things like this, because they are worried about ruffling a few feathers.
And this is why NO. MMO. EVER. will come close to what World of Warcraft was able to accomplish in their prime.
Every developer is just too afraid to make things "messy" - they coddle players way too much.
By putting a wildcard element like world pvp (or something like it) in the game, it makes things unpredictable and fun. And yes, causes problems.
But devs are so anxious about causing any problems whatsoever that they won't try interesting things like this, because they are worried about ruffling a few feathers.
And this is why NO. MMO. EVER. will come close to what World of Warcraft was able to accomplish in their prime.
Every developer is just too afraid to make things "messy" - they coddle players way too much.
By putting a wildcard element like world pvp (or something like it) in the game, it makes things unpredictable and fun. And yes, causes problems.
But devs are so anxious about causing any problems whatsoever that they won't try interesting things like this, because they are worried about ruffling a few feathers.