vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
It's an Elder Scrolls game: player freedom should come first, remember that for many of us this is the first/only online experience.
The PVP aspect was easily exploitable, they said so themselves.
It is not in the game for a reason.
Between you feeling a little unconformtable seeing pixels on a screen representing dead NPC's that had no use in the game and a bad system where griefers and exploiters take all the advantages, I find it to be an easy pick.
LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
I'm not sure why you mark off PvP from PvE that much. Why can't PvE activities lead to PvP consequences? Yeah, i think pve actions can justify pvp attacks, unless i consider other player characters as something that doesn't belong to that world. Hey, why i can kill or rob alsmost any NPC, but when it comes to PC, i can't even prevent him from killing an innocent? It seems like there should be an option to disable rendering other players because all they do is consume my limited cpu power, except for a few RPers. I know there can't be any form of oldschool free-pvp, but the justice system as it was planned was great, and what we have now is a total boredom with no challenge whatsoever.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
I'm not sure why you mark off PvP from PvE that much. Why can't PvE activities lead to PvP consequences? Yeah, i think pve actions can justify pvp attacks, unless i consider other player characters as something that doesn't belong to that world. Hey, why i can kill or rob alsmost any NPC, but when it comes to PC, i, the Radiant Champion, Eye of the Queen, Vanquisher of Molag Bal, Saviour to This and That et cetera, forced to watch some cat killing an innocent altmer woman right before my eyes, powerless to do anything. It seems like there should be an option to disable rendering other players because all they do is consume my limited cpu power, except for a few RPers. I know there can't be any form of oldschool free-pvp, but the justice system as it was planned was great, and what we have now is a total boredom with no challenge whatsoever.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
I am playing a vampire and i see your character questing in Shadowfen killing vampires? You are literally murdering my people. Time for me to force you out of your quest and into non-consensual pvp duels?
I can and do fully respect that my choices for my actions are my own, yours are your own, and i should not be able to inflict mine on you.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
Different preferences are not fear. just different preferences.
i have no issues whatsoever with the current unkillable guards.
i would have a problem with throwing a dialog i have to respond to when i get hit with a risky instance of bounty. Seems designed to just slow down my response and maneuvers long enough for something bad to happen.
I imagine PVPers having a PVE DECLINE dialog eating up their key-clicks at the start of a pvp fight wouldn't be on the "YAY LETS DO THAT list.
Thats not fear either - its just wanting to play what you want to play and not be forced out of it into something you dont because some other players feels entitled to make you.
Again, a cute way to make PVE play more difficult unless they take the PVP... like i said... keeps getting thrown into that "but its optional" etc.
gathering a high bounty is a PVE action is playing PVE content and should not engender a need for PVP decline or vulnerability to non-concensual PVP play.
And once again the key deception is duplicated...
You tie the entry into cyrodil which is entirely player prompted, doesn't come up in play on its own and doesn't spawn out of a PVE content action with the automatic pop-up in play when certain PVE content conditions are met as if one is consensual and the other is as well.
this has nothing to do with fear, but choice, but the fear thing i guess is more useful baiting for some who dont want the consensual thing to be kept in focus?
I am playing a vampire and i see your character questing in Shadowfen killing vampires? You are literally murdering my people. Time for me to force you out of your quest and into non-consensual pvp duels?
That and other examples are irrelevant, because there's no way to implement such form of pvp without turning the game into deathmatch. Justice system, on the other hand, wouldn't do that. If you don't want to pvp and still want to commit "crimes" - just don't get caught! It's simple, isn't it?I can and do fully respect that my choices for my actions are my own, yours are your own, and i should not be able to inflict mine on you.
So as i said, you could just as well just turn rendering other characters not partied with you off. It would only make the game better and more immersive then it is now. Or make all overland zones instanced like the harborage. No more those filthy Other Players killing a boss right before you came in, forcing you to wait until it respawns. Seriously, it would be a huge improvement to the game as there is no real point of other PCs hanging around, except for an occasional dance party on the market maybe.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
Different preferences are not fear. just different preferences.
i have no issues whatsoever with the current unkillable guards.
i would have a problem with throwing a dialog i have to respond to when i get hit with a risky instance of bounty. Seems designed to just slow down my response and maneuvers long enough for something bad to happen.
