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PTS 1.6 - Decrease Guard Toughness

  • nerevarine1138
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    I admire your faith in people, but there's one thing that the bad apples of ESO have proven: if there's an exploit, they will find it and use it. And they will scream bloody murder if anyone dares take away the exploit and make them play honestly again.

    Better to start out with unkillable guards, because NPC behavior is far too easy to exploit.
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    Murray?
  • SG_Celerrimus
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    Lets not forget here tho, and this is MAJOR important.

    They CANNOT kill vendors, banks, quest givers, etc.

    They CAN kill generic NPCs.

    I honestly DO NOT see how making the guards killable affects a normal persons gameplay in any shape or form whatsoever.

    So, worst case scenario, there are no generic NPCs in a town, and people are crowded around guards killing them?

    That doesn't make a load of difference to a person who is playing the game normally and just questing, not bothering with justice system stuff. That also isn't going to mean a whole big deal as far as town fighting goes, as people will be fighting each other in a bloody civil war come PvP enabled Justice System.

    What is the big deal with killing guards? Again, all that happens with this is generic NPCs that mean nothing other than aesthetic purposes really die, and guards serve no purpose other than to fight criminals and walk around, they do not fight monsters that are attacking players at all. There is NOTHING to exploit of any value, and no griefing that can take place as there is nothing to grief other than the lives of generics.
    Edited by SG_Celerrimus on February 3, 2015 2:29AM
  • keithvsmith
    My only complaint, guards come out of nowhere. That just irked me. I was expecting, enter town, avoid the guards that roam same as you do enemy camps when in disguise, but no, walk towards gate and a guard just spawns on top of you basically.
  • SG_Celerrimus
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    @Iluvrien‌

    They can't grief anything, no vendors, quest givers, or significant NPCs can be killed.

    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.

    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.

    To further it up, I could complain "BAWH, there are no bandits in the bandit fortress because players are killing them, it makes the place feel empty." That kind of complaint just makes you go #facedesk #facepalm #really?
    Edited by SG_Celerrimus on February 3, 2015 2:38AM
  • Cody
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    Trust me, people WOULD find a way to exploit the system.

    This community, sad to say, is full of pathetic cheaters that suck so much they cant play the game itself, and want to make it easy at the expense of everyone else's fun.

    There are also the grievers, who WOULD find a way to grieve with this system.

    I myself do not want to take that kind of risk. Leave the guards as they are. You and everyone of us can adapt.
  • SG_Celerrimus
    SG_Celerrimus
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    @Cody

    Again, what would they grief???

    People keep saying "They will grief the system" when there is nothing of any significant value to grief. Saying "People will grief the system" means absolutely nothing, its like saying "The object is a thing". All of have accomplished is identifying an obvious fact, that it exists, and thats it. No characteristics of anything, just that it exists.

    All that can be killed are generic, walk around the town and make noise, NPCs..... thats it. There is no way I have found to kill significant NPCs, and if a way could be found and exploited, it would be a BUG and would be fixed by ZOS, especially if it became a serious issue.

    If people are going to get all uptight and hurt over generic NPCs getting killed, then I feel that they really don't fit in MMOs, and should consider single player games. The only bad thing that can happen is that people will be in towns more often, NPCs will die a lot (as the system allows for and works as intended with), and you may need to compete a little for pickpocketing or killing generic Bob in the corner there. Killing guards with that decreases very little in the grand scheme of things.
    Edited by SG_Celerrimus on February 3, 2015 2:48AM
  • Elsonso
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    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.

    I /bugged that one on Friday of last week. It works that way when anyone is attacking you. If you get caught in the inn stealing, you have to kill everyone in there or you have to die. Hopefully they can address it.


    I think a lot of people are taking the worst case scenarios of making guards killable and focusing way to much on them.

    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.

    EDIT: I want to point out that even invulnerable guards can be kept busy while others loot the town. I watched a group in Craglorn keep a guard busy for a while. They cannot kill the guard but they can get him to change focus enough to keep the party members alive. They can lead the guards around like they are on a leash.
    Edited by Elsonso on February 3, 2015 2:50AM
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  • WraithAzraiel
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    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.

    ...You know they have stated MANY times that the guards in towns and cities would be UNKILLABLE.

    joker_notsureifserious.jpg
    Edited by WraithAzraiel on February 3, 2015 2:51AM
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

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  • SG_Celerrimus
    SG_Celerrimus
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    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.

    @lordrichter‌

    The thing I don't understand is, why are people getting so upset about this?

