Janus_Cruenti wrote: »While some sort of PvP in a crime system would be nice (if well done), what you suggest would end up in killing the fun for many people. Besides that most players are not interested in PvP anyway (which would be mandatory to a degree in your suggestion), it would also mean that every player doing open world acitivites would have to either group up or make a PvP build. The thing that a killer could be marked for other players sounds good a first, but if you ever played against an almost unkillable necro-tank in PvP that can survive against a small group easily, you will see that this isn't a solution.
If you want to intriduce open world PvP do not force it on player. There could be an incentive to participate in it (for example: you can actively signing up as Guard mercanary which means you could target and get targeted by wanted players).
But since the PvP community in general is relatively small in ESO compared to the questers/PvEers, I doubt that such a system will ever by implemented.
VaranisArano wrote: »No thanks. I enjoy PVP in zones designed for it, but I prefer not to get ganked while doing my crafting writs, shopping at a guild trader, or dying on a wayshrine before I've even loaded into a zone. Because you know that's exactly what would happen.
If you want to express your displeasure with someone who's chest-sniping, may I suggest that you mudball them once, and then move on with your life? That works for me, and I'm off the the next node/chest.
VaranisArano wrote: »No thanks. I enjoy PVP in zones designed for it, but I prefer not to get ganked while doing my crafting writs, shopping at a guild trader, or dying on a wayshrine before I've even loaded into a zone. Because you know that's exactly what would happen.
If you want to express your displeasure with someone who's chest-sniping, may I suggest that you mudball them once, and then move on with your life? That works for me, and I'm off the the next node/chest.
Sorry, i explained barellly my thoughts, I wouldnt mean the town or castle areas, or trading areas. Only out of this areas.
From what I have read in the forums Zos already considered a PvP aspect for part of the PvE world of the game. In the end they balked at the idea and tossed it aside. I think that was a wise decision since it does not make sense to change the base design of the game to add open-world PvP everywhere unless there was a hard opt-out. I would expect they considered such a thing and realized how it has been abused in other games.
The big question I have is how did someone take a chest from you? I have never been able to interact with a chest when someone else was. If they fail then I suppose I do get a fair shot at the chest.
From what I have read in the forums Zos already considered a PvP aspect for part of the PvE world of the game. In the end they balked at the idea and tossed it aside. I think that was a wise decision since it does not make sense to change the base design of the game to add open-world PvP everywhere unless there was a hard opt-out. I would expect they considered such a thing and realized how it has been abused in other games.
The big question I have is how did someone take a chest from you? I have never been able to interact with a chest when someone else was. If they fail then I suppose I do get a fair shot at the chest.
And the rule, first saw first take? Or when trying to take and someone is faster
People would exploit that.... I mean even if this system would only allow to enable PvP if some one "stolen" a chest you have lock-picked, but not open - people would exploit that. They would open a chest and wait for a random player to pick it & then grief/bully him/her.Hi,
I came up with this idea when I was opening a chest, and some smarty guy just came and took it from me.
So it would be nice have the OPEN WORLD FIGHTING SYSTEM, I would just kill him as punishment.
And I am sure that there is ppl who would like to just go and kill ppl get PK points.
Also it could be a daily quest, find some "killer"- like if ONE killed someone so he could appear in the map and other players could just go and catch him for reward. (Similar to when U steal something and the guards catch U).
From what I have read in the forums Zos already considered a PvP aspect for part of the PvE world of the game. In the end they balked at the idea and tossed it aside. I think that was a wise decision since it does not make sense to change the base design of the game to add open-world PvP everywhere unless there was a hard opt-out. I would expect they considered such a thing and realized how it has been abused in other games.
The big question I have is how did someone take a chest from you? I have never been able to interact with a chest when someone else was. If they fail then I suppose I do get a fair shot at the chest.
And the rule, first saw first take? Or when trying to take and someone is faster
VaranisArano wrote: »From what I have read in the forums Zos already considered a PvP aspect for part of the PvE world of the game. In the end they balked at the idea and tossed it aside. I think that was a wise decision since it does not make sense to change the base design of the game to add open-world PvP everywhere unless there was a hard opt-out. I would expect they considered such a thing and realized how it has been abused in other games.