I imagine PVPers having a PVE DECLINE dialog eating up their key-clicks at the start of a pvp fight wouldn't be on the "YAY LETS DO THAT list.
Thats not fear either - its just wanting to play what you want to play and not be forced out of it into something you dont because some other players feels entitled to make you.
Again, a cute way to make PVE play more difficult unless they take the PVP... like i said... keeps getting thrown into that "but its optional" etc.
gathering a high bounty is a PVE action is playing PVE content and should not engender a need for PVP decline or vulnerability to non-concensual PVP play.
And once again the key deception is duplicated...
You tie the entry into cyrodil which is entirely player prompted, doesn't come up in play on its own and doesn't spawn out of a PVE content action with the automatic pop-up in play when certain PVE content conditions are met as if one is consensual and the other is as well.
this has nothing to do with fear, but choice, but the fear thing i guess is more useful baiting for some who dont want the consensual thing to be kept in focus?
Ah i assumed it was fear since you went on a long rant about how people just wanted to kill people who couldnt fight back. It seems you are ok pointing out when people dont share your view point. But are not afraid to make up silly stuff when others dont share yours. atleast we have that in common.
Im not sure how choosing the nonpvp option would make the game harder, it is the way it is now. And actually once i thought about it, the guards would have to stay unkillable until you flagged pvp, to keep all the pvers honest. If they could kill the guards their is no justice system at all.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
Different preferences are not fear. just different preferences.
i have no issues whatsoever with the current unkillable guards.
i would have a problem with throwing a dialog i have to respond to when i get hit with a risky instance of bounty. Seems designed to just slow down my response and maneuvers long enough for something bad to happen.
I imagine PVPers having a PVE DECLINE dialog eating up their key-clicks at the start of a pvp fight wouldn't be on the "YAY LETS DO THAT list.
Thats not fear either - its just wanting to play what you want to play and not be forced out of it into something you dont because some other players feels entitled to make you.
Again, a cute way to make PVE play more difficult unless they take the PVP... like i said... keeps getting thrown into that "but its optional" etc.
gathering a high bounty is a PVE action is playing PVE content and should not engender a need for PVP decline or vulnerability to non-concensual PVP play.
And once again the key deception is duplicated...
You tie the entry into cyrodil which is entirely player prompted, doesn't come up in play on its own and doesn't spawn out of a PVE content action with the automatic pop-up in play when certain PVE content conditions are met as if one is consensual and the other is as well.
this has nothing to do with fear, but choice, but the fear thing i guess is more useful baiting for some who dont want the consensual thing to be kept in focus?
Ah i assumed it was fear since you went on a long rant about how people just wanted to kill people who couldnt fight back. It seems you are ok pointing out when people dont share your view point. But are not afraid to make up silly stuff when others dont share yours. atleast we have that in common.
Im not sure how choosing the nonpvp option would make the game harder, it is the way it is now. And actually once i thought about it, the guards would have to stay unkillable until you flagged pvp, to keep all the pvers honest. If they could kill the guards their is no justice system at all.
Ok so again you seem to be skewing two different things together.
if you look back you will find that i frequently, often and actually tried to keep my comments on people wanting to kill unprepared at the "some people" level of characterization. i made it clear over and over it was some poeple, not all people, not everyone etc.
You however, kept talking about MY fear, putting that on me.
Now, maybe for some, the difference between discussing what some people may want and specifically ascribing something to a specific person is not significant, just like to some the difference between consenting to pvp and playing pve content are not significantly different as far as enabling PVP attacks, but to others those two are quite different.
just like some might not see the difference between playing pve content and having a pvp denail pop-up jumping in at critical moments makes a difference either.
just like some people may not see a difference between different preferences and fear.
At least, when it suits their purpose.
As for "simple" not get caught etc... nope... not so simple. there are a whole lot of "what if" and "how to" to be worked out like "can pvp enforcer players witness crimes and provoke bounty?" See if that answer is YES then that turns a whole lot of content where players know where the injustice quests send people into deathmatch. if that answer is No then it seems this whole "but i shouldn't have to sit by and watch crimes" is shown to be utter BS.
