This dude would've never made it in UO or SWG.
Absolutely but without fresh air (ideas) its still going to smell just as bad and so those wanting to keep it as originally designed before it was intentionally discarded might be well served to give that position a think over.
Absolutely but without fresh air (ideas) its still going to smell just as bad and so those wanting to keep it as originally designed before it was intentionally discarded might be well served to give that position a think over.
It never smelt bad and actually a lot of people were waiting for it. I think it was discarded only because zeni management decided that the game should be further evolved as theme park, because that's less risky and most nowdays mmo follow that path.
if you want constructive development, progress or even the potential of those, just sticking to "as originally designed" (and discarded) is just not an optimal strategy.
if you want a perpetual thread rage, "as originally designed" is an optimal strategy.
proof is in the pudding.
So? ...it's not your cup of tea.
The proposed system with a bounty threshold allows you to opt-out.
Crime should have consequences, it's only natural, and it would make this game more fun.
A system with a bounty threshold is not offering an opt-out, it is offering you a restricted PvE content.
A system with a bounty threshold is not offering an opt-out, it is offering you a restricted PvE content.
Will balancing the current system in terms of risk vs reward - that is cutting the overall profits, no more rare motiffs etc - be a restriction to PvE content? Because it would only be fair. Or maybe increase risks, PvE-style - up to the level it's as hard as if there would be an enforcer system in place? Would that be a restriction or not? If no, how come the enforcer system is a restriction?
So? ...it's not your cup of tea.
The proposed system with a bounty threshold allows you to opt-out.
Crime should have consequences, it's only natural, and it would make this game more fun.
A system with a bounty threshold is not offering an opt-out, it is offering you a restricted PvE content.
It is indeed only natural that crime should have consequences, and it is also only natural that PvE crime should have PvE consequences.
A system with a bounty threshold is not offering an opt-out, it is offering you a restricted PvE content.
Will balancing the current system in terms of risk vs reward - that is cutting the overall profits, no more rare motiffs etc - be a restriction to PvE content? Because it would only be fair. Or maybe increase risks, PvE-style - up to the level it's as hard as if there would be an enforcer system in place? Would that be a restriction or not? If no, how come the enforcer system is a restriction?
I don't have a problem with increasing the PvE difficulty level and PvE penalties for PvE crime, but it is a restriction in the PvE content if you can only go so far with it before you are forced either to leave the PvE content unfinished or accept PvP penalties for your further PvE crime. I'm glad that ZOS decided to leave the Justice System with PvE penalties for PvE crimes
but I'd have no problem with PvPers arguing for some kind of enforcer system in say Imperial City or any new PvP area specifically designed for it, indeed I'd support the argument for it.
I just don't want PvP bolted onto PvE content, and nor do ZOS.
A system with a bounty threshold is not offering an opt-out, it is offering you a restricted PvE content.
Will balancing the current system in terms of risk vs reward - that is cutting the overall profits, no more rare motiffs etc - be a restriction to PvE content? Because it would only be fair. Or maybe increase risks, PvE-style - up to the level it's as hard as if there would be an enforcer system in place? Would that be a restriction or not? If no, how come the enforcer system is a restriction?
I don't have a problem with increasing the PvE difficulty level and PvE penalties for PvE crime, but it is a restriction in the PvE content if you can only go so far with it before you are forced either to leave the PvE content unfinished or accept PvP penalties for your further PvE crime. I'm glad that ZOS decided to leave the Justice System with PvE penalties for PvE crimes, but I'd have no problem with PvPers arguing for some kind of enforcer system in say Imperial City or any new PvP area specifically designed for it, indeed I'd support the argument for it. I just don't want PvP bolted onto PvE content, and nor do ZOS.
besides, even if i accept that "getting caught" in injustice activities is somehow failing - "failing" at PVE should not open oneself up to PVP... that doesn't make the PVE more fun more interesting more enjoyable.
or do you think that if we added to Maelstrom Arena that "on a death you get sucked out of MSA, VMSA, HMVSMA and into a PVP conflict with one or more folks geared for PVP" it wouldn't be seen as a takeover of PVE content especially if when you lost the PVP you also lost the loot gained from the arena stages.
yeah... bet that would raise the participation rates of the high end arenas and dungeeons and trials - "death = fail = PVP or lose stuff".
I'm probably getting too old to understand why this even matters and why would anyone want to separate the community into PvP vs PvE camps.
bellanca6561n wrote: »@bellanca6561n
"But flagging murders as killable by other players will let the players decide if they are amused"
yes. it would.