The big question I have is how did someone take a chest from you? I have never been able to interact with a chest when someone else was. If they fail then I suppose I do get a fair shot at the chest.
And the rule, first saw first take? Or when trying to take and someone is faster
There is no "I saw it first, so its mine" rule. You don't own any chest or node until you've fully looted it. Anyone can compete with you (and you can compete with anyone).
The way chests and nodes work, the first person who interacts with the node can loot it or, with a chest, gets the chance to open it. If you fail to force lock or fail the lockpicking minigane, then the chest locks up for you, but someone else can interact with it and also gets a chance to open it. It's kind of annoying if someone is creeping over your shoulder hoping you fail the chest so they can try to grab it, but it happens. Eventually you just learn to perform under pressure, and laugh at them when you succeed and they slink off, disappointed.
Now, sometimes, you will appear to have interacted with a chest/node first, but then get a message like "someone else is using this node." What this means is that there's a delay between the server and your client. On your client-side you saw that you'd interacted first, but in reality, the server had already recognized the other person's input and so they get first crack at the node/chest. This can also impact the apparent position of players, so you might see someone who appeared to be behind you grab the node first - again, this is due to the delay between the server and your client failing to correctly show the position of the other player in relation to you. On their screen, it was probably you who came up behind them trying to grab the node. It's especially pronounced if the other player is running gear sets that boost speed like the Ring of the Wild Hunt, as many farming characters will.
If you get salty over someone being faster than you, well, personally, I laugh when people message me. I'm happy to share my running build (Darkstride + Cowards Gear isn't the fastest, but I can run for days). But complaining that I was faster than you? I learned to farm in the competition flower farms of the Hollow City, with sorts streaking past my ear to get to the next columbine. Just get faster and don't count your flowers before you've picked them.
I reserve my ire for the people who wait until I'm fighting the mobs that normally guard a node or chest and then, once I've safely drawn the aggro, nip in there to grab the chest/node. That's just rude, and worthy of a single mudball to show my disapproval. Then I'm off for the next node.
VaranisArano wrote: »From what I have read in the forums Zos already considered a PvP aspect for part of the PvE world of the game. In the end they balked at the idea and tossed it aside. I think that was a wise decision since it does not make sense to change the base design of the game to add open-world PvP everywhere unless there was a hard opt-out. I would expect they considered such a thing and realized how it has been abused in other games.
The big question I have is how did someone take a chest from you? I have never been able to interact with a chest when someone else was. If they fail then I suppose I do get a fair shot at the chest.
And the rule, first saw first take? Or when trying to take and someone is faster
There is no "I saw it first, so its mine" rule. You don't own any chest or node until you've fully looted it. Anyone can compete with you (and you can compete with anyone).
The way chests and nodes work, the first person who interacts with the node can loot it or, with a chest, gets the chance to open it. If you fail to force lock or fail the lockpicking minigane, then the chest locks up for you, but someone else can interact with it and also gets a chance to open it. It's kind of annoying if someone is creeping over your shoulder hoping you fail the chest so they can try to grab it, but it happens. Eventually you just learn to perform under pressure, and laugh at them when you succeed and they slink off, disappointed.
Now, sometimes, you will appear to have interacted with a chest/node first, but then get a message like "someone else is using this node." What this means is that there's a delay between the server and your client. On your client-side you saw that you'd interacted first, but in reality, the server had already recognized the other person's input and so they get first crack at the node/chest. This can also impact the apparent position of players, so you might see someone who appeared to be behind you grab the node first - again, this is due to the delay between the server and your client failing to correctly show the position of the other player in relation to you. On their screen, it was probably you who came up behind them trying to grab the node. It's especially pronounced if the other player is running gear sets that boost speed like the Ring of the Wild Hunt, as many farming characters will.
If you get salty over someone being faster than you, well, personally, I laugh when people message me. I'm happy to share my running build (Darkstride + Cowards Gear isn't the fastest, but I can run for days). But complaining that I was faster than you? I learned to farm in the competition flower farms of the Hollow City, with sorts streaking past my ear to get to the next columbine. Just get faster and don't count your flowers before you've picked them.
