driosketch wrote: »It would be a good idea to allow looting/pickpocketing citizens only when you had no heat. So you could only "farm" as long as your crime went undetected, but not after. Would make slaughtering a town unprofitable after the first witnessed kill. Though class balance when it comes to hiding/escaping heat would need addressing.Alphashado wrote: »SG_Celerrimus wrote: »@ZOS_GinaBruno, if you get a moment, could you please answer this question? I was wondering, say I decide to go full blown bandit on a random town somewhere. After a while, will all the NPCs that I mercilessly slaughter respawn, and if so, how long will it take?
Nothing against you for doing that. But this is the main reason why I think it's a mistake to launch the justice system w/o pvp. There are builds that can withstand amazing amounts of damange. Even with elite guards, it's possible, even likely that a character with a good build can stroll into any town and completely whipe out the entire population while other players just stand there and watch.
That person might think twice if there were a few well built PCs ready to defend that town.
So call me a prophet, but here is the thread I see coming shortly after phase 1:
"ZOS PLEASE hurry up with the justice pvp! People are endlessly farming guards and citizens and there is nothing we can do but watch it happen"
I can imagine sorcerers killing stuff and streaking away into the night.
I hope the justice system will not make "farming" citizens rewarding at all. That would be awful.I watched the justice system preview now and so far I like what I saw, also thanks @ZOS_GinaBruno for asking my question.
The idea of the lock boxes is great, also that vendors wont trade with a criminal at some time.
I hope the Devs keep working on the system after it was applied, so that a Criminal has some type of freedom in what he does and isn't limited to a specific NPC type, yet will be facing hard punishments when he attacks bigger targets or steals of higher NPCs like in a church, castle etc.
That some NPCs will be unkillable is a bit of a setback though, takes away some immersion
It might had been a better idea to just make them very strong or let them run away like to a save spot.
WOW also has unkillable NPCs and I always felt this was a bit silly in world pvp, as they kept running around calling for help / attacking players but a player couldn't get rid of them.
Time will tell I guess,
thanks for the show @ ZOS
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
That's why these NPCs should be strong, run for cover etc.
Its just that if criminals really attack a village then its horrible if they cant kill the NPC´s there but the NPCs them.
Why would anyone become a criminal if he has to face that problem? Its a reason why world pvp is dead at WOW since you cant kill NPCs but they kill you.
This isn't about accessing a bank, its about actually having a point of competing in world pvp / the justice system.
As explained in the ESO live, once you reach a specific type of "ranking" you wont be able to enter banks or vendors anymore. A criminal who takes such a big setback must get something in return and not another setback by immortal NPCs that wipe the floor with them.
Yes, but strong to who, a level 10 player or a VR 10? As mentioned above, there's a lot of balancing that needs to go into this. We also have enough trouble with moving bankers, we don't need other players being allowed to chase them away while you're trying to use them. This isn't one of the single player games, which by the way had NPCs that would cower and run away and who could kill you but you couldn't kill them.driosketch wrote: »It would be a good idea to allow looting/pickpocketing citizens only when you had no heat. So you could only "farm" as long as your crime went undetected, but not after. Would make slaughtering a town unprofitable after the first witnessed kill. Though class balance when it comes to hiding/escaping heat would need addressing.Alphashado wrote: »SG_Celerrimus wrote: »@ZOS_GinaBruno, if you get a moment, could you please answer this question? I was wondering, say I decide to go full blown bandit on a random town somewhere. After a while, will all the NPCs that I mercilessly slaughter respawn, and if so, how long will it take?
Nothing against you for doing that. But this is the main reason why I think it's a mistake to launch the justice system w/o pvp. There are builds that can withstand amazing amounts of damange. Even with elite guards, it's possible, even likely that a character with a good build can stroll into any town and completely whipe out the entire population while other players just stand there and watch.
That person might think twice if there were a few well built PCs ready to defend that town.