    As I have stated above, nothing significant can be killed by this system, because ZOS is smart and thought it threw and disabled significant/important NPCs being killed. So it becomes a matter of "So what?" if the guards can die, they serve no purpose other than walking around, just as the NPCs that can be killed.
    Edited by SG_Celerrimus on February 3, 2015 2:51AM
  • DeLindsay
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    The Guards should stay exactly as difficult as they are right now on PTS, however, once they hit 0 Health they should actually die. As it sits right now they are literally unkillable. This may be intended for PTS but once it's Live they may very well do just that, die when they reach 0 Health.
  • SG_Celerrimus
    SG_Celerrimus
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    ...You know they have stated MANY times that the guards in towns and cities would be UNKILLABLE.

    joker_notsureifserious.jpg

    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.
  • Emma_Overload
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    The guards should be tough, but not unkillable.

    I feel the same way about the slaughter fish, by the way.
    #CAREBEARMASTERRACE
  • WraithAzraiel
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    ...You know they have stated MANY times that the guards in towns and cities would be UNKILLABLE.

    joker_notsureifserious.jpg

    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.

    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?
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
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  • SG_Celerrimus
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    I think a lot of people forgot what types of NPCs could be killed :P
  • Gemseed
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    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 :pensive:

    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
  • SG_Celerrimus
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    Gemseed 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 :pensive:

    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)
  • WraithAzraiel
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    Killing guards has absolutely nothing to do with being a solo player. You can't kill them solo, you can't kill them in a group. It's fair. It's balanced.
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • WraithAzraiel
    WraithAzraiel
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    Also, please don't use this as a springboard for more "ZOS hates Solo players" nonsense.
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • SG_Celerrimus
    SG_Celerrimus
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    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.

  • Gemseed
    Gemseed
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    Gemseed 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 :pensive:

    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)

    I litterally gave you the exact reason as to why they're unkillable...

    Unkillable guards may not be fun, on it's own, but it is a piece of the larger Justice System, which is fun.
  • Iluvrien
    Iluvrien
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    @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.

    Assuming, and this may or may not be a significant assumption*, that there is no NPC anywhere that either gives a quest, or sells/exchanges anything, gives access to an area or is interactable in any directly profitable way you still suggest there will be effects in terms of a lack of generic NPCs (if their presence adds nothing to the town, why are they there?) and becoming filled with players who are killing NPCs. There are effects, and they may well not be welcome ones. Just because you don't care if these things happen, does it mean that we should ignore the people who do?

    [* The tamriel unlimited announcement video with Matt Firor etc. shows Kai killing Camille Phien a marketplace trader in Daggerfall. Can you confirm that this functionality has been removed from the current PTS version?]
    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.

    Except that, back in early access and soon after release, people were making this complaint because the nodes were being camped by bots and bot trains. The extensive systematic removal of something that players want or desire does happen and is complained about. A single person complaining about another single person going out to collect ores will garner neither agreement or a solution from ZOS, but we aren't talking about situations like that.

    My example of griefing of RP'ers in taverns is a recognised problem and can and does get reported to the GMs in game. The implications of this situation do not, generally, boil down to a one on one situation. We are talking about organised groups continually doing this. That changes both the dynamic and the required response fundamentally.
    That kind of complaint just makes you go #facedesk #facepalm #really?

    Does it? And if people were using /feedback because they were continuously being prevented from going there due to a group wiping it clean and keeping it clean of all NPCs? That would still be your response?

    Interesting.
    Edited by Iluvrien on February 3, 2015 3:09AM
  • WraithAzraiel
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    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.
    Edited by WraithAzraiel on February 3, 2015 3:15AM
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • SG_Celerrimus
    SG_Celerrimus
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    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.

    There is absolutely NOTHING preventing me and my friends from doing what you are saying is the big reason for not being able to kill guards right now, just be selectively doing it in Daggerfall. There is a place where guards don't really bother going, where I could just sit there and kill 4-5 NPCs for hours, loading up my bags, and waiting.

    But wait, heres a problem, my bags only have so much inventory space, and I generally use that for other things. Also, banks don't accept stolen goods I believe, so I can't put it in there.

    So, heres the breakdown: I can kill NPCs as much as I want, loot them, sell the loot( 50 times a day only) and make a little pocket gold. Ok, lets do the math, 50 x say 250 gold as a median, that equates to about 12,500 gold. 12,500 gold is LAUGHABLY obtainable through other means... LAUGHABLY.