I reserve my ire for the people who wait until I'm fighting the mobs that normally guard a node or chest and then, once I've safely drawn the aggro, nip in there to grab the chest/node. That's just rude, and worthy of a single mudball to show my disapproval. Then I'm off for the next node.
And how would U excuse when U open the chest, took some things, but bcz of not having place in th inventory, u start cleaning it, and some smarty comes and take those things? Also happened
VaranisArano wrote: »VaranisArano wrote: »From what I have read in the forums Zos already considered a PvP aspect for part of the PvE world of the game. In the end they balked at the idea and tossed it aside. I think that was a wise decision since it does not make sense to change the base design of the game to add open-world PvP everywhere unless there was a hard opt-out. I would expect they considered such a thing and realized how it has been abused in other games.
The big question I have is how did someone take a chest from you? I have never been able to interact with a chest when someone else was. If they fail then I suppose I do get a fair shot at the chest.
And the rule, first saw first take? Or when trying to take and someone is faster
There is no "I saw it first, so its mine" rule. You don't own any chest or node until you've fully looted it. Anyone can compete with you (and you can compete with anyone).
The way chests and nodes work, the first person who interacts with the node can loot it or, with a chest, gets the chance to open it. If you fail to force lock or fail the lockpicking minigane, then the chest locks up for you, but someone else can interact with it and also gets a chance to open it. It's kind of annoying if someone is creeping over your shoulder hoping you fail the chest so they can try to grab it, but it happens. Eventually you just learn to perform under pressure, and laugh at them when you succeed and they slink off, disappointed.
Now, sometimes, you will appear to have interacted with a chest/node first, but then get a message like "someone else is using this node." What this means is that there's a delay between the server and your client. On your client-side you saw that you'd interacted first, but in reality, the server had already recognized the other person's input and so they get first crack at the node/chest. This can also impact the apparent position of players, so you might see someone who appeared to be behind you grab the node first - again, this is due to the delay between the server and your client failing to correctly show the position of the other player in relation to you. On their screen, it was probably you who came up behind them trying to grab the node. It's especially pronounced if the other player is running gear sets that boost speed like the Ring of the Wild Hunt, as many farming characters will.
If you get salty over someone being faster than you, well, personally, I laugh when people message me. I'm happy to share my running build (Darkstride + Cowards Gear isn't the fastest, but I can run for days). But complaining that I was faster than you? I learned to farm in the competition flower farms of the Hollow City, with sorts streaking past my ear to get to the next columbine. Just get faster and don't count your flowers before you've picked them.
I reserve my ire for the people who wait until I'm fighting the mobs that normally guard a node or chest and then, once I've safely drawn the aggro, nip in there to grab the chest/node. That's just rude, and worthy of a single mudball to show my disapproval. Then I'm off for the next node.
And how would U excuse when U open the chest, took some things, but bcz of not having place in th inventory, u start cleaning it, and some smarty comes and take those things? Also happened
It's not yours, until you fully loot the chest. They aren't breaking any rules.
And I'd totally mudball that jerk, because even if it's not breaking any rules, that's still a rude thing to do. I still don't think that justifies adding PVP to all overland zones.
Janus_Cruenti wrote: »While some sort of PvP in a crime system would be nice (if well done), what you suggest would end up in killing the fun for many people. Besides that most players are not interested in PvP anyway (which would be mandatory to a degree in your suggestion), it would also mean that every player doing open world acitivites would have to either group up or make a PvP build. The thing that a killer could be marked for other players sounds good a first, but if you ever played against an almost unkillable necro-tank in PvP that can survive against a small group easily, you will see that this isn't a solution.
If you want to intriduce open world PvP do not force it on player. There could be an incentive to participate in it (for example: you can actively signing up as Guard mercanary which means you could target and get targeted by wanted players).
But since the PvP community in general is relatively small in ESO compared to the questers/PvEers, I doubt that such a system will ever by implemented.
Yes U right, mb if putiing loot system also, like killing a PK gives his belonging as a drop? So nobody would risk to be a PK, and lose his set or weap. And in case if that ONE would, probably would use not TOP things.. so the posibility of fight that person would arise (in case U mantioned)