But if i am playing a vampire and you go around killing npc vampires shouldn't i also get to decide that i am not amused by you killing my kin and challenge you?
if i am playing a green pact and see you startiong fires in forests burning tents...
If i play a characater that sees you killing dominion ships in your territory and killing dominion soldiers...
if i am an etc etc etc etc etc etc etc even when or especially when there are quests involved - you know like many Db or TG quests do.
Why decide that one and only one PC-vs-NPC activity deserves the "i am not amused so BAMF PVP" option in a world that is NOT ours and does not share our moralities in many of their cultures?
And also, all the other stuff said above about why it is bad.
The GAME establishes killing civilians and robbery as valid PC activities, valid content to pursue, and basically a valid in-game activity for PVE. it is not currently out of whack balance wise with other repeatable "acquisition" content like grinding, delving, questing etc as far as GAINS over TIME - it even skews a little low.
i do like however the comment about how dueling isnt an answer because they can decline... which is telling about how letting the other players have a choiceto choose not to fight other players is a problem.
Pardon the lag...I'd given up and only saw this string of responses this evening.
You make some excellent points which is why, in the end, I conceded that this game is ill suited for digital community features....what is often called "a living world" where an online community mimics aspects of a physical one.
You do eliminate player choice on the one hand to enable player impact and influence on the other. And that influence can become tyrannical as it often does with human societies.
The alternative is players having no impact on the game at all really. And that seems to work. It's why they call these theme park games. They're multiplayer but not too multiplayer. You have persistent player groups but are allowed so many that calling a guild a guild in this game is like calling a traffic jam a block party.
I understand this. I began developing online games before they were allowed on the Internet and understand that we could do things then you cannot do now because the audience then was small. It was also a very different audience. The average age of online game players before Ultima Online was 37.
What got me worked up was simply the sound of someone fighting for air through their own blood and body fluids. I'm certainly not alone in having heard that sound many times...for real. It was meant to provoke a response. But I could not respond.
Could I at least provide treatment for these victims....take the kill away from a murderer if I cannot kill the murderer? Not even if I'm right there when they're attacked?
Can I not stop an attack in progress at least?
I didn't mean, to use the old expression, to beat a dead horse to death. This is not exactly a warm forum and I'm seldom inclined to come here. But just standing there when this happens and others beg for their lives. How is that a game?
I just don't get it.
(...)
It's an Elder Scrolls game: player freedom should come first, remember that for many of us this is the first/only online experience.
Because some of the pve players have run into total ***/griefer/troll/psychopathic pvp players, and don't really want players like that to disrupt our gaming.
Zamrod_beta wrote: »besides, even if i accept that "getting caught" in injustice activities is somehow failing - "failing" at PVE should not open oneself up to PVP... that doesn't make the PVE more fun more interesting more enjoyable.
or do you think that if we added to Maelstrom Arena that "on a death you get sucked out of MSA, VMSA, HMVSMA and into a PVP conflict with one or more folks geared for PVP" it wouldn't be seen as a takeover of PVE content especially if when you lost the PVP you also lost the loot gained from the arena stages.
yeah... bet that would raise the participation rates of the high end arenas and dungeeons and trials - "death = fail = PVP or lose stuff".
I'm really not sure what the difference is between the following situations:
1) I steal something but I get caught. A guard chases me and kills me. I lose all of my stolen items.
2) I steal something but I get caught. A player chases me and kills me. I lose all of my stolen items.
Why is the fact that one is PvP and the other one isn't such a big deal?
As for the Maelstrom Arena thing, if there was a story reason for why I was fighting a PvP match and I knew it happened on a loss, why not? I question the idea that I'd have to lose all my stuff when I lose the PvP match.
In theory with the Justice System there would be a chance to evade the person so you weren't necessarily going to lose your items just because you were spotted. You might be able to run to a sanctuary before a Bounty Hunter caught up with you. There might be no Bounty Hunters immediately around, allowing you to calmly walk to a sanctuary. Plus, you might just be able to hide from them assuming the system didn't tell them exactly where you were.
I really don't understand the idea of PvP and PvE content needing to be 100% separate all the time. They should only be mixed together when it would make sense and it should be made fun but I don't understand the religious objection to it that just says "It should never be done! Just because!"
Because some of the pve players have run into total ***/griefer/troll/psychopathic pvp players, and don't really want players like that to disrupt our gaming.
I know what you mean, but this goes too far. Removing a very limited and restricted overland pvp element from a game just because unrestricted FFA pvp leads to problems is just weird.
