starkerealm wrote: »Originally, the plan was for a PvP system. So, players would flag themselves as Enforcers, and could then engage in PvP against players with bounties. They'd loot any contraband off their foes, and then turn that in for rewards. Enforcers would turn contraband in at their base, while outlaws would go to the sewer fences.
There was also a plan for Outlaw Dens out in the wild, that Enforcers could enter and try to obtain contraband. Along the way they'd face normal delve grade foes, and hostile outlaw players. If they succeeded in recovering stolen goods from the den, they could take that back to their base, and turn it in.
The system was scrapped sometime around Orsinium or Hew's Bane, though I'd love for it to be revisited today.
nafensoriel wrote: »The enforcer system was scrapped because they realized any bounty based player system is exploitable as all heck.
This is why no game does player based enforcement. You cant make it unexploitable and profitable at the same time.
nafensoriel wrote: »The enforcer system was scrapped because they realized any bounty based player system is exploitable as all heck.
This is why no game does player based enforcement. You cant make it unexploitable and profitable at the same time.
starkerealm wrote: »nafensoriel wrote: »The enforcer system was scrapped because they realized any bounty based player system is exploitable as all heck.
This is why no game does player based enforcement. You cant make it unexploitable and profitable at the same time.
That's only if you actually pay out the full bounty to the player doing the killing. If you take a cut (so it becomes a gold sink), and the gold pulled has to come from the target's inventory (so, no new money is generated), you're not creating a situation where you can endlessly generate more cash.
Also, Fallout 76 does have a player based bounty system with payouts. Not sure 76 is the best example of good game design, but it does exist in the wild.
nafensoriel wrote: »The enforcer system was scrapped because they realized any bounty based player system is exploitable as all heck.
This is why no game does player based enforcement. You cant make it unexploitable and profitable at the same time.
ArchangelIsraphel wrote: »starkerealm wrote: »nafensoriel wrote: »The enforcer system was scrapped because they realized any bounty based player system is exploitable as all heck.
This is why no game does player based enforcement. You cant make it unexploitable and profitable at the same time.
That's only if you actually pay out the full bounty to the player doing the killing. If you take a cut (so it becomes a gold sink), and the gold pulled has to come from the target's inventory (so, no new money is generated), you're not creating a situation where you can endlessly generate more cash.
Also, Fallout 76 does have a player based bounty system with payouts. Not sure 76 is the best example of good game design, but it does exist in the wild.
The problem with that whole system is also that thieves steal from NPC's, which effects no one and nothing, and "Enforcers" get gold by killing players, effectively making them the actual thieves since a thief cant pickpocket a player and an enforcer basically can by killing you.
VaranisArano wrote: »The PVP addition to the Justice System got nixed because ZOS didnt want it exploited...
But also because the vast majority of PVEers would prefer not to have sudden PVP in the middle of their PVE. And the TG/DB activites are super easy for PVP players to stalk TG/DB players. Just sit on the Anvil docks and watch the murders, or sit on the wayshrine near the Sanctuary and wait for someone to port in with a bounty. Or spot someone stealing and stalk them until they screw up.
Personally, I'm a PVPer, and even I prefer to not have sudden PVP in the middle of my PVE activities in otherwise PVE zones.
I would like it if ZOS made some of the base game guards have those stealth suppression circles. That added a fun element of timing and prevented some of the egregious ability to stack stealth bonuses from gear to evade guards.
VaranisArano wrote: »The PVP addition to the Justice System got nixed because ZOS didnt want it exploited...
But also because the vast majority of PVEers would prefer not to have sudden PVP in the middle of their PVE. And the TG/DB activites are super easy for PVP players to stalk TG/DB players. Just sit on the Anvil docks and watch the murders, or sit on the wayshrine near the Sanctuary and wait for someone to port in with a bounty. Or spot someone stealing and stalk them until they screw up.
Personally, I'm a PVPer, and even I prefer to not have sudden PVP in the middle of my PVE activities in otherwise PVE zones.
I would like it if ZOS made some of the base game guards have those stealth suppression circles. That added a fun element of timing and prevented some of the egregious ability to stack stealth bonuses from gear to evade guards.
starkerealm wrote: »VaranisArano wrote: »The PVP addition to the Justice System got nixed because ZOS didnt want it exploited...
