Daemons_Bane wrote: »As long as it can cause griefing, it should not be here.. Simple as that.. And that is probably why we won't get it.. People are not willing to stop
Daemons_Bane wrote: »Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But you're asking me to change my gear, which is a big part of my build and my character, to a set which I have to get from PvP vendors, to do my PvE activity
Do you change your gear based on whether your are Healing, Tanking, or DPS'ing?
Daemons_Bane wrote: »NoDaemons_Bane wrote: »Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But you're asking me to change my gear, which is a big part of my build and my character, to a set which I have to get from PvP vendors, to do my PvE activity
Do you change your gear based on whether your are Healing, Tanking, or DPS'ing?
Nope, since I never venture outside dps
Nobody makes you sit and watch someone kill npcs. If you truly don't like the killing of npcs I suggest NOT playing a game where you can do so.
Daemons_Bane wrote: »NoDaemons_Bane wrote: »Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But you're asking me to change my gear, which is a big part of my build and my character, to a set which I have to get from PvP vendors, to do my PvE activity
Do you change your gear based on whether your are Healing, Tanking, or DPS'ing?
Nope, since I never venture outside dps
That is actually really telling.
Daemons_Bane wrote: »Daemons_Bane wrote: »NoDaemons_Bane wrote: »Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But you're asking me to change my gear, which is a big part of my build and my character, to a set which I have to get from PvP vendors, to do my PvE activity
Do you change your gear based on whether your are Healing, Tanking, or DPS'ing?
Nope, since I never venture outside dps
That is actually really telling.
Yeah, I like that role, and it works in the world in general
Daemons_Bane wrote: »Well if I decide to branch out on roles, not likely, I will get a set for it.. But I think you misunderstand me The difference lies in that if you are allowed to just prey upon us, we are forced to grind new gear.. Granted I don't know how the PvP merchant works, but I don't guess he will give me the sets for gold.. So in order to do my PvE stuff, you are now forcing me into your PvP world to grind currency just so I can outlive the ganker waiting for me?
Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But I'm not a PvPer, I have no interest in PvP. The notion that when I enter a town to engage in PvE activities I should be equipped in PvP gear is both impractical and absurd.
Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But I'm not a PvPer, I have no interest in PvP. The notion that when I enter a town to engage in PvE activities I should be equipped in PvP gear is both impractical and absurd.
Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But I'm not a PvPer, I have no interest in PvP. The notion that when I enter a town to engage in PvE activities I should be equipped in PvP gear is both impractical and absurd.
As seen earlier in this thread, there ways to make this type of system with an opt-in mechanic or a threshold to eliminate the PvP element for those that don't want it.
This is all academic since the new designers don't want it at all.
Daemons_Bane wrote: »Well, I'm all in for the opt in/out mechanic, but not the bounty threshold.. That will, again, interfere with people's free choice of playstyles and achievement hunts
Daemons_Bane wrote: »You are free to do/try it That's your freedom.. No one interferes with that
[Word Wall]
All of that is pretending that those consequences are actually likely.
I can run through King Emeric's castle until I am entirely out of inventory space over and over and over again and make it to the fence with almost zero difficulty. The guards' detection radius is pathetic, the normal NPC's usually only look one direction. You have to be really bad, or just not paying attention to get caught.
Why should I be able to steal from a cabinet two feet from a KING. Let's think about that one for a second. (It's not even hard to do.)
And...to your second point. This game's 'casual' PvE used to be a lot harder, and I miss those days. Just like the Justice System we'll never get, all of the normal overland content was nerfed-to-hell because of the same sentiments you're putting forth now.
Daemons_Bane wrote: »How are you even drawing those comparisons in your head dungeons are one thing, the justice system is another thing entirely
Daemons_Bane wrote: »In your example, you are right.. You will most likely fail.. But it will not be due to another player..
Daemons_Bane wrote: »In your example, you are right.. You will most likely fail.. But it will not be due to another player..
Who cares why you fail? And after all, as i said, failing due to another player is absolutely legit for a mmo. Because, in mmo, other players matter (or should matter) by definition.
Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But I'm not a PvPer, I have no interest in PvP. The notion that when I enter a town to engage in PvE activities I should be equipped in PvP gear is both impractical and absurd.
As seen earlier in this thread, there ways to make this type of system with an opt-in mechanic or a threshold to eliminate the PvP element for those that don't want it.
This is all academic since the new designers don't want it at all.
But I'm not a PvPer, I have no interest in PvP. The notion that when I enter a town to engage in PvE activities I should be equipped in PvP gear is both impractical and absurd.
What's so absurd in that? Will you look funny or stupid in a pvp gear, or is it your religious beliefs or what? What makes you so worried about having to switch gear? There are even *** mods for quick gear switching (no luck for consoles, yes, but it can always be incorporated into the core game). There are even those which do it automatically!
Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
Is it as good as seeing a player questing and running over and kiting a nearby mob or boss to draw them into conflict with that questing player who doesn't want to deal with that mob yet, like say is AFK or dealing with his banker?
Daemons_Bane wrote: »Daemons_Bane wrote: »Daemons_Bane wrote: »Some examples I've run across in these discussions is stuff like
A: If the "PvP activation" triggers on bounty size, it sucks for the people who would go for achievements that automatically amass large bounties
B: How would you protect yourself against a ganker with an invisibility potion, without having to change gear/setup?
C: What stops them from camping the hideout entries, nuking any player with an active bounty?
All that stuff is something that needs to be taken care of.. And that is just a few issues.. I saw a suggestion some time ago that I actually liked a lot.. Lets say I'm robbing some merchant in Wayrest, and a player sees it.. Then that players runs over to me and presses E, or whatever you use as activate.. Then I am marked for, lets say 10 secs.. Now if that person that marked me, can get to a guard and alert him via a talk option, within those 10 seconds, then I would automatically be targeted by said guard.. I think that system has potential and could end up being good
A. Risk vs. Reward.
B. Same way I do in PvP, by using the Sentry set (which is cheap) or detection potions.
C. Nothing. But refer to B.
I actually like this idea. Requiring opposing player interaction to identify a target for enforcers.
You don't see a problem when you have to gear for PvP, when you just want to do PvE?
In that particular system, no, because you're not fighting anything else...
It's not like that would require you to throw on PvP gear in the middle of a dungeon or something. We're talking about around town mostly, so...no mobs.
But you're asking me to change my gear, which is a big part of my build and my character, to a set which I have to get from PvP vendors, to do my PvE activity
Do you change your gear based on whether your are Healing, Tanking, or DPS'ing?
But, for the record, especially for certain quests, where targets may be rather close to lotsa moving parts, being equipped with gear that reduces detection radius or enables faster movement while stealthed or enables cheaper stealth movement do play a role and can help.
But to do PVE content having to have and equip a PVP set is what he was referring to.
Daemons_Bane wrote: »Is it as good as seeing a player questing and running over and kiting a nearby mob or boss to draw them into conflict with that questing player who doesn't want to deal with that mob yet, like say is AFK or dealing with his banker?
I'm srry should have specified it a little more.. As I'm in favor of the opt in/out system, it was implied that in this example, you had opted for it to be active.. My bad
Setting that aside, I think you're overdoing it with crocodiles and vampires..