    EDIT: Now, lets say that I go this Legerdemain route and get the passive. I would need to fill my bags to a ridiculous amount in order to sell all the things, or have the items lined up for the next day. Now, what that would do, is it would prevent me from having bag space for other things, so I would need to delete stolen goods (as I cannot store them elsewhere), and so spending the time to fill up my bags just to delete it would become pointless

    Arguing that removing the fear of guards would enable people to go on mass looting sprees is a moot point because they can only make 12,500 gold a day doing that, an amount that is petty.
    Edited by SG_Celerrimus on February 3, 2015 3:25AM
  • WraithAzraiel
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    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
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • SG_Celerrimus
    SG_Celerrimus
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    @Iluvrien‌

    If a significant NPC with a real purpose could be killed, it would be a bug, and I am sure if it was abused repeatedly that ZOS would hotfix it, as there would be a major outcry from the community, as there is with any such bug.

    I am sure right now vendors and quest givers can't be killed right now (I am throwing fireballs at one and nothing is happening)

    I don't see any real negative effects to people killing generic NPCs. Here are my thoughts:

    Scenario 1: Person1 walks into town, bunch of generic NPCs walking around, killable guards, people killing generic NPCs and guards. Person1 sees his quest giver at the end of the street, walks over there, grabs quest, moves on, possibly joins in on the fight and has a good time and makes a little side money (50 sell limit).

    Scenario 2: Person2 walks into town, bunch of generic NPCs walking around, unkillable guards, people still killing generic NPCs around town. Person2 walks over to quest giver, on the way accidently left clicks and hits a mob. Person2 kills the mob, but now has bounty, but thinks nothing of it. Person2 meets angry guard. Angry guard is a god, kills Person 2 because he cannot defend himself and live, and tries to run away but gets stun/pulled. Person2 gets killed, is angry, has to walk back and just wasted his precious time.

    See, I really don't see a negative draw back to being able to kill guards, it has little to no effect on the game if it were to be allowed, other than a QoL improvement for some people. They prevent nothing, as people still kill NPCs with them being unkillable, they are just annoying and possibly hinder the game for others. Sure, there will be sounds of fighting, big deal.

    Many of the generic NPCs only serve the purpose of being justice system targets, as many of them I don't recall ever seeing before, and besides that, the generic NPCs only serve to populate the towns, which they are going to die anyway, with or without god guards, so really here is no purpose to not kill guards.
  • DanielMaxwell
    DanielMaxwell
    ✭✭✭
    The only way they can make the guards kill able would to restrict the targeting of NPCs for killing to flavor NPCs while making vendors , quest givers , bankers , and any other NPC that is need to progress the games storyline .

    If they make the guards kill able they should be made equal to a two pip elite boss in the open game world with a respawn time of .5 to 2 seconds coupled with a doubling mechanic on each respawn (i.e. every time you kill 1 guard two more spawn) .

    This would prevent the griefers from killing off the vital NPCs in the town while allowing the players who are "breaking" the in game laws a chance to escape or kill the guards .
  • Relyk04
    Relyk04
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    I agree with the OP. How can we be the savior of Nern, yet 6 of us can't take down a single guard?
  • Gemseed
    Gemseed
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    Relyk04 wrote: »
    I agree with the OP. How can we be the savior of Nern, yet 6 of us can't take down a single guard?

    6 is one thing. The OP specifically stated solo.
  • SG_Celerrimus
    SG_Celerrimus
    ✭✭✭✭✭
    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

    No... sorry, try again.

    There are other preventing measures in place to prevent people from mass looting, yes, so why should we need the guard one to keep people from wiping out towns (something they can already do regardless). The 50 sell limit and natural bag space should be enough to serve as blockers, there is no justifiable reason to have unkillable guards.

    I could, right now (and I am tempted to), throw up my livestream right now and record me ransacking Daggerfall, perfectly do-able as I did it earlier. I was mindful, and kept away from them, and still mass murdered. Its just an enjoyment thing to kill them.

    There is no point to mass wipe cities for hours at a time, because natural measures make the gain from that disappear in a few minutes, and to continue doing so isn't stopped by guards, because they can't protect anything because you can, like I said, still clear towns in a breeze without involving them.

    So again, try again my good sir, for you cannot /thread so soon.
  • LtCrunch
    LtCrunch
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    I think that they should be killable once(if) they implement the PVP portion of the justice system. IDK about anyone else but I think it would be pretty *** awesome to run into a town and see a group of player enforcers and player outlaw's going at it!

    This is the type of stuff I think many people envisioned when talking about an online TES game, really brings you into the world and make it feels much more dynamic and real. If they can't implement radiant-AI type content then implement systems(like the justice system) that let the players bring that dynamic element in.

    Making guards invincible to damage is extremely lame and lazy and has been my only major qualm with the justice system implementation.
    Edited by LtCrunch on February 3, 2015 3:45AM
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