I don't have a problem with increasing the PvE difficulty level and PvE penalties for PvE crime, but it is a restriction in the PvE content if you can only go so far with it before you are forced either to leave the PvE content unfinished or accept PvP penalties for your further PvE crime. I'm glad that ZOS decided to leave the Justice System with PvE penalties for PvE crimes
Why do you think PvP is worse then PvP if difficulties are the same? I don't get it. Because you are "not geared" for pvp? Well if you plan properly you won't even need to fight anyone, just hide and run, you know, like proper criminals do (yes, they don't just pay a modest fee and hand all the goods they have stolen and did not sell yet over to a police officer, they run and hide or end up in jail).but I'd have no problem with PvPers arguing for some kind of enforcer system in say Imperial City or any new PvP area specifically designed for it, indeed I'd support the argument for it.
Another PvP paddock? No thanks.I just don't want PvP bolted onto PvE content, and nor do ZOS.
I'm probably getting too old to understand why this even matters and why would anyone want to separate the community into PvP vs PvE camps.
I don't have a problem with increasing the PvE difficulty level and PvE penalties for PvE crime, but it is a restriction in the PvE content if you can only go so far with it before you are forced either to leave the PvE content unfinished or accept PvP penalties for your further PvE crime. I'm glad that ZOS decided to leave the Justice System with PvE penalties for PvE crimes
Why do you think PvP is worse then PvP if difficulties are the same? I don't get it. Because you are "not geared" for pvp? Well if you plan properly you won't even need to fight anyone, just hide and run, you know, like proper criminals do (yes, they don't just pay a modest fee and hand all the goods they have stolen and did not sell yet over to a police officer, they run and hide or end up in jail).but I'd have no problem with PvPers arguing for some kind of enforcer system in say Imperial City or any new PvP area specifically designed for it, indeed I'd support the argument for it.
Another PvP paddock? No thanks.I just don't want PvP bolted onto PvE content, and nor do ZOS.
I'm probably getting too old to understand why this even matters and why would anyone want to separate the community into PvP vs PvE camps.
I'm assuming you mean PvP and PvE. It isn't a case of one being better or worse than another, it's simply a case of them being very different playstyles. There are plenty of people who have zero interest in PvP for various perfectly legitimate reasons, and it always causes problems when the two playstyles are mixed in the same content or area.
If you want open world PvP as an integral part of the PvE content then you're effectively asking for FFA PvP and that won't happen here. There are plenty of games that do offer it, however, and as I've said before on this board you'll spot them very easily - they're the ones with the empty servers.
You are, however, about to get dueling, which is very close to the kind of enforcer PvP that you are asking for except that it is one on one and consensual - is that a problem?
There are plenty of people who have zero interest in PvP for various perfectly legitimate reasons, and it always causes problems when the two playstyles are mixed in the same content or area.
If you want open world PvP as an integral part of the PvE content then you're effectively asking for FFA PvP
and that won't happen here. There are plenty of games that do offer it, however, and as I've said before on this board you'll spot them very easily - they're the ones with the empty servers.
You are, however, about to get dueling, which is very close to the kind of enforcer PvP that you are asking for except that it is one on one and consensual - is that a problem?
How it's close to enforcer PvP. I was thinking enforcers were supposed to enforce judgement... not ask for it.
By "originally designed" i mean the enforcer part of the system in general, and right now i don't really care for the details (especially since we don't know much about them). Anything could be improved, why not.
DUELING FOR JUSTICE
Two player both agree beforehand to "duel for justice"
two players agree to use a certain city at a certain time.
one player runs OUTLAW and his goal is to not get spotted by the other player and to steal kill civie do as much injustice as he can within that city/village and that time frame.
one player runs the ENFORCER, his objective is to patrol around, find the player running OUTLAW and challenge him to a duel.
By agreement if the OUTLAW is caught (offered a duel) by the ENFORCER, he must accept the duel. basically they have agreed the ENFORCER has a warrant for the OUTLAW - regardless of actual ESO bounties.
By agreement the OUTLAW cannot choose to pay off bounties acrued during the game time.
Obviously, if the OUTLAW gets spotted/chased by guards and a shout/chase begins or gets actual ESO bounty which limits his movements within the city that will make it more likely the ENFORCER can hear the commotion and find him. If the OUTLAW gets bountied and cannot walk around freely, again, easier to find.
THE PRIZE: If not found, at the end of the time limit, the OUTLAW is paid gold equal to the amount of stolen loot he collected during the play BY THE ENFORCER. If found and dueled and the OUTLAW wins, the outlaw KEEPS THE LOOT BUT DOESN'T GET ANYTHING EXTRA FROM THE enforcer. IF THE ENFORCER wins the OUTLAW must liquidate the goods stolen and pay double the gold to the ENFORCER.
