DanielMaxwell wrote: »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 .
SG_Celerrimus wrote: »@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.
WraithAzraiel wrote: »DanielMaxwell wrote: »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 .
Have you not been on the PTS at all?
The guards are 3 or 4 pip super elites. You can't attack bankers, quest givers, quest npcs, or merchants.
Flavor NPCs respawn in a couple of minutes. Super quick. Like 5 minutes tops.
And so far I haven't seen a point where I couldn't loot one of the NPCs I've killed.
That fact, coupled with the respawn rate, added to hypothetical scenario where guards are killable? A small group could wipe a town clean for hours on end, raking in cash and making the value of gold in the guild trader system that of water.
SG_Celerrimus wrote: »WraithAzraiel wrote: »DanielMaxwell wrote: »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 .
Have you not been on the PTS at all?
The guards are 3 or 4 pip super elites. You can't attack bankers, quest givers, quest npcs, or merchants.
Flavor NPCs respawn in a couple of minutes. Super quick. Like 5 minutes tops.
And so far I haven't seen a point where I couldn't loot one of the NPCs I've killed.
That fact, coupled with the respawn rate, added to hypothetical scenario where guards are killable? A small group could wipe a town clean for hours on end, raking in cash and making the value of gold in the guild trader system that of water.
HOW are you getting this illusion that people are going to get BANK RICH off this?????
Again, heres the break down:
Kill NPCs for 1 hour - Use up all 50 sell slots. I have say 100 Inventory slots, I fill those up and can't loot anymore. Whats the damn point to keep going, I finish WAY before my house is up, because NPCs drop 1-multiple things when they die, so my inventory fills up. I now need to wait till tomorrow to sell another 50, but oh wait, my bags are already filled, so I don't need to kill until tomorrow, and it took me less than an hour to fill my bags.
THERE IS NO SUSTAINABLE CONSTANT CASH FLOW FROM THIS THAT IS SIGNIFICANT. Its chump change at best, maybe a small decent amount with the passive, but I think the passive is a little bugged atm (aka PTS).
I am failing to see where you are getting this illusion of dollar signs from.
WraithAzraiel wrote: »SG_Celerrimus wrote: »WraithAzraiel wrote: »DanielMaxwell wrote: »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 .
Have you not been on the PTS at all?
The guards are 3 or 4 pip super elites. You can't attack bankers, quest givers, quest npcs, or merchants.
Flavor NPCs respawn in a couple of minutes. Super quick. Like 5 minutes tops.
And so far I haven't seen a point where I couldn't loot one of the NPCs I've killed.
That fact, coupled with the respawn rate, added to hypothetical scenario where guards are killable? A small group could wipe a town clean for hours on end, raking in cash and making the value of gold in the guild trader system that of water.
HOW are you getting this illusion that people are going to get BANK RICH off this?????
Again, heres the break down:
Kill NPCs for 1 hour - Use up all 50 sell slots. I have say 100 Inventory slots, I fill those up and can't loot anymore. Whats the damn point to keep going, I finish WAY before my house is up, because NPCs drop 1-multiple things when they die, so my inventory fills up. I now need to wait till tomorrow to sell another 50, but oh wait, my bags are already filled, so I don't need to kill until tomorrow, and it took me less than an hour to fill my bags.
THERE IS NO SUSTAINABLE CONSTANT CASH FLOW FROM THIS THAT IS SIGNIFICANT. Its chump change at best, maybe a small decent amount with the passive, but I think the passive is a little bugged atm (aka PTS).
I am failing to see where you are getting this illusion of dollar signs from.
IT'S NOT JUST 50 SELL SLOTS.
Putting 1 point into the passive gives you 120 sell/launder slots. Putting another point into that passive increases that amount by whatever%.
I'm not talking about people just starting off with the justice system.
Committing any amount of time to this with all the bag upgrades and all the horse bound inventory upgrades and you can make a significant amount of money.
Yes I have and I am aware of the strength of the guards on the PTS . I am also aware that certain NPCs are not target able .WraithAzraiel wrote: »DanielMaxwell wrote: »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 .
Have you not been on the PTS at all?
The guards are 3 or 4 pip super elites. You can't attack bankers, quest givers, quest npcs, or merchants.
Flavor NPCs respawn in a couple of minutes. Super quick. Like 5 minutes tops.
And so far I haven't seen a point where I couldn't loot one of the NPCs I've killed.
That fact, coupled with the respawn rate, added to hypothetical scenario where guards are killable? A small group could wipe a town clean for hours on end, raking in cash and making the value of gold in the guild trader system that of water.
WraithAzraiel wrote: »Trafficker - Increases the number of fence interactions you can use each day by 120%.
You can place 4 points into this passive, allowing for a max of 1,166 sell/launder slots per day as long as the percentage stays at an increase of 120% with each point.
Should the percentage drop after the 2nd point is allocated the maximum number is subject to change.
SG_Celerrimus wrote: »How is killing generic NPCs harmful to other players?
SG_Celerrimus wrote: »How is killing generic NPCs harmful to other players?
Maybe once you work this out, you might understand why at least a couple of us are against this.
SG_Celerrimus wrote: »Thats the problem I can't work it out. I see no draw back to it, other than COMPLETELY pointless ones, and no one is telling me their reasons or giving me any base to see any real reason against it.
The only reason I can think of is pure cosmetic reasons of "Oh, I liked how that guy looks, now I am sad that I have to wait 30 seconds for him to respawn".
SG_Celerrimus wrote: »@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.
SG_Celerrimus wrote: »BEFORE READING THIS- KEEP IN MIND THE IMPORTANT FACT THAT ONLY GENERIC NPCS CAN BE KILLED BY THE JUSTICE SYSTEM, NOT QUEST GIVERS, VENDORS, BANKERS, ETC.
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.
Those 'generic' NPCs are what give cities, towns, hamlets, etc. character and brings the world to life .. I don't want to quest in a wasteland where bored PVPers have ganked the NPCs, I saw that enough in WOW I don't need to see it here too.SG_Celerrimus wrote: »BEFORE READING THIS- KEEP IN MIND THE IMPORTANT FACT THAT ONLY GENERIC NPCS CAN BE KILLED BY THE JUSTICE SYSTEM, NOT QUEST GIVERS, VENDORS, BANKERS, ETC.
Cervanteseric85ub17_ESO wrote: »Drawberrry wrote: »Doesn't bother me
The guard's are suppose to be the best of the best to protect their kingdom after all...
They should have sent them to save Tamriel instead of all these unnamed heros then
SG_Celerrimus wrote: »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.
Those 'generic' NPCs are what give cities, towns, hamlets, etc. character and brings the world to life .. I don't want to quest in a wasteland where bored PVPers have ganked the NPCs, I saw that enough in WOW I don't need to see it here too.SG_Celerrimus wrote: »BEFORE READING THIS- KEEP IN MIND THE IMPORTANT FACT THAT ONLY GENERIC NPCS CAN BE KILLED BY THE JUSTICE SYSTEM, NOT QUEST GIVERS, VENDORS, BANKERS, ETC.
You don't have to slaughter my quest givers in order to negatively affect me hugely, killing other NPCs equally hurts my game experience. Go PVP if you want to kill anything but the PVE mobs, you don't need to kill 'greens'.