So call me a prophet, but here is the thread I see coming shortly after phase 1:
"ZOS PLEASE hurry up with the justice pvp! People are endlessly farming guards and citizens and there is nothing we can do but watch it happen"
I can imagine sorcerers killing stuff and streaking away into the night.
I hope the justice system will not make "farming" citizens rewarding at all. That would be awful.I watched the justice system preview now and so far I like what I saw, also thanks @ZOS_GinaBruno for asking my question.
The idea of the lock boxes is great, also that vendors wont trade with a criminal at some time.
I hope the Devs keep working on the system after it was applied, so that a Criminal has some type of freedom in what he does and isn't limited to a specific NPC type, yet will be facing hard punishments when he attacks bigger targets or steals of higher NPCs like in a church, castle etc.
That some NPCs will be unkillable is a bit of a setback though, takes away some immersion
It might had been a better idea to just make them very strong or let them run away like to a save spot.
WOW also has unkillable NPCs and I always felt this was a bit silly in world pvp, as they kept running around calling for help / attacking players but a player couldn't get rid of them.
Time will tell I guess,
thanks for the show @ ZOS
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
That's why these NPCs should be strong, run for cover etc.
Its just that if criminals really attack a village then its horrible if they cant kill the NPC´s there but the NPCs them.
Why would anyone become a criminal if he has to face that problem? Its a reason why world pvp is dead at WOW since you cant kill NPCs but they kill you.
This isn't about accessing a bank, its about actually having a point of competing in world pvp / the justice system.
As explained in the ESO live, once you reach a specific type of "ranking" you wont be able to enter banks or vendors anymore. A criminal who takes such a big setback must get something in return and not another setback by immortal NPCs that wipe the floor with them.
This brings up another issue, its pretty easy to simply click, fire and hit something in ESO, will it be an sort of safety on weapons/ spells.ers101284b14_ESO wrote: »Justice System is all fun and games until some kills a chicken
This is one of my biggest concerns based on the state of the game right now. Still not a peep from them about the current Cyrodill lag/latency issues either.Cherryblossom wrote: »So soon it will be welcome to the Thieves guilds Zerg train, welcome to lag on the capitals streets.
Honestly if they cannot cope with a few people in Cyrodill spamming spells, how are they going to cope in the cities!!
[*] All houses now have locks on them, and you need to use lockpicking to get in. Make sure you aren't spotted or guards will come running after you.
[*] Houses now have some extra goodies inside, such as safes and lockboxes.
[/list]
There will not be jails in the first phase of the Justice System in Update 6, although they are talking about adding it for Phase 2.
You will have a fame and infamy level, which determines NPC's reactions towards you. For example, a high infamy may cause vendors to set higher prices for their goods or even not sell to you at all, although you can still steal their goods. A high fame meter affects positive NPC behavior, and having higher fame may get you lower prices at vendors. Infamy is increased by criminal activities e.g pickpocketing, murder, while fame is increased by acts such as stopping criminals as an enforcer, or completing quests.
If you kill everyone that witnesses your crime, your bounty and heat meter will be cleared.
A list of all known crimes is: Murder, Theft, Assault, Pickpocketing, turning into Werewolf Form, being a Stage 4 Vampire, feeding on people as a Vampire, breaking into houses, trespassing, and aiming weapons at people.
Enforcers vs. Outlaws is a prominent part of the system, with PvE activities for both sides having a big role.
You can become a guard in PvE and catch criminals. This will also increase your fame.
All houses now have locks on them, and you need to use lockpicking to get in. Make sure you aren't spotted or guards will come running after you.
[*] A list of all known crimes is: Murder, Theft, Assault, Pickpocketing, turning into Werewolf Form, being a Stage 4 Vampire, feeding on people as a Vampire, breaking into houses, trespassing, and aiming weapons at people.
]
I can see this being a problem for some people, many salty tears will come of this. Mark Target my words.
whiteshadow711jppreub18_ESO wrote: »=
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
driosketch wrote: »We also have enough trouble with moving bankers, we don't need other players being allowed to chase them away while you're trying to use them. This isn't one of the single player games, which by the way had NPCs that would cower and run away and who could kill you but you couldn't kill them.
