SG_Celerrimus wrote: »ALSO,
If you attack a guard that is inside of a building, you are basically dead. You can't open doors while inside, so you have a god attacking you inside of a room you can't get out of. That ain't right.
SG_Celerrimus wrote: »I think a lot of people are taking the worst case scenarios of making guards killable and focusing way to much on them.
SG_Celerrimus wrote: »Just dabbling around on the PTS right now before I get ready to end my day, and I keep feeling like the guards are cities and towns are WAY to strong right now. If they could be tuned down a little bit to a point where they can be killed solo, that would make it a bit more fun. Also, if they could be tweaked a bit so they don't chain pull and grip you to the ground as much, that would be neat also.
The thing is, as it stands, it is really hard to get away from them, so taking an escape route if you get caught while committing a crime is next to impossible, and killing them right now is, I believe, impossible (I saw a group of people try and kill one and they all died). I think that a person should be able to kill a guard, since right now, the unkillable guards takes away from anyone trying to RP as a bandit or a marauder or assassin or something like that, as they have to fight basically gods.
Just my thoughts on it so far.
P.S. - If it could be tweaked so that if you kill all witnesses to a crime, the bounty goes away, that would be neat. Idk if its like that already, doesn't seem to be, but I think, if it is, it might be affected by pets.

lordrichter wrote: »This is because the worse case scenario is entirely possible in this game. The idea simply does not scale. If the guards can be killed, the players will organize events to do so. They will bring whatever forces are necessary to accomplish this. Players outnumber guards in this game by several orders of magnitude. The only thing that prevents us from zerg rolling the guards is invulnerability and the max channel size.
WraithAzraiel wrote: »
...You know they have stated MANY times that the guards in towns and cities would be UNKILLABLE.
SG_Celerrimus wrote: »WraithAzraiel wrote: »
...You know they have stated MANY times that the guards in towns and cities would be UNKILLABLE.
But why? Having them unkillable is so pointless, as killing them would serve no other goal than the extension of ones life after being caught. They don't prevent people from killing things massively, and no significant NPCs can be killed, and if you are careful you can kill everything that is intended and go on a marauding spree just as people fear. Killing them would just be a quality of life boost for the solo player, as it would give them a chance to fight for their lives.
Nothing significant would die from guards being able to die.
I have to agree that ESO is an MMORPG first and Elder Scrolls game second, and thus should stick closer to MMO fundamentals, such as unkillable guards, in the name of balance and blah blah... you know where I'm going with this
WoW = MMO first, warcraft second
FFXIV and FFXI = MMO first, and final fantasy second
LoTRO = MMO first
I won't go on with that, but you get the gist of it.
There is a modest amount to be gained through killing, looting, and pickpocketing town NPC's, and the guards add in the risk to balance it out.
IMO
WraithAzraiel wrote: »It's not pointless. It's to dissuade people from ransacking cities and farming gold on a massive scale.
Say for instance, a guild got together, put 24 people in a group and ran through and kept farming a city over and over and over and over again, gathering up all the loot items from the NPCs and vendoring them all to fences.
That much of a gold influx would destabilize what little of an economy there is in game.
That would force ZOS to nerf the loot drops on the NPCs, effectively pissing EVERYBODY off and rendering the Justice System little more than a fluff piece.
Guards are unkillable and all powerful to stop this from happening, effectively nipping this potential problem in the bud.
Did that explain it well enough for you?
SG_Celerrimus wrote: »I have to agree that ESO is an MMORPG first and Elder Scrolls game second, and thus should stick closer to MMO fundamentals, such as unkillable guards, in the name of balance and blah blah... you know where I'm going with this
WoW = MMO first, warcraft second
FFXIV and FFXI = MMO first, and final fantasy second
LoTRO = MMO first
I won't go on with that, but you get the gist of it.
There is a modest amount to be gained through killing, looting, and pickpocketing town NPC's, and the guards add in the risk to balance it out.
IMO
But unkillable guards make it unfun, and there is no reason for them to be unkillable. (will explain in the post below)
SG_Celerrimus wrote: »@Iluvrien
The worst thing that can happen is that a town becomes barren of generic NPCs, and instead becomes filled with players who are killing NPCs. They NPCs also respawn, btw, so its not like it would remain devoid of NPCs forever or for any significant amount of time, maybe 30 seconds to a minute.