As for "simple" not get caught etc... nope... not so simple. there are a whole lot of "what if" and "how to" to be worked out like "can pvp enforcer players witness crimes and provoke bounty?" See if that answer is YES then that turns a whole lot of content where players know where the injustice quests send people into deathmatch. if that answer is No then it seems this whole "but i shouldn't have to sit by and watch crimes" is shown to be utter BS.
There's always a way to prevent other players from witnessing your actions. The only problem i see here is thieves/db quests, but i'm sure it can be solved with little effort. I just want more actual interaction between players and more sandbox elements without turning it into some Rust, and a complete justice system would acomplish that. Don't know why anyone would oppose it unless they're afraid of loosing such an easy way to farm gold. Never thought an elder scrolls themed MMO would be an another theme park and Elder Scrolls fans will be happy about it.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
Different preferences are not fear. just different preferences.
i have no issues whatsoever with the current unkillable guards.
i would have a problem with throwing a dialog i have to respond to when i get hit with a risky instance of bounty. Seems designed to just slow down my response and maneuvers long enough for something bad to happen.
I imagine PVPers having a PVE DECLINE dialog eating up their key-clicks at the start of a pvp fight wouldn't be on the "YAY LETS DO THAT list.
Thats not fear either - its just wanting to play what you want to play and not be forced out of it into something you dont because some other players feels entitled to make you.
Again, a cute way to make PVE play more difficult unless they take the PVP... like i said... keeps getting thrown into that "but its optional" etc.
gathering a high bounty is a PVE action is playing PVE content and should not engender a need for PVP decline or vulnerability to non-concensual PVP play.
And once again the key deception is duplicated...
You tie the entry into cyrodil which is entirely player prompted, doesn't come up in play on its own and doesn't spawn out of a PVE content action with the automatic pop-up in play when certain PVE content conditions are met as if one is consensual and the other is as well.
this has nothing to do with fear, but choice, but the fear thing i guess is more useful baiting for some who dont want the consensual thing to be kept in focus?
Ah i assumed it was fear since you went on a long rant about how people just wanted to kill people who couldnt fight back. It seems you are ok pointing out when people dont share your view point. But are not afraid to make up silly stuff when others dont share yours. atleast we have that in common.
Im not sure how choosing the nonpvp option would make the game harder, it is the way it is now. And actually once i thought about it, the guards would have to stay unkillable until you flagged pvp, to keep all the pvers honest. If they could kill the guards their is no justice system at all.
Ok so again you seem to be skewing two different things together.
if you look back you will find that i frequently, often and actually tried to keep my comments on people wanting to kill unprepared at the "some people" level of characterization. i made it clear over and over it was some poeple, not all people, not everyone etc.
You however, kept talking about MY fear, putting that on me.
Now, maybe for some, the difference between discussing what some people may want and specifically ascribing something to a specific person is not significant, just like to some the difference between consenting to pvp and playing pve content are not significantly different as far as enabling PVP attacks, but to others those two are quite different.
just like some might not see the difference between playing pve content and having a pvp denail pop-up jumping in at critical moments makes a difference either.
just like some people may not see a difference between different preferences and fear.
At least, when it suits their purpose.
Let me ask you something. Would you have a problem with if it was set up, so people could talk to the assassin or thieves guild leader and flag themselves pvp. Someone wanting to be a guard/bounty hunter would sign up where ever a mob was added. They would be flagged until they talked to that mob again.
No pve content leading to pvp and people have to make the choice knowing full well going in what that choice is.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
Different preferences are not fear. just different preferences.
i have no issues whatsoever with the current unkillable guards.
i would have a problem with throwing a dialog i have to respond to when i get hit with a risky instance of bounty. Seems designed to just slow down my response and maneuvers long enough for something bad to happen.
I imagine PVPers having a PVE DECLINE dialog eating up their key-clicks at the start of a pvp fight wouldn't be on the "YAY LETS DO THAT list.
Thats not fear either - its just wanting to play what you want to play and not be forced out of it into something you dont because some other players feels entitled to make you.
Again, a cute way to make PVE play more difficult unless they take the PVP... like i said... keeps getting thrown into that "but its optional" etc.
gathering a high bounty is a PVE action is playing PVE content and should not engender a need for PVP decline or vulnerability to non-concensual PVP play.