But also because the vast majority of PVEers would prefer not to have sudden PVP in the middle of their PVE. And the TG/DB activites are super easy for PVP players to stalk TG/DB players. Just sit on the Anvil docks and watch the murders, or sit on the wayshrine near the Sanctuary and wait for someone to port in with a bounty. Or spot someone stealing and stalk them until they screw up.
Personally, I'm a PVPer, and even I prefer to not have sudden PVP in the middle of my PVE activities in otherwise PVE zones.
I would like it if ZOS made some of the base game guards have those stealth suppression circles. That added a fun element of timing and prevented some of the egregious ability to stack stealth bonuses from gear to evade guards.
The problem with the proposed system was always that outlaws flagged themselves, potentially by accident.
If you had skill lines for Outlaw and Enforcer, and then had to commit a skill point to them to unlock PvP for that faction, that would a long way towards gating the system from accidentally getting murdered by another player because you accidentally hoovered up something by the writ turning.
Same. But that should come as no suprise, considering...darthgummibear_ESO wrote: »I wish there was more to it than just avoiding the guards...
VaranisArano wrote: »starkerealm wrote: »VaranisArano wrote: »The PVP addition to the Justice System got nixed because ZOS didnt want it exploited...
But also because the vast majority of PVEers would prefer not to have sudden PVP in the middle of their PVE. And the TG/DB activites are super easy for PVP players to stalk TG/DB players. Just sit on the Anvil docks and watch the murders, or sit on the wayshrine near the Sanctuary and wait for someone to port in with a bounty. Or spot someone stealing and stalk them until they screw up.
Personally, I'm a PVPer, and even I prefer to not have sudden PVP in the middle of my PVE activities in otherwise PVE zones.
I would like it if ZOS made some of the base game guards have those stealth suppression circles. That added a fun element of timing and prevented some of the egregious ability to stack stealth bonuses from gear to evade guards.
The problem with the proposed system was always that outlaws flagged themselves, potentially by accident.
If you had skill lines for Outlaw and Enforcer, and then had to commit a skill point to them to unlock PvP for that faction, that would a long way towards gating the system from accidentally getting murdered by another player because you accidentally hoovered up something by the writ turning.
I'm less worried about accidentally getting hit by an Enforcer for a minor bounty, and more concerned by how easy it is to find and stalk players who are doing Thieves Guild and Dark Brotherhood content, and just wait for them to make a mistake and *gank*.
If players could do all current justice system content without needing the Outlaw skill line at all, i.e. it was separate and not a requirement for stealing, TG, or DB content, then I'd be more okay with it.
Dusk_Coven wrote: »Not until they fix how laughable it is. Examples:
- Sleep2Win -- log off your character with the huge bounty, go to sleep, wake up and poof you're a free toon
- Hiding Spots -- the guard SAW YOU JUMP INTO IT. They should insta-kill you when that happens. Instead they scratch their head and walk away.
starkerealm wrote: »Originally, the plan was for a PvP system. So, players would flag themselves as Enforcers, and could then engage in PvP against players with bounties. They'd loot any contraband off their foes, and then turn that in for rewards. Enforcers would turn contraband in at their base, while outlaws would go to the sewer fences.
There was also a plan for Outlaw Dens out in the wild, that Enforcers could enter and try to obtain contraband. Along the way they'd face normal delve grade foes, and hostile outlaw players. If they succeeded in recovering stolen goods from the den, they could take that back to their base, and turn it in.
The system was scrapped sometime around Orsinium or Hew's Bane, though I'd love for it to be revisited today.
starkerealm wrote: »/snipsnip
nafensoriel wrote: »starkerealm wrote: »/snipsnip
The FO76 system also gives exactly no advantages to the players. It's not very profitable to other activities and its often extremely one-sided in power dynamics with the person choosing to "engage" in pvp often being the loser by default.
@darthgummibear_ESO
The issue is more that you cannot create a system that both rewards and punishes without it being very very exploitable since the resources you are using to "trade"(theft is effectively trade in games) are generated infinitely and have no functional value otherwise.
Let me paint some pictures for you to explain.