Francescolg wrote: »Funny how all problems seem forgotten when sth. like "new dyes" or "new justice system" comes, you guys seem in love with "the innovations" ad absurdum
driosketch wrote: »We also have enough trouble with moving bankers, we don't need other players being allowed to chase them away while you're trying to use them. This isn't one of the single player games, which by the way had NPCs that would cower and run away and who could kill you but you couldn't kill them.
You seem to have forgotten that this is an MMO. its SUPPOSED to be competitive. How many zones are there? how many towns in those zones? how many banks in those towns?
Deal with it. Go to another zone. that's why the world is so big.
[*] A list of all known crimes is: Murder, Theft, Assault, Pickpocketing, turning into Werewolf Form, being a Stage 4 Vampire, feeding on people as a Vampire, breaking into houses, trespassing, and aiming weapons at people.
]
I can see this being a problem for some people, many salty tears will come of this. Mark Target my words.
Indeed this might be a problem. I often toggle my weapon by mistake while moving. We need to have the possibility to somehow "lock" our weapons to avoid this situation.
whiteshadow711jppreub18_ESO wrote: »=
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
this is not true
it was only in Skyrim when they noob-proofed the game and made certain NPC's unkillable.
Guards have ALWAYS been killable in Elder Scrolls games, that was half the fun, and allowed you to have a viable alternative than skukling around like some kind of sneak thief. If you murdered someone, but were not a "sneaky" character, your only option was to run or fight the guards, kill them, and then run.
IMO, @ZOS_GinaBruno and the rest are noob proofing this game as well. 1 week after you implement this, mark my words, you will have every character in the game who is not a nightblade in here crying to you that they can't escape the guards, because 95% of the builds and classes are built to kill things, not sneak away.
Please, please, please use some common sense and make guards very strong, yet still killable, so that the players who do not choose to be sneaky have an alternative.... just like we did in every other elder scrolls game. Balance it with infinitely respawning guards or something, but making the justice system the primary forte of nightblades is a huge mistake that you will regret.
driosketch wrote: »It would be a good idea to allow looting/pickpocketing citizens only when you had no heat. So you could only "farm" as long as your crime went undetected, but not after. Would make slaughtering a town unprofitable after the first witnessed kill. Though class balance when it comes to hiding/escaping heat would need addressing.Alphashado wrote: »SG_Celerrimus wrote: »@ZOS_GinaBruno, if you get a moment, could you please answer this question? I was wondering, say I decide to go full blown bandit on a random town somewhere. After a while, will all the NPCs that I mercilessly slaughter respawn, and if so, how long will it take?
Nothing against you for doing that. But this is the main reason why I think it's a mistake to launch the justice system w/o pvp. There are builds that can withstand amazing amounts of damange. Even with elite guards, it's possible, even likely that a character with a good build can stroll into any town and completely whipe out the entire population while other players just stand there and watch.
That person might think twice if there were a few well built PCs ready to defend that town.
So call me a prophet, but here is the thread I see coming shortly after phase 1:
"ZOS PLEASE hurry up with the justice pvp! People are endlessly farming guards and citizens and there is nothing we can do but watch it happen"
I can imagine sorcerers killing stuff and streaking away into the night.
I hope the justice system will not make "farming" citizens rewarding at all. That would be awful.I watched the justice system preview now and so far I like what I saw, also thanks @ZOS_GinaBruno for asking my question.
The idea of the lock boxes is great, also that vendors wont trade with a criminal at some time.
I hope the Devs keep working on the system after it was applied, so that a Criminal has some type of freedom in what he does and isn't limited to a specific NPC type, yet will be facing hard punishments when he attacks bigger targets or steals of higher NPCs like in a church, castle etc.