And once again the key deception is duplicated...
You tie the entry into cyrodil which is entirely player prompted, doesn't come up in play on its own and doesn't spawn out of a PVE content action with the automatic pop-up in play when certain PVE content conditions are met as if one is consensual and the other is as well.
this has nothing to do with fear, but choice, but the fear thing i guess is more useful baiting for some who dont want the consensual thing to be kept in focus?
Ah i assumed it was fear since you went on a long rant about how people just wanted to kill people who couldnt fight back. It seems you are ok pointing out when people dont share your view point. But are not afraid to make up silly stuff when others dont share yours. atleast we have that in common.
Im not sure how choosing the nonpvp option would make the game harder, it is the way it is now. And actually once i thought about it, the guards would have to stay unkillable until you flagged pvp, to keep all the pvers honest. If they could kill the guards their is no justice system at all.
Ok so again you seem to be skewing two different things together.
if you look back you will find that i frequently, often and actually tried to keep my comments on people wanting to kill unprepared at the "some people" level of characterization. i made it clear over and over it was some poeple, not all people, not everyone etc.
You however, kept talking about MY fear, putting that on me.
Now, maybe for some, the difference between discussing what some people may want and specifically ascribing something to a specific person is not significant, just like to some the difference between consenting to pvp and playing pve content are not significantly different as far as enabling PVP attacks, but to others those two are quite different.
just like some might not see the difference between playing pve content and having a pvp denail pop-up jumping in at critical moments makes a difference either.
just like some people may not see a difference between different preferences and fear.
At least, when it suits their purpose.
Let me ask you something. Would you have a problem with if it was set up, so people could talk to the assassin or thieves guild leader and flag themselves pvp. Someone wanting to be a guard/bounty hunter would sign up where ever a mob was added. They would be flagged until they talked to that mob again.
No pve content leading to pvp and people have to make the choice knowing full well going in what that choice is.
I have zero problem with players choosing to engage in pvp. with duels in u12 they can wrap it in justice flavor if they want.
The devil is usually however in the details.
Consider that zos added a limit to duels in an area to prevent overconcentration of pvp in a given pve spot causing problems but what you just described eould allow 50 thieves and 50 enforcers to lsunch massive pvp in pve zones cities maybe even delves, dungeons, banks who knows. I have to imagine if 22 folks involved in duels is a risk of problem unlimited justice pvp would be too.
But while you are asking the clean question without specifics, an opt-in, so far in the discussions a clean opt-in without also screwing the opt-out has never seemed to get the same enthusiasm as the proposals which serve up pve targets to pvpers.
I disagree that you need to have pvp elements in pve content
I honestly don't know why people tend to label themselves "pvp-" or "pve-" player. How would occasional PvP stop you from enjoying the game?pvp vs pve players
New justice quest themed dlc, daily worldwide justice quests including escort missions from mages guild, hunt down worldwide missions from fighters guild, "world boss" style missions rousting a couple new strongholds, new passive lawman skill line, etc. Nothing pvp needed to expand the existing content.
I guess most people who wanted this left the game shortly after closing PvE content because the same dailies over and over or dumb PvP in Cyrodiil paddok just for the sake of it is not their idea of fun. They came to see the organic Elder Scrolls MMO where having to deal with other players would open new possibilities, not bad single player Elder Scolls on one side and bad Elder Scrolls MOBA on another.Could lotsa things be rewritten to make it happen this way or that way? Sure. But whether or not enough people want it or if it ends up just driving folks awsy from content is another issue entirely.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »LegendaryArcher wrote: »My post might make some of you facepalm, but can anyone explain to me what exactly this griefing would look like?
Let's take the most simple system: Upstanding, Disreputable, Notorious, Fugitive as they are now and a 5th "rank" where PvP comes into play. Doesn't matter if that player is free to kill for everyone or one must take a special quest to have this player assigned as target, where is the griefing potential?
The justice system is about being careful and not getting caught. I have gotten all my Justice achievements very long time ago and have never been running around even close to Fugitive. If you go on a rampage in the city, why not have the risk of being taken down by someone smarter than the *** guard AI?