Zamrod_beta wrote: »besides, even if i accept that "getting caught" in injustice activities is somehow failing - "failing" at PVE should not open oneself up to PVP... that doesn't make the PVE more fun more interesting more enjoyable.
or do you think that if we added to Maelstrom Arena that "on a death you get sucked out of MSA, VMSA, HMVSMA and into a PVP conflict with one or more folks geared for PVP" it wouldn't be seen as a takeover of PVE content especially if when you lost the PVP you also lost the loot gained from the arena stages.
yeah... bet that would raise the participation rates of the high end arenas and dungeeons and trials - "death = fail = PVP or lose stuff".
I'm really not sure what the difference is between the following situations:
1) I steal something but I get caught. A guard chases me and kills me. I lose all of my stolen items.
2) I steal something but I get caught. A player chases me and kills me. I lose all of my stolen items.
Why is the fact that one is PvP and the other one isn't such a big deal?
As for the Maelstrom Arena thing, if there was a story reason for why I was fighting a PvP match and I knew it happened on a loss, why not? I question the idea that I'd have to lose all my stuff when I lose the PvP match.
In theory with the Justice System there would be a chance to evade the person so you weren't necessarily going to lose your items just because you were spotted. You might be able to run to a sanctuary before a Bounty Hunter caught up with you. There might be no Bounty Hunters immediately around, allowing you to calmly walk to a sanctuary. Plus, you might just be able to hide from them assuming the system didn't tell them exactly where you were.
I really don't understand the idea of PvP and PvE content needing to be 100% separate all the time. They should only be mixed together when it would make sense and it should be made fun but I don't understand the religious objection to it that just says "It should never be done! Just because!"
Well, to answer the bold, for many players, maybe not you, PVP and PVE are very different things one of which they enjoy more than the other and content that fuses the two usually tends to drive off a significant portion of the audience. thats why IC was such a non-success at least in part. Also, as you can see on the forums in many many places and on most any informed set of posts - the gear, skill setups etc for PVE is different from PVP. if one is conducting PVE content and doing some casual stealing and gets thrown into PVP combat then it will be a less than enjoyable event for them, likely for both if the enforcer actually wants a competitive fight. (Though most of the PVP justice proposals i have seen dont want making the fight competitive a design goal.)
But basically, if you really dont understand or have a clue why PVP vs PVE matters to a significant portion of players, its likely no set of reasons i can provide or anyone can provide can explain it to you. The "divide" between PVP and PVE did not start with ESO discarding their attempt at PVP justice, it has been around for ages and if you haven't gotten a handle on why it exists, why its a difference for some by now... I cant expect a few sentences here would change that.
DUELING FOR JUSTICE
Two player both agree beforehand to "duel for justice"
two players agree to use a certain city at a certain time.
one player runs OUTLAW and his goal is to not get spotted by the other player and to steal kill civie do as much injustice as he can within that city/village and that time frame.
one player runs the ENFORCER, his objective is to patrol around, find the player running OUTLAW and challenge him to a duel.
By agreement if the OUTLAW is caught (offered a duel) by the ENFORCER, he must accept the duel. basically they have agreed the ENFORCER has a warrant for the OUTLAW - regardless of actual ESO bounties.
By agreement the OUTLAW cannot choose to pay off bounties acrued during the game time.
Obviously, if the OUTLAW gets spotted/chased by guards and a shout/chase begins or gets actual ESO bounty which limits his movements within the city that will make it more likely the ENFORCER can hear the commotion and find him. If the OUTLAW gets bountied and cannot walk around freely, again, easier to find.
THE PRIZE: If not found, at the end of the time limit, the OUTLAW is paid gold equal to the amount of stolen loot he collected during the play BY THE ENFORCER. If found and dueled and the OUTLAW wins, the outlaw KEEPS THE LOOT BUT DOESN'T GET ANYTHING EXTRA FROM THE enforcer. IF THE ENFORCER wins the OUTLAW must liquidate the goods stolen and pay double the gold to the ENFORCER.
Awesome, why do we need zeni at all? Why not extend this to other aspects of the game: let's one player be a DUNGEON BOSS and another is a HERO...
Yes, "the ability of the criminal-enforcer to be consensual or not is a detail that matters". RP community here is not that strong for this to be anywere near realistic. And i don't want to play a thief and spam "hey can anyone play outlaw-and-enforcer with me pls?".
brandonv516 wrote: »What does one get for killing all those NPCs? Is there an achievement by chance?