Honestly, why can't we kill guards?*

Messy1
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Sure, we shouldn't be able to one-off them with the Blade of Woe (actually maybe we should), but come on. Invincible guards are boring. Just make OP guards that are killable and make some achievements and weird loot to go with it.

One of the most fun thing in Oblivion was seeing how many guards you could kite around.

*Please fix other things first ty
  • ArchMikem
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    If Guards were killable the raging annoying crime and murder sprees would be even worse than it is. ZOS has to have some kind of line in the sand to keep player hubs relatively sane.

    Though I use the word "relatively" lightly..
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  • CaptainBeerDude
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    Because every town would constantly be a graveyard full of unburied corpses.
  • WhitePawPrints
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    The real question is why is there a need for a "vestige" when you have town guards?! Send one of them to defeat Molagbal!
  • BigES
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    It would be cool if there was an escalating threat level. Like in games like GTA.

    So if you killed a simple guard (or your bounty was XXXX high), then they sent a heavy armor guard after you. If you killed the heavy armor guard, they sent an Imperial Guard. If you kill the Imperial Guard, they might send like whatever the faction Lord's (Skald King, Emeric) personal guard or something. Someone more creative would have to come up with the types. Anyways, eventually you run into a guard that's unbeatable like the current guards so there's a limit to your allowable slaughter.

    Don't think it would be easy to implement but would be pretty cool.
  • AdicusDio
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    Just be grateful you can 1. stun them if needed (explosive arrow that knocks them back works great), 2. jump in the water to escape them.

    I'm more irritated by the fact NPC's in the middle of nowhere yell "guards" and everyone gets a telepathic signal, even if you knock out the witness.
  • OtarTheMad
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    Guards shouldn't be killable. I could see troll guilds "taking over towns" just because they can kill all the guards and challenge anyone to a duel if they enter. Not a good idea, keep them the way they are.
  • Rygonix
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    If you want them killable, they should be a hell of a lot more dangerous to compensate. Perhaps their chains stunning you, or their root being completely unbreakable. And speed up their 1-hit kill move a bit too.

    Have brutish killable guards, or have them weak but unkillable, the choice is yours.
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  • Swifigames
    Swifigames
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    If you're capable of running into a town only to discover the guards have been killed, how reliable would the criminal system become? How pointless would having a bounty become? Many aspects in place would meet a wall if guards were able of being 86'd. That item you just stole in the middle of town...who cares anymore? That villager you just killed in town...who cares?
    I agree that there must be some type of order in Tamriel. Having the ability to take out guards would only create chaos. And though that might be the point, the point of having order in the world of Tamriel already exists as well, which creates the need for guards who can't be run through. So to answer the question, we can't kill guards because they are unable of being killed to preserve a sense of order in the game.
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  • STEVIL
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    The real question is why is there a need for a "vestige" when you have town guards?! Send one of them to defeat Molagbal!

    Well, duh, why would he even try to kill one of his own? Obviously they are the way they are because of deals cut with the kinds of dark forces you do not mention at night.
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  • Lord_Eomer
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    ArchMikem wrote: »
    If Guards were killable the raging annoying crime and murder sprees would be even worse than it is. ZOS has to have some kind of line in the sand to keep player hubs relatively sane.

    Though I use the word "relatively" lightly..

    If guard is killed spawn two instead of 1 and 2nd one can go if no fight in 10 mins.

    If both are killed then spawn 3 and onwards..
  • M0bi
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    OtarTheMad wrote: »
    Guards shouldn't be killable. I could see troll guilds "taking over towns" just because they can kill all the guards and challenge anyone to a duel if they enter. Not a good idea, keep them the way they are.

    I actually like that idea....finish a quest, get back to Rawl'ka....town has been annexed by a random Guild....THAT WOULD BE AWESOME!
    FOR THE DOMINION!!
  • Chilly-McFreeze
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    [snip]

    FTFY

    But yes, what's up with that "I have to kill everyone" nonesense? But that seems to touch a lot of people. I remember there even was a killable children mod in skyrim.

    [Edit to remove quoted content]
    Edited by ZOS_Bill on June 1, 2017 1:13PM
  • M0bi
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    Sausage wrote: »
    Ask from yourself, honestly why you need to kill them? If you are into that kind of stuff, go burn your own car.

    FTFY

    But yes, what's up with that "I have to kill everyone" nonesense? But that seems to touch a lot of people. I remember there even was a killable children mod in skyrim.

    Its human-nature....
    "oh look, a restriction"....10min later *finds way to beat restriction*
    all humans try this at some point in their lives.
    FOR THE DOMINION!!
  • Chilly-McFreeze
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    M0bi wrote: »
    OtarTheMad wrote: »
    Guards shouldn't be killable. I could see troll guilds "taking over towns" just because they can kill all the guards and challenge anyone to a duel if they enter. Not a good idea, keep them the way they are.

