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Why are guards unkillable?

  • sarttsarttsarttub17_ESO
    Because ZOS
  • Lettigall
    Lettigall
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    Guard fights should be very hard, maybe even with some timer, if you don't kill fast enough additional guards spawns. Also guards would have faster respawn time.
    Sharee wrote: »
    Why wouldn't you go on a guard killing spree? If you can just kill them, then it does not matter what your bounty is, since there won't be anyone who could force you to pay it.

    If every fight is boss fight and you don't know if you survive and if you survive guard will be back after moment you will not try to kill each guard you see. Okay you gonna form a big group and kill guards fast , but are you gonna be in that group forever? Do you think that there will be so many players who will be ready to get 10kk bounty and sneak in cities all the time for killing guards just for fun?

    Fighting guards or running from them should be an option.
    Some men just want to watch the world burn... I just want a cold beer!
  • Castagere
    Castagere
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    The thieves and murderers want it easy lol.
  • redspecter23
    redspecter23
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    While I understand guards being unkillable, I think they could improve on the system. Allow players to "knock out" guards a single time in order to escape. It might take some effort, but once knocked out you have maybe 2 seconds to open a door to escape a building or put some distance between you and the guard. Once he wakes up, he summons 15 of his friends to continue pursuit. Use your 2 seconds wisely.

    I also agree that we may see a more polished system once the pvp element is added. I won't care about the guards at all when actual players can hunt me down.
  • Teargrants
    Teargrants
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    Because immersion, the same reason for every other poor design like no minimap or other basic UI functionalities.
    ZigoSid wrote: »
    And people killing guards all day long and controlling the cities will ruin mine.
    Ragefist wrote: »
    Players wiping out towns ruin my immersion
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  • Blade_07
    Blade_07
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    dan958 wrote: »
    You are the hero of Tamriel, you are the only one who can face Molag 'Bal and the evil forces.

    ...Gets killed by a guard.

    lmao.....so true, so true man! Well said! ^^

    “Man can live about forty days without food, about three days without water, about eight minutes without air, but only for one second without hope.”

  • Roechacca
    Roechacca
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    While I'd like guards to be kill able take into consideration this is how it is and base your participation in the Justice system accordingly . Low level characters are even more unlikely to escape . There are areas where the loot is relatively easy to acquire .
  • neueregel
    neueregel
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    the only thing is, you should be able to exit a building if they arent going to allow you to at least try to kill your way out... If you are full of stolen loot, and have no recourse... then that is not right IMO. You cant go to the fence before you enter every place with guards to fence your items... That would be a time sink and unpractical.
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  • Teargrants
    Teargrants
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    The thing is, if guards are still untilkillable when they add the justice system PvP, it's gonna be pretty unbalanced.
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    Vehemence Council
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  • badmojo
    badmojo
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    Shunravi wrote: »
    Lettigall wrote: »
    They should make guards killable but killing guard should cost a lot. Huge bounty + reduced bounty decrease rate up to 90%, starting at 50% for 1st kill. If you get , lets say 10'000 bounty for 1 kill and it's decrease reduced to 50% you won't go on guard killing spree.

    No, you would not care about your bounty because you could just kill the guards and not pay. Bounty would be pointless. What's 10,000,000+ bounty if you are never truly held accountable? Town lockout would be the worst of it, but even then, someone who would be a guard killer probably wouldn't care.

    And guilds would have competitions to see who could survive the largest guard waves, for those who think increasing the number of guards after one is killed is a good way of doing it. If you think heal spamming was annoying, try every ability being spammed with a pile of bodies to boot. Think the old farming bots X100. It would not be just for giggles, there would be actual competitions around guard killing and dead cities.

    As it is, if you are getting caught by guards, you are doing it wrong.

    You're acting like no NPC can ever compare to a human player.

    How many times do you see people solo resources in Cyrodiil using melee? Imagine those Cyrodiil NPCs came running at you on the streets of Daggerfall. Then throw on top of that the possibility to lose HUGE amounts of gold if you should ever fall in combat.

    There would be absolutely no benefit to killing guards other than to allow players choice. Yet, you think players will go out of their way to spend all their game time doing it... to what end? Even if they did, is it such a huge problem to walk around a fight happening in town? Oh no some corpses are littering the streets, my game is ruined! Newsflash, that's already ingame.
    [DC/NA]
  • Natjur
    Natjur
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    Its already very easy to get away from a guard, I think the system is fine the way it is. Just can't wait to the other half of the system gets added, and I can hunt players with bounty's.

    But the Enforcer's "Summon Guard' skill may need to be changed to a non immortal version of the guards.
  • Shunravi
    Shunravi
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    badmojo wrote: »
    Shunravi wrote: »
    Lettigall wrote: »
    They should make guards killable but killing guard should cost a lot. Huge bounty + reduced bounty decrease rate up to 90%, starting at 50% for 1st kill. If you get , lets say 10'000 bounty for 1 kill and it's decrease reduced to 50% you won't go on guard killing spree.

    No, you would not care about your bounty because you could just kill the guards and not pay. Bounty would be pointless. What's 10,000,000+ bounty if you are never truly held accountable? Town lockout would be the worst of it, but even then, someone who would be a guard killer probably wouldn't care.

