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Would it be cool if guards were killable?

GodKingScormxon
GodKingScormxon
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I feel guards should be killable with a 100k or more hp and 10 to 100 x the bounty a regular npc would give you. I heard by someone that guards used to be killable in this game. I used to play oblivion and kill guards and rack up an unpayable bounty to vent out my frustration. If they were killable it be easier to get a million gold bounty I was disappointed when there was no achievement of it. It took me a whole day to rack up that bounty.

Would it be cool if guards were killable? 51 votes

Yes that's cool.
33%
GilvothmertustaInaMoonlightLYESHAMBLESWuuffyyshezoffullheartcontainerSilverIce58Extinct_Solo_PlayerImSoProcynicalbutterflyGetAgrippaGodKingScormxonRoylundHoneyBunBadgersJamerthmoo_2021 17 votes
Maybe that's Cool
9%
preeviousralphylaurennotyuuMentalxHammerLugaldu 5 votes
That's not cool
56%
NestorPurpleDrankMasterSpatulaArwinredspecter23paulsimonpsVevvevBrrrofskimenedhynmeekmikoAcadianPaladinLadislaoDeep_01Spurius_LuciliusGrim_SlaughterfishArbitZabagadIngenonJobooAGSzvavi 29 votes
  • VaranisArano
    VaranisArano
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    Yes, then my Silencer can kill NPCs with abandon!

    What's this, some other Silencer got here before me and murdered all the NPCs?

    Guards, guards! Stop them! Those were my NPCs to farm!

    (Or why having genuine deterrents to players constantly pick, pick, stabbing NPCs is not a bad thing in an MMO. One player deciding to murder guards in their singleplayer game is their own choice, effecting only them. In an MMO, that has consequences for everyone around.)
  • AcadianPaladin
    AcadianPaladin
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    That's not cool
    Dueling in crafting areas is disruptive enough. Making guards killable would invite more disruption in crowded areas. No thanks.
    PC NA(no Steam), PvE, mostly solo
  • MrMazurski
    MrMazurski
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    No.
    - Where "Update on Cyrodiil Performance & Upcoming AOE Tests"? I wish ZOS would stop kicking players' balls, especially those on Cyro
    - - PC-EU / Ravenwatch
  • SirAndy
    SirAndy
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    No
  • phaneub17_ESO
    phaneub17_ESO
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    I would like guards killable, but they should be allowed to critical strike you and call for reinforcements at every 15% health drop.
  • Nestor
    Nestor
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    That's not cool
    Guards do not need to be killable.

    They are easy to avoid already and easy to get away from. The only exception is inside a building. Well, if you steal inside a building and are carrying a load of stolen loot, you have no one but yourself to blame.

    If are smart about this and offload your swag first, just let the guard kill you and then you can res.

    Or, at least get the passive that lets you tell the guard to bugger off.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • RisenEclipse
    RisenEclipse
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    That's not cool
    I love thieving and assassinating and I feel it would take from the suspense to remove the only real consequence to failing it. If guards were able to be killed then bounties would pretty much be worthless. 1 mil bounty? Easy, just blade of woe any guards in the area or kill them if they try to arrest you. I feel like the unkillable guards add a real challenge to it. Even having to run away and escape from them is its own fun.
  • Lugaldu
    Lugaldu
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    Maybe that's Cool
    I actually think that the judicial system in ESO is too lax. In the case you get caught, it would be good not just to pay and die, but to be put in a remote prison on a prison island. And from there you have no possibility of teleporting to shrines or houses, you have to swim. That would be an appropriate punishment imho.
  • Spurius_Lucilius
    Spurius_Lucilius
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    That's not cool
    100K Health? That could be one shotted. At least 3M health and some mechanics to pair with them.
    PC NA Casual/PVP
  • hundergrn
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    At one point and time the guards were killable.... there was an issue with dead guards all over the place. They were still hard to kill but was still troublesome as it removed any refrain or tension to thievery.

    Plus they (at least use to) hold onto certain motifs and high value items, their deaths would be too common and easy change for your pocket.

    I'd say to make them killable, you would need to give them 3-5m health, mechanics, and give them a whistle to summon nearby guards to assist in the apprehension or the person with the bounty. Let ZoS f it up and become like Cyberpunks Police system so they spawn right behind the person in force while running over dozens with their horses.
  • GodKingScormxon
    GodKingScormxon
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    Yes that's cool.
    hundergrn wrote: »
    At one point and time the guards were killable.... there was an issue with dead guards all over the place. They were still hard to kill but was still troublesome as it removed any refrain or tension to thievery.

    Plus they (at least use to) hold onto certain motifs and high value items, their deaths would be too common and easy change for your pocket.

    I'd say to make them killable, you would need to give them 3-5m health, mechanics, and give them a whistle to summon nearby guards to assist in the apprehension or the person with the bounty. Let ZoS f it up and become like Cyberpunks Police system so they spawn right behind the person in force while running over dozens with their horses.

    What did there Heath used to be plus if there Heath is too high no one person can get away from them or beat them it's hard enough just to kill a world boss by your self and there could be multiple guards surrounding you so having more than 500k heath would be bad. Games are meant to entertain us and should be enjoyable to everyone who plays not just a few. Have guards with 3 to 5 m heath would definitely take the enjoyment of new players and none cp players.
  • Spurius_Lucilius
    Spurius_Lucilius
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    That's not cool
    You can easily get away from guards. If you want them to be killable, they should definitely be a few times tougher than a world boss, so it discourages people from killing the guards every time when they get caught.