Please explain the griefing to me.
None of the bounty hunters would hang out around the refuge doors to take a shot at a target trying to get into the sanctuary, would they? Because once they get to the refuge they can get rid of their bounty..... No one would hang out around wayshrines to take a shot at someone with a bounty porting in, would they? No one would camp quest locations to take a shot at a target, would they? Nah, none of them would ever think about doing something like that....
And? If you made it so people couldn't be attacked before the bounty was high enough, those people would actually have to try to get it into a place where they could be attacked. I mean I'm A horrible thief/assassin and I've only ever had a bounty of 10k once and I let it happen. Also don't forget the pack of thieves who might sign up to protect their own. Killing these ganking guards.
So so what if the scenario you are afraid of happens? The people you are trying to protect would have signed up.
RE bold
yes thats it - exactly dead spot on...
for those who simply Dont want PVP consequences for PVE play the answer for them is to form up gangs to sit around and wait for opportunities to protect themselves through the awesome joy that is PVP!!!
This nails it on the head!
Dead spot on.
Very illuminating.
Very telling.
.
Again since you people seem to be ignoring it. The only people who would be put in this position, are the people who signed up to be guards, or those who let their bounties get silly large. So those who want to use the pvp part of the system. The people who don't want pvp consequences for pve still wouldn't have them. But keep being afraid of stuff that won't affect you I guess.
Very illuminating.
Very telling.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
Accepting a duel enables pvp in while running in pve areas. Traveling to Cyrodiil enables pvp.
I can see why giving players a choice would be scary to some, because decisions are hard. Perhaps a few more mental gymnastics by some isnt such a bad thing.
Last time i checked getting any bounty even a high bounty was a PVE action. It is running PVE content.
This is simply put PVP players wanting to take over some PVP content to turn it into a PVP enabling action.
The mental gymnastics needed to in one sentence describe pve choices enabling pvp vulnerability and then in the very nect sentence say there wouldnt be pvp consequences for pve is frankly amazing.
What's the point in making a MMO if all inter-player interactions are limited to PvP paddock, trading, and a few dungeons you occasionaly run with a random group? It's actually a single-player game without all the advantages of single-player games.
Thats quite a straw man you hsve there.
There are plenty of folks who group with guildies and friends, not just random groups.
There are plrnty of folks who group for trials.
There arr plenty who interact for rp.
A game doesnt have to be pointless as an mmo if it doednt allow pvp assault on pve players.
The apparent need of some pvp players to get pve players as targets is telling.
I mean, pvp players can go into cyro to get fights against people wsnting pvp, people ecpecting pvp and people geared for pvp any day every day.
In OneT they can even get the same with dueling most anywhere.
There are lotsa consensual pvp opportunities.
But i guess for some that just isnt the same as getting a non-consensual pvp fight against someone performing pve, geared for pve and who maybe more commonly plays pve, is it?
Guess if that pve player didn't want non-consensual pvp they shouldnt have dressed so provo... errr...racked up that bounty.
Illuminating, how some think pve actions justify pvp attacks.
It is funny that you assume everyone wants to gank people who cant play. Im not sure why you are so afraid.
For many it is simply something fun. I try to steal. You try to stop me.
First bold - yes both those choices which aren't pve actions enable pvp. What is being suggested here and then in following sentences denied is making a PVE action enable pvp.
Second bold - i repeatedly say some and you turn it into me saying everyone for your straw reply? Very telling. very illuminating
You know fear is a path to the dark side right?
Again Im not sure what is so scary for you. So if you choose to let your bounty get so high someone might try to stop you. It is a choice. And here ill throw this in since the fear is strong with you, once your bounty hit that point you have an option pop up. Either you would be flagged pvp until your bounty went down or the guards would be unkillable again. Because obviously if you had player guards real guards would have to be killable.
And before you go on about pve action blah blah blah. A pop up menu and pressing E is all i have to do to get into cyrodiil. So the same restriction would apply.
Now you can let go your fear.
Different preferences are not fear. just different preferences.
i have no issues whatsoever with the current unkillable guards.
i would have a problem with throwing a dialog i have to respond to when i get hit with a risky instance of bounty. Seems designed to just slow down my response and maneuvers long enough for something bad to happen.
