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.
TheShadowScout wrote: »Permanent bounty is a bad idea, I would think. Mess up a character forever?? No.
Persistent for a while... much better. Can be a long while if there was a special quest you'd have to do to get your "outlaw" status revoked...
heith182ub17_ESO 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 .
all that he said is truth.. the potential is there for some fun sandbox, pvp, and RP
firstdecan wrote: »starkerealm wrote: »
I have to agree the guards are fine. They're not killable, but it's not that difficult to outrun them. It's not easy, but once you've managed it once or twice it's just another repetitive game mechanic.
Maverick827 wrote: »Unbeatable guards is so anti-Elder Scrolls that it hurts.
JoffyToffy69 wrote: »This thread seems way to long (cbf reading it all), so I apologize if someone already suggested my idea.
A solution to large groups trolling areas and killing all guards would be to allow PVP. If there are large groups killing guards, I'm sure there will be large groups ready to take on the "trolls".
Make other players become guards.
It would be like defending a keep in Cyrodiil.
People will notice all the buildings on fire while invading daedra are attacking them in front of a blacksmithing station.JoffyToffy69 wrote: »This thread seems way to long (cbf reading it all), so I apologize if someone already suggested my idea.
A solution to large groups trolling areas and killing all guards would be to allow PVP. If there are large groups killing guards, I'm sure there will be large groups ready to take on the "trolls".
Make other players become guards.
It would be like defending a keep in Cyrodiil.
This is already planned as a part of the justice system to come later. Unfortunately, griefers, by nature of initiating action, will be far more organized than responders. Then when responders show up they can simply determine a new location to grief and it will take some time for the responders to find out...
They already can. On PTS I successfully fled from guards with a character that was fresh out of Coldharbour (I had been trying out the new tutorial). I had to break free of talons twice, run like the wind, get to a place where the guards couldn't see me, and go into stealth as soon as possible, but it worked, and I was only level 4.Players should also be able to flee from guards succesfully or even fight them for a while.
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jelliedsoup wrote: »i don't see why the guards can't be killable and just spawn quickly. They can still be tough to kill just not impossible. All you can do is try to eacape when one targets you. Makes it kinda silly.
Old ES games just made guards hard to kill.

...
Perhaps ESO could borrow a page from EVE and provide different areas with different level of security. Large and/or wealthy cities/towns/villages can be the equivalent of EVE 1.0 space. Very safe, and they can afford the best most powerful guards, hence very little chaos, and very big rewards for those who can *subtly* commit crimes. Those of us who want some measure of civilized behavior would hang out in these places.
Other parts of the world could be the equivalent of EVE's null-sec, with weak/beginner or even no guards and in a constant state of turmoil. Never a quiet moment, and mayhem rules. Not so much loot (unless maybe in the home of the local bandit chieftain?) but chaos would be its own reward for that type of player. ...
SG_Celerrimus wrote: »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?
I think you are overstretching what I am saying. I am NOT saying make them easy as water to the point where you can just down a pack of them with a swing and keep on frolicking.
What I AM saying is to make them KILLABLE in that they actually take some damage, so you have a chance to fight for your life and be able to kill them and get away.
They should make them killable, but still tough enough so that if you attract 2+, your basically toasted.
And what I am saying is that there are more than enough trolls and griefers in this game to roam from zone to zone, town to town, in packs of VR14's slaughtering everything in sight just because they can. That's exactly what would happen.
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.
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.
heith182ub17_ESO wrote: »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.
THREADOMANCY!!SG_Celerrimus wrote: »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?
I think you are overstretching what I am saying. I am NOT saying make them easy as water to the point where you can just down a pack of them with a swing and keep on frolicking.
What I AM saying is to make them KILLABLE in that they actually take some damage, so you have a chance to fight for your life and be able to kill them and get away.
They should make them killable, but still tough enough so that if you attract 2+, your basically toasted.
And what I am saying is that there are more than enough trolls and griefers in this game to roam from zone to zone, town to town, in packs of VR14's slaughtering everything in sight just because they can. That's exactly what would happen.
And so what? A buncha nobodies got killed? They do respawn.
He's right. Unkillable guards is unnecessary and sucks a lot.