    I actually like that idea....finish a quest, get back to Rawl'ka....town has been annexed by a random Guild....THAT WOULD BE AWESOME!

    You mean like the three towns in cyrodiil?
  • Turelus
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    I came into the thread because I really wanted to know what the * was for. :tongue:

    As others have said already it's to stop players just going crazy and have some limits to the games murder system.

    My only issue with the guards is you can't use doors whilst in combat, I feel you should be able to get out of a door and make a break for it (even if guards spawn outside to chase you) but being caught inside and not being a nightblade is no choice but death.
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  • TheShadowScout
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    I still think guards should be killable, about as strong as those in cyrodil... -but- have an insta-fight-ending "arrest criminal" spell they fire off when you get them to 50% health or below. Just so they don't feel OP, but still keep all the baddies fromn getting overboard with the crime...

    But eh.
  • sdtlc
    sdtlc
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    Cause zerging thorugh villages
    Die Qualität verhält sich nicht zwingend proportional zur Masse...

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  • Caligamy_ESO
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    I tried real hard, this was the closest we could get..
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  • Cherryblossom
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    Messy1 wrote: »
    Sure, we shouldn't be able to one-off them with the Blade of Woe (actually maybe we should), but come on. Invincible guards are boring. Just make OP guards that are killable and make some achievements and weird loot to go with it.

    One of the most fun thing in Oblivion was seeing how many guards you could kite around.

    *Please fix other things first ty

    because the cities would just be full of dead bodies.
  • theher0not
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    I don't see a need to be able to kill them. But we should be able to knock em down and stun them for a minute or so (like how it works with some of the important NPC in Skyrim). Knocking out a guard would cause you to leave combat and give you a chance to escape.

    Or at least allow us to enter/exist buildings while being chased by a guard.



    One of the dumbest design choices Zos has done is to put guards in areas where there is no escaping from (like buildings), and this would solve that problem.
    Edited by theher0not on June 1, 2017 10:58AM
  • Merlin13KAGL
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    Because every town would constantly be a graveyard full of unburied corpses.
    ...that other NPC's just casually step over as they go about their day.

    OP, make it as it was in the standalone games where everyone comes after you when you've attacked their ally (good, bad, or indifferent.) Once your infamy gets so high, the TG won't even touch you. Eventually your bounty is actually a bounty - they send out hunters to execute you.

    The sixth sense the guards possess is a bit extreme, certainly:
    • King: "Thanks for saving our town as we know it. You are forever in our debt."
    • Guard: "I understand you accidentally picked up an apple four zones over and then refused to pay. Die criminal scum..."

    There needs to be a middle ground.

    Guards are ridiculously OP. Slaughtering half the town has little real consequence.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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  • Darlgon
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    Messy1 wrote: »
    Sure, we shouldn't be able to one-off them with the Blade of Woe (actually maybe we should), but come on. Invincible guards are boring. Just make OP guards that are killable and make some achievements and weird loot to go with it.

    One of the most fun thing in Oblivion was seeing how many guards you could kite around.

    *Please fix other things first ty

    If you are so desperate to kill guards, go to Cyrodiil. Plenty to kill out there.
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  • GreenhaloX
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    You know what.. I actually tried it last week. I felt the urge cause after doing so many of the intro quest with all my 10 toons for the Thieves' Guild and every time I do that intro quest, I come out with bookoo amount of bounty and always seem to get hit on by a guard. Either I flee and get more bounty added on or have to pay and get my loot taken away. So, with my StamPlar with the good BoL and Syvarra set that gives 20% damage reduction from guard, I went at it with the guards near the wayshrine at the entranceway to Hew's Landing. During the first bout, I wasn't having problem maintaining hp, and was also dishing out damages to the guard with continuous Biting Jabs and Power of the Light combo. Then, all of a sudden, the guard resetted and ran back to his post. I thought of it as a fluke, cause usually a guard will stay at you until you die or successfully evaded. I didn't run away or tried to escape.

    So, I hit that guard again, and again, after some time of back and forth dpsing, the guard resetted. So, same thing happened after five consecutive bouts. Even during a bout where another guard joined in (so I was fighting 2 guards), then both resetted after some times. Thank goodness for Syvarra and BoL. Ha ha. So, it seemed guards are unkillable because they are seemingly programmed to reset after certain period of time; whether you escaped or not taking damage. However, in my case, after five consecutive bouts, it may also seem the guard will reset after taking certain amount of damages.. perhaps?? But damn, my bounty skyrocketed. Had to hide out that toons for days. Ha ha
    Edited by GreenhaloX on June 1, 2017 12:06PM
  • NewBlacksmurf
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    The real question is why is there a need for a "vestige" when you have town guards?! Send one of them to defeat Molagbal!

    Hahaha but you're right
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