    Having guards that can be one shotted is not a enjoyable system. Make them challenging to defeat would be a way better and enjoyable experience.

    And still, the current system is fine and I don’t think zos will change anything about it.
    PC NA Casual/PVP
  • hundergrn
    hundergrn
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    hundergrn wrote: »
    At one point and time the guards were killable.... there was an issue with dead guards all over the place. They were still hard to kill but was still troublesome as it removed any refrain or tension to thievery.

    Plus they (at least use to) hold onto certain motifs and high value items, their deaths would be too common and easy change for your pocket.

    I'd say to make them killable, you would need to give them 3-5m health, mechanics, and give them a whistle to summon nearby guards to assist in the apprehension or the person with the bounty. Let ZoS f it up and become like Cyberpunks Police system so they spawn right behind the person in force while running over dozens with their horses.

    What did there Heath used to be plus if there Heath is too high no one person can get away from them or beat them it's hard enough just to kill a world boss by your self and there could be multiple guards surrounding you so having more than 500k heath would be bad. Games are meant to entertain us and should be enjoyable to everyone who plays not just a few. Have guards with 3 to 5 m heath would definitely take the enjoyment of new players and none cp players.

    Back before Craglorn (Morrowind?) was added to the game, their health was about 800k. As people became better geared and DPS got closer to 20kdps, you would see people having fun going around killing guards for the fun of it. They were a deterrent /risk to lower geared players and low levels but abused by the endgame users.

    Because of the abuse, they were turned immortal as to be fair to all as a risk and deterrent.

    Scaling it to today's level of power would set them around 3-5mil health because if they were killable, they would have to be challenging and high risk to attack. Being able to survive and kill one or multiple shouldn't be a half assed lazy affair. Sorry but they should instill fear into those that are new and not properly geared for them. They should make you second guess yourself at low and high level alike.

    Think of it as challenging content like vMsA or vVH where the fist few times you second guess yourself or feel them as an unsurmountable wall. Un-killable just means you run for it or try, not as fun as feeling like you could try and fight before doing so.
  • Vevvev
    Vevvev
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    That's not cool
    I asked my Skyrim character and she said no. The endless swarm of killable guards got boring after a while.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • zvavi
    zvavi
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    That's not cool
    Have guards with 3 to 5 m heath would definitely take the enjoyment of new players and none cp players.

    Give them 100k health like you suggested and people will kill them with half a rotation. Heck, even the 500k health you were willing to compromise is definitely nukable in less than 10 seconds. Give them too low health and there are going to be dead guards everywhere. Give them too high health and it will be too much of a hassle to kill them, and like you mentioned it will not be friendly to newer players.

    It will be impossible to balance especially since towns are inhabitants of all players of all skill levels.

    Then again if disregarding all other players and asking me what I would like, warden level guards (like in IC tunnels), high damage, interesting mechs, some health :drool:
    Edited by zvavi on July 18, 2021 12:36AM
  • Spurius_Lucilius
    Spurius_Lucilius
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    That's not cool
    zvavi wrote: »
    Have guards with 3 to 5 m heath would definitely take the enjoyment of new players and none cp players.

    Give them 100k health like you suggested and people will kill them with half a rotation. Heck, even the 500k health you were willing to compromise is definitely nukable in less than 10 seconds. Give them too low health and there are going to be dead guards everywhere. Give them too high health and it will be too much of a hassle to kill them, and like you mentioned it will not be friendly to newer players.

    It will be impossible to balance especially since towns are inhabitants of all players of all skill levels.

    Then again if disregarding all other players and asking me what I would like, warden level guards (like in IC tunnels), high damage, interesting mechs, some health :drool:

    IC sewer guard is a good example. They are killable guards and are probably the toughest overland enemies. Although they are killable, people usually avoid killing them because they have no real rewards. If town guards are killable they should be designed like that.
    PC NA Casual/PVP
  • Sephyr
    Sephyr
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    Vevvev wrote: »
    I asked my Skyrim character and she said no. The endless swarm of killable guards got boring after a while.

    Y-Your game had guards? Kidding, but only slightly because I modded an overhaul of guards to be a little more realistic and when I did Dawnguard's DLC I ended up eating all of them. :#

    The whole thing throws me back to this scene here;
    https://www.youtube.com/watch?v=b85ZCywAvR4
  • notyuu
    notyuu
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    Maybe that's Cool
    Make guards killable, but the more guards you kill the stronger they become (via a buff) increasing their hp, armour and damage until you eaither run...or die.
  • ke.sardenb14_ESO
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    So something to consider is that guards are the one equalizing experience in eso. It doesn't matter if you are an end game PvP player, Veteran trial runner, or you just play overland; if you cross the guard you either pay, run, or die.

    I think on one hand it is lore breaking that even city and some roads are patrolled by immortal guards, but it kinda adds to the risk of breaking the law. I think if they were made killable, players with high skill levels would just wipe out cities, which would be lore breaking too.

    I think what would be interesting is a bring to justice options, in which player could intervene to help or hinder the guard. Kinda of like an opposing way to earn money, but I would imagine it is hard to implement.
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