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ESO Live Recap? (And Justice System Discussion)

  • Tyr
    Tyr
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    Evergnar 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!!
    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.

    There will be no zerg trains. Gaurds are invincible and will murder them all negating any gains they've gotten.
  • Tyr
    Tyr
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    AngryNord wrote: »
    Neizir wrote: »
    [*] 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]

    Looks like motif farmers will have a hard time from now on...

    That's probably a good thing, though.
    It would be interesting if the drop rates for motifs were higher from stealing in houses, but i wouldn't bet on it.
  • Tyr
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    GreyBrow wrote: »
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    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.

    I wouldn't worry about this too much. Gaurds may only be unkillable in this phase because there is no risk from player yet and they felt the best balance was to err on the side of OP gaurds for now.

    I could be wrong because the opposite side of this problem is zerg trains killing entire towns with nor repercussions.
  • Tyr
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    Sindala wrote: »
    Just watched it today when I got back in from work, Happy bunny.

    One thing I should mention thou......are you aware that Twitch has an advert for WOW at the start of the stream? A little below the belt I thought that....

    It's adsense ands automatically chosen because it's related to the video you're watching.
    They don't choose to put it there. Blizzard just buys ad space and an algorithm chooses where to put there ads.
  • Audigy
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    driosketch wrote: »
    GreyBrow 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.

    It is true. In Oblivion for example, and NPC with a crown was deemed essential, and while you could knock them down, you couldn't kill them. Look it up.

    I wasn't even talking about killing guards, but as it keeps getting brought up, strong guards is not a blanket solution without serious modifications. (Oblivion's guards would level with you plus 10 levels or so.) I submit Blackwater Blade non-vet PvP Campaign as exhibit one. Here keep guards are strong to face Vet Ranked players, but no one in that campaign is a VR yet. They couldn't selectively nerf the guards so they opted to try and raise the battle leveling system instead. In PvE you only have your base stats. Very strong guards are functionally the same as unkillable to a new characters working their way up the new justice system.

    Probably guards should simply spawn, using the scaling system to level to you, when you are witnessed committing a crime, just like in other Elder Scroll games.
    GreyBrow wrote: »
    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.
    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.

    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.
    @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.

    So player A attacks grocer but takes a long time in the fight. Player B needs to talk to vender, faces and presses E. From player B's prospective, the NPC stops, turns to face player B, enter the dialouge interface where the NPC sheaths weapon and maybe comments on the "crime wave". From player A's prospective the NPC might stutter turn when B grabs their attention, but return attention to A with the next attack and B appears to be standing their staring into space.

    Ya this would be a compromise.

    The situation as I see it with 1.6 is the following.

    Criminal enters town, Criminal is spotted and PVE players will pull several guards to the Criminal. Criminal can not fight but only run. Criminal will never be a Criminal again due the griefing of PVE players in combination with the guards.

    I see so many ways already for people to harass criminals due the situation that they cant defend themselves that I don't even want to participate in the system anymore.

    As I tried to explain with the WOW example.

    People will sit on NPCs that are unkillable and use them as shields and the criminals will just stop being criminals like at WOW the world pvpers stopped raiding cities.

    Due the fear of a few and we are talking of maybe 1 out of 1000 pvp players who would really be rude to others, a whole system is doomed and made pointless.

    This is just very sad for an MMO that was shipped as a PVP focused game that should be in line with DAOC.
    you need to understand that PVE players do not want to be forced into PvP just so you can try and kill every NPC in the town . By the same token I do understand that PvPer's should not be forced into PVE just be competitive in PvP . I personally feel that PvP in this game(and every other MMO that I have played) is badly implemented since PvP players are forced into PVE before they can do PvP .

    I don't understand how someone is forced into pvp if guards or npcs can be robbed or killed.

    You don't need to defend them if you don't want to do you? You also don't need to attack them so that you are flagged for pvp either.


    Lets assume ZO adds world events at some point. What will you do if vendors are killed by NPCs?

    Its the same situation but I bet nobody would have a problem with that.
    Edited by Audigy on December 6, 2014 9:14PM
  • Tyr
    Tyr
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    GreyBrow wrote: »
    if you guys are even pretending to listen, it seems like more people want killable guards than don't, because that's what makes an elder scrolls game an elder scrolls game

    Yes but people are stupid and don't takle into consideration the other factors in an mmo like zerg trains that make killable gaurds impossible.
  • GreyBrow
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    Tyr wrote: »
    GreyBrow wrote: »
    if you guys are even pretending to listen, it seems like more people want killable guards than don't, because that's what makes an elder scrolls game an elder scrolls game

    Yes but people are stupid and don't takle into consideration the other factors in an mmo like zerg trains that make killable gaurds impossible.

    why do you care so much about the damn guards?

    From the sounds of it, you won't be a criminal... So if me and 10 of my buddies want to gang up on some guards in some town, who cares? If they just made more and more guards progressively spawn, eventually it would be 10 v 50, and we'd wipe, but at least it would give us something fun to do.

    Chances are, this behavior will be prevalent for the first 5 days, and then people will become bored again.

    killing guards, in no way, shape, or form, will affect you. So just ignore it and go back to your bank alt, selling mats, crafting, or whatever else you're doing.

    So again, why do you care what I do with my free time inside the game?

    You can just sit there and lol at us, or go to a different zone. There are like 20 zones anyway, in case you didn't know.

  • Enodoc
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    I haven't watched the episode yet, so am lacking knowledge other than what is posted here, but just because guards are unkillable doesn't mean that they are invincible. If you look at the Quakecon(?) vid of the Justice System, the guard is losing health when he is attacked. So maybe it works like this: if you manage to get a guard's health down to 0, he gets knocked out for, say, 20 seconds. This then gives the player a chance to get away.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Ommamar
    Ommamar
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    I don't know Enodoc but maybe. To me it sounds more like escape is based more off of CC and stealth ability. I don't think we will really get an understanding of the mechanic until it is released in the patch.
  • Enodoc
    Enodoc
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    I just think it's a bit odd that the guard in the vid lost health at all if they are truly invincible. Of course, they may have changed the system since that was made anyway.

    Something else I just thought of; how will we tell the difference now between a passive enemy and a non-hostile NPC? For example, there are those bandits in Wayrest harassing a noble that you can kill to get a quest ("A Gang of Thugs"), and there are other enemies that become passive if you are disguised or on certain stages of quests. But there would be no differentiation between these and friendly NPCs if they all glowed in the same yellow colour. So how will I know whether I am killing a passive enemy (which would give no bounty) or a non-hostile villager?
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Gorthax
    Gorthax
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    Samadhi wrote: »
    Chufu wrote: »
    I have a feeling ZOS is a bit smarter than people might give them credit for. I think ZOS is going to make to so people can take on 1-2 guards, maybe 3, but beyond that they are going to just smack people down.

    How long will you be alive, when you take on 2-3 guards, who deal 2.900 Damage per hit? :)
    ...

    2900 damage per hit
    Video had 5+ hits from the guard before the player died, didn't it?

    Are we looking at player HP pools in excess of 10 000 points after update 1.6?

    CS is going to multiply all three resources by TEN fold. so if you have 2500 healh you will have 25000 health once CS goes live.
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