First, let's say the "good" is really profitable to take. Profit being defined by things per hour valuable to players.
If it is the MOST profitable thing to do in the game there will be LITTLE enforcement since enforcement is by nature NOT profitable. System fails.
Say the "good" is only moderately profitable. Now it carries the risk of being taken though. Why would players do a task with their very limited paid for the time that carries risk when they can do task "Y" for no risk and equal or greater rewards? System fails.
Say the good is so critical to something, like crafting, that you actually force players to acquire it via the bounty system. Say you go the extra mile and require both enforcement and theft to generate two different resource streams.
Considering players always find the least amount of effort paths you will have groups control these resources with convoluted "*** for tat" cycles. Exploitation becomes the norm and you have to choose between going after exploiters or having a failed system. System fails.
The reality is due to how players play games online they will universally gravitate, as a majority, to the most efficient thing. With bounty systems of any type you are adding risk in some form or fashion and due to that risk, you either are the least profitable thing or the most exploitable thing. This is why no one has ever created a long term functional justice system. As it currently stands it lands squarely in "impossible" until someone comes up with a totally new way to do things. Unfortunately many have tried and all have failed so far.
@ pvp+pve worlds being combined
This is scraped from almost all games due to the above system also applying. In no way can an obligated pvp system work in a PVE world. You just have a low-profit high-risk system in a player vs player world. History has shown us these fail or have extremely low usage rates(IC is a great example) because people prefer certainty in reward over time scenarios.
Really I want you to think about it. If it was easy to do someone would have done it. PVP by its very nature is not very populous within the game community. For every PVPer there are a hundred pure PVE players.
/edit accidentally deleted quote closer
starkerealm wrote: »Originally, the plan was for a PvP system. So, players would flag themselves as Enforcers, and could then engage in PvP against players with bounties. They'd loot any contraband off their foes, and then turn that in for rewards. Enforcers would turn contraband in at their base, while outlaws would go to the sewer fences.
There was also a plan for Outlaw Dens out in the wild, that Enforcers could enter and try to obtain contraband. Along the way they'd face normal delve grade foes, and hostile outlaw players. If they succeeded in recovering stolen goods from the den, they could take that back to their base, and turn it in.
The system was scrapped sometime around Orsinium or Hew's Bane, though I'd love for it to be revisited today.
Sounds awful. Good that they scrapped it.
nafensoriel wrote: »The enforcer system was scrapped because they realized any bounty based player system is exploitable as all heck.
This is why no game does player based enforcement. You cant make it unexploitable and profitable at the same time.
This is what makes me suspect that people who keep suggesting it the usual way are just out to try to get the whole game to be pvp instead of actually caring about adding an aspect of the justice system.
starkerealm wrote: »Originally, the plan was for a PvP system. So, players would flag themselves as Enforcers, and could then engage in PvP against players with bounties. They'd loot any contraband off their foes, and then turn that in for rewards. Enforcers would turn contraband in at their base, while outlaws would go to the sewer fences.
There was also a plan for Outlaw Dens out in the wild, that Enforcers could enter and try to obtain contraband. Along the way they'd face normal delve grade foes, and hostile outlaw players. If they succeeded in recovering stolen goods from the den, they could take that back to their base, and turn it in.
The system was scrapped sometime around Orsinium or Hew's Bane, though I'd love for it to be revisited today.
starkerealm wrote: »Originally, the plan was for a PvP system. So, players would flag themselves as Enforcers, and could then engage in PvP against players with bounties. They'd loot any contraband off their foes, and then turn that in for rewards. Enforcers would turn contraband in at their base, while outlaws would go to the sewer fences.
There was also a plan for Outlaw Dens out in the wild, that Enforcers could enter and try to obtain contraband. Along the way they'd face normal delve grade foes, and hostile outlaw players. If they succeeded in recovering stolen goods from the den, they could take that back to their base, and turn it in.
The system was scrapped sometime around Orsinium or Hew's Bane, though I'd love for it to be revisited today.
darthgummibear_ESO wrote: »I wish there was more to it than just avoiding the guards. Maybe NPC's that require a bounty to interact with, or random bounty hunter encounters in the wild, who knows. Just more than what we have now, especially with how easy it is to avoid/escape the guards.