SG_Celerrimus wrote: »Also, complain that people do something for no reason, or no practical reason whatsoever, in an MMO is a null point to the extreme. The generic, meaningless, NPCs are going to die anyway, its just a quality of life thing. And for people who do it constantly, complaining about that is the same as complaining about people who go out and harvest ores.
I could just as easily sit here and complain "BAWH, there are no iron ore veins for me to mine because people are mining them before me", and that complaint would be on equal level as complaining about people killing NPCs.
SG_Celerrimus wrote: »That kind of complaint just makes you go #facedesk #facepalm #really?
SG_Celerrimus wrote: »WraithAzraiel wrote: »It's not pointless. It's to dissuade people from ransacking cities and farming gold on a massive scale.
Say for instance, a guild got together, put 24 people in a group and ran through and kept farming a city over and over and over and over again, gathering up all the loot items from the NPCs and vendoring them all to fences.
That much of a gold influx would destabilize what little of an economy there is in game.
That would force ZOS to nerf the loot drops on the NPCs, effectively pissing EVERYBODY off and rendering the Justice System little more than a fluff piece.
Guards are unkillable and all powerful to stop this from happening, effectively nipping this potential problem in the bud.
Did that explain it well enough for you?
Two quick things.
1. There is a sell limit to how many stolen goods can be sold to a fence on a daily basis, that limit is 50. I can easily clear out this 50 in a matter of minutes by breaking into a few homes, backstabbing a few NPCs, and I get away scott free as I bolt to the thief hideout.
2. Think 1. in mind, how do guards prevent people from doing this? A guild can easily do this, they just have to go to a secluded part of town. Its a quality of life thing being able to kill guards, they don't prevent jack.
WraithAzraiel wrote: »SG_Celerrimus wrote: »WraithAzraiel wrote: »It's not pointless. It's to dissuade people from ransacking cities and farming gold on a massive scale.
Say for instance, a guild got together, put 24 people in a group and ran through and kept farming a city over and over and over and over again, gathering up all the loot items from the NPCs and vendoring them all to fences.
That much of a gold influx would destabilize what little of an economy there is in game.
That would force ZOS to nerf the loot drops on the NPCs, effectively pissing EVERYBODY off and rendering the Justice System little more than a fluff piece.
Guards are unkillable and all powerful to stop this from happening, effectively nipping this potential problem in the bud.
Did that explain it well enough for you?
Two quick things.
1. There is a sell limit to how many stolen goods can be sold to a fence on a daily basis, that limit is 50. I can easily clear out this 50 in a matter of minutes by breaking into a few homes, backstabbing a few NPCs, and I get away scott free as I bolt to the thief hideout.
2. Think 1. in mind, how do guards prevent people from doing this? A guild can easily do this, they just have to go to a secluded part of town. Its a quality of life thing being able to kill guards, they don't prevent jack.
Actually. You're wrong.
The base limit for sold stolen goods is 50. Putting skill points into the Legerdemain passives raise that limit by 120% for each point in the particular passive.
1) Doesn't matter with a high enough Legerdemain skill. And the items can sit in your inventory while your max sell limit is on cool down. It's not like they're going to decay or disappear out of your inventory.
2) It's not QoL. It's d-bag deterence. Sure you probably can get away with it in a secluded part of town, but guards patrol so at some point somebody's going to screw up and aggro a guard. The guard will then proceed to kill this individual and his buddies.
WraithAzraiel wrote: »Okay, you just proved my point. There are other safeguards in place to prevent people from earning ridiculous amounts of gold from the new system.
Inventory space is another preventative measure, in it's own right.
And I'm not talking about paltry amounts like 10's of thousands of gold for 2-3 hours work. I'm talking about people coming in and wiping entire cities clean of npcs for hours at a time.
Nobody gives a damn if you sit in your corner and kill the same mobs over and over again.
Have at it.
How you spend your time is your business.
But you're just one guy. If guards were kill-able, 1 GUY COULD DO THIS TO AN ENTIRE TOWN.
That's unacceptable. That's why you can't kill guards.
/thread