    And guilds would have competitions to see who could survive the largest guard waves, for those who think increasing the number of guards after one is killed is a good way of doing it. If you think heal spamming was annoying, try every ability being spammed with a pile of bodies to boot. Think the old farming bots X100. It would not be just for giggles, there would be actual competitions around guard killing and dead cities.

    As it is, if you are getting caught by guards, you are doing it wrong.

    You're acting like no NPC can ever compare to a human player.

    How many times do you see people solo resources in Cyrodiil using melee? Imagine those Cyrodiil NPCs came running at you on the streets of Daggerfall. Then throw on top of that the possibility to lose HUGE amounts of gold if you should ever fall in combat.

    There would be absolutely no benefit to killing guards other than to allow players choice. Yet, you think players will go out of their way to spend all their game time doing it... to what end? Even if they did, is it such a huge problem to walk around a fight happening in town? Oh no some corpses are littering the streets, my game is ruined! Newsflash, that's already ingame.

    Dude, I solo Cyrodiil resources with melee all the time. Its a great diversion tactic. Those guards, while strong, are not all that scary. The only one I find troublesome is the tower mage (so not 100% melee....) Those npcs running at me on the streets of Daggerfall would end up in a nice and tidy pile in a courtyard. Now if there was some other npc....

    And to avoid loss of HUGE amounts of gold, you simply don't carry that much around. You do have a bank you know. I don't carry more than 2k when I'm doing the bad things. So in those rare cases when I am caught and unable to avoid the guards, I don't get to bad of a penalty. (<hint for anyone who keeps losing money. The hideouts have bankers....)

    Players spend hours of game time doing things that have no ingame reward already. Ever heard of roleplay? Of course, what im saying is, maybe guilds will have attrition competitions to see how far they can go (before the inevitable server crash) and have a pot for rewards to the victor. Ive seen it before, no reason it couldn't happen here.

    Now, you seem to be under the impression that I have an issue with dead npcs and fights everywhere. I don't. I actually like it because it feels like an even more active world. I'm simply using the immersion argument on my side of things. I already have the mass murderer achievement (though I did it in the low population vet zones as to not bother others.) People have been complaining about healspam since forever. Some have lauded the JS as a means to stem the spam. Killable guards would make the healspam inconsequential again. And that's what I was referencing.

    And again, no one would care about the bounty if they were able to kill the guards. Unkillable guards with the high bounty I stated make it far more of an issue as they are more of a threat to having such a high sum.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • WraithAzraiel
    WraithAzraiel
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    Because griefing.

    ZOS wants everyone to be able to experience the Justice System. How would anyone do that if there were no guards to discourage *** and knuckleheads from annihilating entire towns of the kill-able NPCs every time they respawn?

    And don't try to act like there aren't people you know personally that wouldn't do that if given the chance.
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  • Iluvrien
    Iluvrien
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    And don't try to act like there aren't people you know personally that wouldn't do that if given the chance.

    People are already wandering around killing everything they can kill. I was in Rivenspire (silver) last night and that wasn't exactly a haven of peace and tranquility.
  • C3N50R3D
    C3N50R3D
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    Except why does your character forget how to open doors when guards are aggro'd? :tongue:
  • RainfeatherUK
    RainfeatherUK
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    I thought for a moment that this thread was about unkillable guar ...

    I actually thought it was another thread on Sheliza >_<

    Maybe, like every other problem, the answer is with @Sypher. Killer of the unkillable.
  • Natjur
    Natjur
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    C3N50R3D wrote: »
    Except why does your character forget how to open doors when guards are aggro'd? :tongue:
    I blame the ESO gods.

    Stendarr, the god of Justice, tells all the guards as soon as anyone is murdered (even if no one sees) so they go after you.
    Arkay, the god of Funerals, I think he locks the doors.
    Edited by Natjur on March 16, 2015 1:50AM
  • nerevarine1138
    nerevarine1138
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    badmojo wrote: »
    Shunravi wrote: »
    Lettigall wrote: »
    They should make guards killable but killing guard should cost a lot. Huge bounty + reduced bounty decrease rate up to 90%, starting at 50% for 1st kill. If you get , lets say 10'000 bounty for 1 kill and it's decrease reduced to 50% you won't go on guard killing spree.

    No, you would not care about your bounty because you could just kill the guards and not pay. Bounty would be pointless. What's 10,000,000+ bounty if you are never truly held accountable? Town lockout would be the worst of it, but even then, someone who would be a guard killer probably wouldn't care.

    And guilds would have competitions to see who could survive the largest guard waves, for those who think increasing the number of guards after one is killed is a good way of doing it. If you think heal spamming was annoying, try every ability being spammed with a pile of bodies to boot. Think the old farming bots X100. It would not be just for giggles, there would be actual competitions around guard killing and dead cities.

    As it is, if you are getting caught by guards, you are doing it wrong.

    You're acting like no NPC can ever compare to a human player.

    No NPC can compare to a human player. Players can't be forced to bug out and give up a search after a few seconds of you being invisible in the exact same room as them. Players don't run in to pathing issues with rocks. Players don't stop at the edge of the water.