That some NPCs will be unkillable is a bit of a setback though, takes away some immersion
It might had been a better idea to just make them very strong or let them run away like to a save spot.
WOW also has unkillable NPCs and I always felt this was a bit silly in world pvp, as they kept running around calling for help / attacking players but a player couldn't get rid of them.
Time will tell I guess,
thanks for the show @ ZOS
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
That's why these NPCs should be strong, run for cover etc.
Its just that if criminals really attack a village then its horrible if they cant kill the NPC´s there but the NPCs them.
Why would anyone become a criminal if he has to face that problem? Its a reason why world pvp is dead at WOW since you cant kill NPCs but they kill you.
This isn't about accessing a bank, its about actually having a point of competing in world pvp / the justice system.
As explained in the ESO live, once you reach a specific type of "ranking" you wont be able to enter banks or vendors anymore. A criminal who takes such a big setback must get something in return and not another setback by immortal NPCs that wipe the floor with them.
Firstly you won't be able to kill "important" NPCs and Guards. That's it. Still plenty of NPCs you can kill.
However murder and theft is not something player should get rewarded for, but severely penalised. Heck that's why it's called Justice System.
Keep slaughtering people, you'll meet your Justice.
driosketch wrote: »Yes, but strong to who, a level 10 player or a VR 10? As mentioned above, there's a lot of balancing that needs to go into this. We also have enough trouble with moving bankers, we don't need other players being allowed to chase them away while you're trying to use them. This isn't one of the single player games, which by the way had NPCs that would cower and run away and who could kill you but you couldn't kill them.driosketch wrote: »It would be a good idea to allow looting/pickpocketing citizens only when you had no heat. So you could only "farm" as long as your crime went undetected, but not after. Would make slaughtering a town unprofitable after the first witnessed kill. Though class balance when it comes to hiding/escaping heat would need addressing.Alphashado wrote: »SG_Celerrimus wrote: »@ZOS_GinaBruno, if you get a moment, could you please answer this question? I was wondering, say I decide to go full blown bandit on a random town somewhere. After a while, will all the NPCs that I mercilessly slaughter respawn, and if so, how long will it take?
Nothing against you for doing that. But this is the main reason why I think it's a mistake to launch the justice system w/o pvp. There are builds that can withstand amazing amounts of damange. Even with elite guards, it's possible, even likely that a character with a good build can stroll into any town and completely whipe out the entire population while other players just stand there and watch.
That person might think twice if there were a few well built PCs ready to defend that town.
So call me a prophet, but here is the thread I see coming shortly after phase 1:
"ZOS PLEASE hurry up with the justice pvp! People are endlessly farming guards and citizens and there is nothing we can do but watch it happen"
I can imagine sorcerers killing stuff and streaking away into the night.
I hope the justice system will not make "farming" citizens rewarding at all. That would be awful.I watched the justice system preview now and so far I like what I saw, also thanks @ZOS_GinaBruno for asking my question.
The idea of the lock boxes is great, also that vendors wont trade with a criminal at some time.
I hope the Devs keep working on the system after it was applied, so that a Criminal has some type of freedom in what he does and isn't limited to a specific NPC type, yet will be facing hard punishments when he attacks bigger targets or steals of higher NPCs like in a church, castle etc.
That some NPCs will be unkillable is a bit of a setback though, takes away some immersion
It might had been a better idea to just make them very strong or let them run away like to a save spot.
WOW also has unkillable NPCs and I always felt this was a bit silly in world pvp, as they kept running around calling for help / attacking players but a player couldn't get rid of them.
Time will tell I guess,
thanks for the show @ ZOS
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
That's why these NPCs should be strong, run for cover etc.
Its just that if criminals really attack a village then its horrible if they cant kill the NPC´s there but the NPCs them.
Why would anyone become a criminal if he has to face that problem? Its a reason why world pvp is dead at WOW since you cant kill NPCs but they kill you.
This isn't about accessing a bank, its about actually having a point of competing in world pvp / the justice system.