I imagine PVPers having a PVE DECLINE dialog eating up their key-clicks at the start of a pvp fight wouldn't be on the "YAY LETS DO THAT list.
Thats not fear either - its just wanting to play what you want to play and not be forced out of it into something you dont because some other players feels entitled to make you.
Again, a cute way to make PVE play more difficult unless they take the PVP... like i said... keeps getting thrown into that "but its optional" etc.
gathering a high bounty is a PVE action is playing PVE content and should not engender a need for PVP decline or vulnerability to non-concensual PVP play.
And once again the key deception is duplicated...
You tie the entry into cyrodil which is entirely player prompted, doesn't come up in play on its own and doesn't spawn out of a PVE content action with the automatic pop-up in play when certain PVE content conditions are met as if one is consensual and the other is as well.
this has nothing to do with fear, but choice, but the fear thing i guess is more useful baiting for some who dont want the consensual thing to be kept in focus?
Ah i assumed it was fear since you went on a long rant about how people just wanted to kill people who couldnt fight back. It seems you are ok pointing out when people dont share your view point. But are not afraid to make up silly stuff when others dont share yours. atleast we have that in common.
Im not sure how choosing the nonpvp option would make the game harder, it is the way it is now. And actually once i thought about it, the guards would have to stay unkillable until you flagged pvp, to keep all the pvers honest. If they could kill the guards their is no justice system at all.
Ok so again you seem to be skewing two different things together.
if you look back you will find that i frequently, often and actually tried to keep my comments on people wanting to kill unprepared at the "some people" level of characterization. i made it clear over and over it was some poeple, not all people, not everyone etc.
You however, kept talking about MY fear, putting that on me.
Now, maybe for some, the difference between discussing what some people may want and specifically ascribing something to a specific person is not significant, just like to some the difference between consenting to pvp and playing pve content are not significantly different as far as enabling PVP attacks, but to others those two are quite different.
just like some might not see the difference between playing pve content and having a pvp denail pop-up jumping in at critical moments makes a difference either.
just like some people may not see a difference between different preferences and fear.
At least, when it suits their purpose.
Let me ask you something. Would you have a problem with if it was set up, so people could talk to the assassin or thieves guild leader and flag themselves pvp. Someone wanting to be a guard/bounty hunter would sign up where ever a mob was added. They would be flagged until they talked to that mob again.
No pve content leading to pvp and people have to make the choice knowing full well going in what that choice is.
I have zero problem with players choosing to engage in pvp. with duels in u12 they can wrap it in justice flavor if they want.
The devil is usually however in the details.
Consider that zos added a limit to duels in an area to prevent overconcentration of pvp in a given pve spot causing problems but what you just described eould allow 50 thieves and 50 enforcers to lsunch massive pvp in pve zones cities maybe even delves, dungeons, banks who knows. I have to imagine if 22 folks involved in duels is a risk of problem unlimited justice pvp would be too.
But while you are asking the clean question without specifics, an opt-in, so far in the discussions a clean opt-in without also screwing the opt-out has never seemed to get the same enthusiasm as the proposals which serve up pve targets to pvpers.
So is that a yes or a no for you? Surely you can see why I ask? Everytime something is mentioned you fold yourself around why it would be a bad idea. For example never once in this conversation have you mention performance problems. But when asked directly about if you would support a solution that bypasses the issue you Seem to have had before,here comes more excuse. And you wont even answer, giving a vague, the pvp crowd probably doesnt want it.
At least just come right out and say, you know I dont like the idea of pvp in my pve areas and there is nothing you can do that will change that. You dont have to go on and on with the excuses.
luen79rwb17_ESO wrote: »I believe it could be done with almost not too many problems once One Tamriel launches: everyone will be scaled to the same level and dueling is possible.
Make it so that Enforcers engage on a duel with thieves once they catch them (like guardians) once a thief accepts a duel begins and guardians should not interfere. If a thief or an enforcer leaves the dueling area there should be a sort of punishment. Thieves should drop a % of their stolen good which could be retrievable by enforcers. Enforcers should drop something like "honor points" or any other sort of rank which could be useful to enforcer passives in a way.
Yes I can see this could be done with One Tamriel.