    NPC behavior can always be exploited, and a certain subset of players will always exploit that behavior in the name of "playing well". Until the PvP elements of this system are in place, it makes no sense to have killable guards.
    ----
    Murray?
  • frould
    frould
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    C3N50R3D wrote: »
    Except why does your character forget how to open doors when guards are aggro'd? :tongue:
    This is really problem pay or die situation.

  • Mr.Hmm
    Mr.Hmm
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    dan958 wrote: »
    You are the hero of Tamriel, you are the only one who can face Molag 'Bal and the evil forces.

    ...Gets killed by a guard.

    If I die tomorrow I do not want to think of the game I could of played today, therefor I will play whatever I want today while securing a future to play in as well.

    A true gamer will think of all the possible outcomes and execute the one that is the hardest to accomplish.
  • nathan_bri
    nathan_bri
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    Easy answer: Because ZoS wants to see how the dynamic of unkillable guards plays out within the game.
  • Kalman
    Kalman
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    Because of horrible design decision.
  • teladoy
    teladoy
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    I would do guards possible to be killed, but you would be considerer an assasin and any player of the world can hunt you and steal from you something you would drop, hahahahahhaha.
  • Radolfus
    Radolfus
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    I thought for a moment that this thread was about unkillable guar ...

    I actually thought it was another thread on Sheliza >_<

    Maybe, like every other problem, the answer is with @Sypher. Killer of the unkillable.

    *Cough *points at his signature
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  • morenojc71
    morenojc71
    Soul Shriven
    They are GUARDS. They are there to keep hooligans from running amok.

    Anyone remember a game way back when where people would stand around the bank showing off their black horses and electric green plate? What happened when a thieving *** tried to steal something? (I was a thieving ***) Someone just had to say "GUARDS" and BAM! 6 guards materialized out of thin air and insty killed the perp.

    So, for you complainers, at least you have a chance to get away. If you really want "Dread Lord" for a title you will have to pay dues to get it.

    They should implement a rep system as well. Let's see how you fair being labeled a murderer and unable to transact any business in or near town all the while being hunted by players for bounty rewards. Not to mention, once you are killed you may have to wait several hours, days, or weeks to rez. I scoff at your 'no consequences' thieving and murdering then you complain when you can't kill the ONE thing put in place to keep you in check.
    Edited by morenojc71 on March 16, 2015 2:40PM
  • Adramelach
    Adramelach
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    Does make for a pretty crappy, incoherent storyline overall...

    Why didn't they just send some town guards to take out Molag Bal in 30 seconds. Maybe our job could have been to approach a guard and whisper "I saw Molag Bal steal a melon from that basket over there"

    Problem solved.
  • Cry_Wolfe
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    the guards are push overs, even my lv22 templar runs away from them with ease.

    create two types of guard.
    the first is leveled to the zone, with abilities to suit, they are drawn from the common folk. The only standout for these mobs is that if you attack them they blow a whistle (even at point of death).

    the second is vr14+2, they come in class flavours, they are the elite town guard. These guys are killable as well, and they also have a whistle, but they blow it when they get to 50% hp.

    everytime a whistle is blown two elite guards spawn 60m away and proceed to the conflict.


    It is not an argument to say that player created content in a SANDBOX mmo is bad, it is an indicator that the mmo is not a Sandbox.

    RP immersion survives because the rule set isnt broken, players can still run if they need to-or they can fight if they want to. The difference is that the choice is given to the players, and that the consequences are real.

    Alert levels should decay somewhat, but fines should not. At some point, if a player/character is really trying to be bad, then it should stick. There should be viable routes for players to be bad, as well as drawbacks, the payoff is in the freedom to be bad- that is also a player choice. Being a bad guy should not be instant, but it should happen if that road is traveled.

    Perhaps the thieves den should sell "Disguises"? :P not that i'd expect something so far from the Generic MMO mold that ZoS seems intent on following.

    edit:
    carrying less gold than your fine should not negate the entire fine, only that portion of it that you can cover. :P
    inability to cover a fine results in a stern beating from the guards, you can pay for your repair bill out of the gold you kept stashed in your bank :)
    Edited by Cry_Wolfe on March 16, 2015 3:21PM
  • Grao
    Grao
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    Valn wrote: »
    Surely we should be able to kill a guard, at least with the help of someone else? Only that way our bounties will go up higher and higher. Right now if you get caught, paying the fine or running seems to be the only option..

    We've actually discussed this matter with Jason and Jessica in two different guild + ZoS meetings. Their response was that they made guards unkillable to make it impossible for players to form raid groups to attack towns. My hope is that guards will be killable once the PvP part of the justice comes out, if it ever does,
  • crowfl56
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    same old tired story, I'm dumb and the guards killed me.

    I loved watching folks die to the guards, because it was all the same ability spammers the ruin everyone's exp in game in towns like Elden Root or Rawl'kha.

    So now those same ol'griefers want to be able to kill the guards, well Hell No, die you criminals DIE :)
  • wraith808
    wraith808
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    If you're fighting the guards... you're a terrible thief.
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