As explained in the ESO live, once you reach a specific type of "ranking" you wont be able to enter banks or vendors anymore. A criminal who takes such a big setback must get something in return and not another setback by immortal NPCs that wipe the floor with them.
whiteshadow711jppreub18_ESO wrote: »=
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
this is not true
it was only in Skyrim when they noob-proofed the game and made certain NPC's unkillable.
Guards have ALWAYS been killable in Elder Scrolls games, that was half the fun, and allowed you to have a viable alternative than skukling around like some kind of sneak thief. If you murdered someone, but were not a "sneaky" character, your only option was to run or fight the guards, kill them, and then run.
IMO, @ZOS_GinaBruno and the rest are noob proofing this game as well. 1 week after you implement this, mark my words, you will have every character in the game who is not a nightblade in here crying to you that they can't escape the guards, because 95% of the builds and classes are built to kill things, not sneak away.
Please, please, please use some common sense and make guards very strong, yet still killable, so that the players who do not choose to be sneaky have an alternative.... just like we did in every other elder scrolls game. Balance it with infinitely respawning guards or something, but making the justice system the primary forte of nightblades is a huge mistake that you will regret.
Are you kidding, do you even play this game? There is one bank in all of Stonefalls. One. There is only the single bank in Glennumbra. I don't even need to invoke the new player without access to other zones, every player with a bank mule would be rightly upset if this was allowed.driosketch wrote: »We also have enough trouble with moving bankers, we don't need other players being allowed to chase them away while you're trying to use them. This isn't one of the single player games, which by the way had NPCs that would cower and run away and who could kill you but you couldn't kill them.
You seem to have forgotten that this is an MMO. its SUPPOSED to be competitive. How many zones are there? how many towns in those zones? how many banks in those towns?
Deal with it. Go to another zone. that's why the world is so big.
@Audigy That still sounds like it's open to griefing, but the above made me think of a compromise. Suppose you could knock certain vendors unconscious rather than kill them. You would still be able to loot them, and they would be a poor witness if they couldn't remember what hit them. Other players who needed to use said vendor could click the fallen NPC and get a short animation helping them up with a 'thanks, I don't know what hit me" dialogue. Much better than having to wait for an NPC to respawn only to have another griefer kill them right away. They would need a short leash so they didn't fall too far from their stand, and other players would need to be able to interrupt a fight to talk to the NPC.What some people might do is kill the grocery shop keeper, maybe the horse breeder etc. but they are not that busy either and would respawn quickly anyways and offer a tough challenge as well.
A bank would actually be protected, so that not everyone who just wants to grief can go there.
If someone really kills the guards infront of the bank so that he may enter then there would be another wave of guards that he must kill and in the process that players bounty would be sky high and he would face serious setbacks.
Keep in mind, the hideout is limited ... in the video they showed 60 transactions I believe.
Only the biggest criminals would ever risk robbing a bank, so that the fear of bankers being inaccessible is a myth. It never happened at WOW in Vanilla and it would hardly happen at ESO now.
What some people might do is kill the grocery shop keeper, maybe the horse breeder etc. but they are not that busy either and would respawn quickly anyways and offer a tough challenge as well.
Just think about it, it would be awesome if someone could get a horse like that and wouldn't need to grind hundreds of hours to get the gold. It would be hard but it would finally be a free choice and an option and ESO lacks these options.
We are so limited in what we can do in this game, its an ES title unworthy.
I never stole a horse at Skyrim except once by mistake but to have the option was wonderful. In general, I miss being free n my decision - being the person that decides about my chars path.
-
Right now all I do is pre scripted by the Devs, I cant do anything that I might want to like rob a very expensive artifact to afford a new bank slot or to just start a relationship with an NPC that then moves to my house ...
whiteshadow711jppreub18_ESO wrote: »=
IMO, @ZOS_GinaBruno and the rest are noob proofing this game as well. 1 week after you implement this, mark my words, you will have every character in the game who is not a nightblade in here crying to you that they can't escape the guards, because 95% of the builds and classes are built to kill things, not sneak away.
