I believe guards should be killable, but with a heavy price:
1-Guards should have the same difficulty as a 12 person raid boss.
2-Killing of a guard should grant legendary gear that must be laundered.
3-Killing of a guard should affect the perpetrating player in terms of constant harassment in all cities unless the perpetrating players fullfil certain quest requirements, we'll call this a redemption quest.
4-The loss of a guard in a city will make that city overrun with mobs and players must fulfill writs or fight off a certain number of mobs before they can access the bank or get more quests.
5-Any non perpetrating player who helps a criminal player on their redemption quest should be rewarded, maybe a key to that victim city that opens all the doors and chests and lootable objects wirhout being a fugitive. The helping player shall have a title like "Shepard of Redemption.".
6-The Shepard of Redemption title should be stackable, and every time the quest is completed, they get an item or title when equipped grants a buff.
7-If the shepard of redemption also participates in restoring the city as described in #4, they should also recieve the title "hero of x township" and talking to npcs of x township will get items for free. The more often they complete both the shepard and hero quest the better the items.
Well that's just the overview of what should happen to the killing player, the town that lost the guard, and how bystanding good samaritans might be able to or be forced to help. The difficulty and intricacies of the fall out quests should be left to the designers to hammer out the details.
GW2 designers had something like this in mind before they developed the game, it's a good cycle of quests and incentivizes interaction with the community and the game environment. I'm proposing this game takes it to the next level.
I believe guards should be killable, but with a heavy price:
1-Guards should have the same difficulty as a 12 person raid boss.
2-Killing of a guard should grant legendary gear that must be laundered.
3-Killing of a guard should affect the perpetrating player in terms of constant harassment in all cities unless the perpetrating players fullfil certain quest requirements, we'll call this a redemption quest.
4-The loss of a guard in a city will make that city overrun with mobs and players must fulfill writs or fight off a certain number of mobs before they can access the bank or get more quests.
5-Any non perpetrating player who helps a criminal player on their redemption quest should be rewarded, maybe a key to that victim city that opens all the doors and chests and lootable objects wirhout being a fugitive. The helping player shall have a title like "Shepard of Redemption.".
6-The Shepard of Redemption title should be stackable, and every time the quest is completed, they get an item or title when equipped grants a buff.
7-If the shepard of redemption also participates in restoring the city as described in #4, they should also recieve the title "hero of x township" and talking to npcs of x township will get items for free. The more often they complete both the shepard and hero quest the better the items.
Well that's just the overview of what should happen to the killing player, the town that lost the guard, and how bystanding good samaritans might be able to or be forced to help. The difficulty and intricacies of the fall out quests should be left to the designers to hammer out the details.
GW2 designers had something like this in mind before they developed the game, it's a good cycle of quests and incentivizes interaction with the community and the game environment. I'm proposing this game takes it to the next level.
No
What you describe would be possibly the worst thing they could do. It would cause a perpetual killing spree of 24 man raids to constantly wipe out towns. Making them killable may already trigger this, but giving a reward on top of it? There would never be any ceasefire in towns and cities. It would be like constant healspam, but with all abilities, and all the time. Try to do anything, even talk to quest npcs with all that going on.
I believe guards should be killable, but with a heavy price:
1-Guards should have the same difficulty as a 12 person raid boss.
2-Killing of a guard should grant legendary gear that must be laundered.
3-Killing of a guard should affect the perpetrating player in terms of constant harassment in all cities unless the perpetrating players fullfil certain quest requirements, we'll call this a redemption quest.
4-The loss of a guard in a city will make that city overrun with mobs and players must fulfill writs or fight off a certain number of mobs before they can access the bank or get more quests.
5-Any non perpetrating player who helps a criminal player on their redemption quest should be rewarded, maybe a key to that victim city that opens all the doors and chests and lootable objects wirhout being a fugitive. The helping player shall have a title like "Shepard of Redemption.".
6-The Shepard of Redemption title should be stackable, and every time the quest is completed, they get an item or title when equipped grants a buff.
7-If the shepard of redemption also participates in restoring the city as described in #4, they should also recieve the title "hero of x township" and talking to npcs of x township will get items for free. The more often they complete both the shepard and hero quest the better the items.
Well that's just the overview of what should happen to the killing player, the town that lost the guard, and how bystanding good samaritans might be able to or be forced to help. The difficulty and intricacies of the fall out quests should be left to the designers to hammer out the details.
GW2 designers had something like this in mind before they developed the game, it's a good cycle of quests and incentivizes interaction with the community and the game environment. I'm proposing this game takes it to the next level.
No
What you describe would be possibly the worst thing they could do. It would cause a perpetual killing spree of 24 man raids to constantly wipe out towns. Making them killable may already trigger this, but giving a reward on top of it? There would never be any ceasefire in towns and cities. It would be like constant healspam, but with all abilities, and all the time. Try to do anything, even talk to quest npcs with all that going on.
The killing spree raids will stop when the perpetrators run out of resources. They cant repair equip, cant access bank, cant create gear(no bank access), cant get quests except the redemption quest. If the devs are evil enough, might even cut off wayshrine and mail access to fugitives.
Its just a raw outline that needs some finetuning and no where a completed scenario. The non fugitive players can find content in both the town hero and redemption roles. Shooting down ideas is something I'm very familiar with but constructive (alternative) feedback is more important to getting these ideas across to the designers.
Here's part of what you're not seeing: gold farmers. Allowing guards to be killed opens the system up to potential abuse by gold farmers.SG_Celerrimus wrote: »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.
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".
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starkerealm wrote: »
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
but all guards use to be adventures like us before they took an arrow to the knee
SG_Celerrimus wrote: »The guards are supposed to be invincible. You aren't supposed to be able to beat them or get away from them. Working as intended. This isn't just for the PTS either, it was intended to be this way when it goes live as well.
I think that really takes away from the potential fun of the system. They should be really hard, yes, but they should be killable at least, that way its possible to do things like kill them for RP purposes, and escape after breaking the law.
And that would be fine for RP purposes, but ESO consists of more than just RP players. There would be literally thousands of griefers and jackwagons that would constantly go from town to town slaughtering everyone and everything and stealing as they go just to be doing it. How would that add to your immersion as an RP'er if everyone was dead in every town you went to every day?
SG_Celerrimus wrote: »
DanielMaxwell wrote: »Until they implement the PvP portion of the justice system having the guards be unkillable makes since .
When they do implement the PvP portion of the Justice system , the guards will have to be killable , otherwise the players who wish to be guards will not be able to fulfill that role with the NPC guards killing off the criminal PCs.
Everyone should remember this is an MMO so other players preferred play styles will have an unwanted effect on your game play , there will have to be compromises so that most players can have a game play experience that they can enjoy most of the time .
TheShadowScout wrote: »And... I am liking the idea of a persistent "guard killer" or "outlaw" effect that you keep through respawns if you do take one down, until you remove it through some quest.
The guards are supposed to be invincible. You aren't supposed to be able to beat them or get away from them. Working as intended. This isn't just for the PTS either, it was intended to be this way when it goes live as well. Otherwise, players would just enter a town and slaughter everyone and steal everything with no consequence.