Please, please, please use some common sense and make guards very strong, yet still killable, so that the players who do not choose to be sneaky have an alternative.... just like we did in every other elder scrolls game. Balance it with infinitely respawning guards or something, but making the justice system the primary forte of nightblades is a huge mistake that you will regret.
Don't worry, they will break cloak again and NB's won't have a chance either
whiteshadow711jppreub18_ESO wrote: »=
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
this is not true
it was only in Skyrim when they noob-proofed the game and made certain NPC's unkillable.
driosketch wrote: »Yes, but strong to who, a level 10 player or a VR 10? As mentioned above, there's a lot of balancing that needs to go into this. We also have enough trouble with moving bankers, we don't need other players being allowed to chase them away while you're trying to use them. This isn't one of the single player games, which by the way had NPCs that would cower and run away and who could kill you but you couldn't kill them.driosketch wrote: »It would be a good idea to allow looting/pickpocketing citizens only when you had no heat. So you could only "farm" as long as your crime went undetected, but not after. Would make slaughtering a town unprofitable after the first witnessed kill. Though class balance when it comes to hiding/escaping heat would need addressing.Alphashado wrote: »SG_Celerrimus wrote: »@ZOS_GinaBruno, if you get a moment, could you please answer this question? I was wondering, say I decide to go full blown bandit on a random town somewhere. After a while, will all the NPCs that I mercilessly slaughter respawn, and if so, how long will it take?
Nothing against you for doing that. But this is the main reason why I think it's a mistake to launch the justice system w/o pvp. There are builds that can withstand amazing amounts of damange. Even with elite guards, it's possible, even likely that a character with a good build can stroll into any town and completely whipe out the entire population while other players just stand there and watch.
That person might think twice if there were a few well built PCs ready to defend that town.
So call me a prophet, but here is the thread I see coming shortly after phase 1:
"ZOS PLEASE hurry up with the justice pvp! People are endlessly farming guards and citizens and there is nothing we can do but watch it happen"
I can imagine sorcerers killing stuff and streaking away into the night.
I hope the justice system will not make "farming" citizens rewarding at all. That would be awful.I watched the justice system preview now and so far I like what I saw, also thanks @ZOS_GinaBruno for asking my question.
The idea of the lock boxes is great, also that vendors wont trade with a criminal at some time.
I hope the Devs keep working on the system after it was applied, so that a Criminal has some type of freedom in what he does and isn't limited to a specific NPC type, yet will be facing hard punishments when he attacks bigger targets or steals of higher NPCs like in a church, castle etc.
That some NPCs will be unkillable is a bit of a setback though, takes away some immersion
It might had been a better idea to just make them very strong or let them run away like to a save spot.
WOW also has unkillable NPCs and I always felt this was a bit silly in world pvp, as they kept running around calling for help / attacking players but a player couldn't get rid of them.
Time will tell I guess,
thanks for the show @ ZOS
Allowances have to be made in an MMO where other players need to access their bank or specific venders. Besides, TES has always had essential NPCs who where unkillable because they were story important or tied to a quest.
That's why these NPCs should be strong, run for cover etc.
Its just that if criminals really attack a village then its horrible if they cant kill the NPC´s there but the NPCs them.
Why would anyone become a criminal if he has to face that problem? Its a reason why world pvp is dead at WOW since you cant kill NPCs but they kill you.
This isn't about accessing a bank, its about actually having a point of competing in world pvp / the justice system.
As explained in the ESO live, once you reach a specific type of "ranking" you wont be able to enter banks or vendors anymore. A criminal who takes such a big setback must get something in return and not another setback by immortal NPCs that wipe the floor with them.
This brings up another issue, its pretty easy to simply click, fire and hit something in ESO, will it be an sort of safety on weapons/ spells.ers101284b14_ESO wrote: »Justice System is all fun and games until some kills a chicken