I love that the guards can't be killed. It forces thieves to actually be thieves, not turn into mass serial killers as soon as they screw up. It forces people to suffer the consequences of failure(being able to just kill the guard is not suffering any kind of consequence unless they call in like 5 other guards to help) and to play strategically; something this game severely lacks at certain points.
golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
No no no, what I'm suggesting is make the guards killable, but call in backup, eventually leading to the same outcome of running away or dieing. They should keep the same damage and CC, you won't be able to "ignore them"
Wolves do it, why can't guards.
driosketch wrote: »golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
No no no, what I'm suggesting is make the guards killable, but call in backup, eventually leading to the same outcome of running away or dieing. They should keep the same damage and CC, you won't be able to "ignore them"
Wolves do it, why can't guards.
The outcome would be the same, but one would use a lot more resources to accomplish.
If you give players the ability to kill guards, they will kill guards. Right now you generally don't get players rushing to help a fleeing thief because it's futile. If players can kill guards, they will try to, and the more that jump in the more guards will spawn until it's a cluster.
golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
No no no, what I'm suggesting is make the guards killable, but call in backup, eventually leading to the same outcome of running away or dieing. They should keep the same damage and CC, you won't be able to "ignore them"
Wolves do it, why can't guards.
golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
No no no, what I'm suggesting is make the guards killable, but call in backup, eventually leading to the same outcome of running away or dieing. They should keep the same damage and CC, you won't be able to "ignore them"
Wolves do it, why can't guards.
I can understand asking for a tone down on the relentless CC spam they do, but do not make guards killable. If this happens, then thieving will become a complete joke. there will be no strategy required, no real planning involved, and very little risk taking required to be successful. People would literally make groups solely formed to just kill guards, and make thieving require very little effort. This game needs more strategy to it, and the justice system currently provides some much needed strategy.
golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
No no no, what I'm suggesting is make the guards killable, but call in backup, eventually leading to the same outcome of running away or dieing. They should keep the same damage and CC, you won't be able to "ignore them"
Wolves do it, why can't guards.
I can understand asking for a tone down on the relentless CC spam they do, but do not make guards killable. If this happens, then thieving will become a complete joke. there will be no strategy required, no real planning involved, and very little risk taking required to be successful. People would literally make groups solely formed to just kill guards, and make thieving require very little effort. This game needs more strategy to it, and the justice system currently provides some much needed strategy.
Did you read what you quoted?
If the guards were killable what's to stop a guild coming in and killing the entire town? I know essential npc's cant be targeted, but ZoS really has to protect the play experience of the majority ie. leveling/questing/trading/crafting in the area.
I know its a little different. But i remember playing WoW before battle grounds were introduced. Leveling in certain areas were a complete nightmare because of the constant of mass pvp (Southshore, Ashenvale and Barrens). The towns were in constant disarray.
Maybe with the envisaged justice systems the guards will be killable. But for now the unkillable guards work.
golfer.dub17_ESO wrote: »It's not even that hard to be a good thief, people just don't even try to play properly and rack up 80k bounties in the process. "Why pay a few hundred gold every now and then when I can just completely ignore the bounty and let it grow exponentially, herp-derp."
Make guards killable, everyone's just going to make thieving groups in order to kill them without any effort and without even caring about their bounties simply because they'll never die. After all if you're making them killable you're actually designing them to be killed, otherwise there's no point in making them "killable" when they aren't in practice.
I would however at least agree on toning down the CC as a compromise. Being constantly ran out of town by invincible guards is enough punishment, no reason make dying so easy on top of that. Fleeing isn't fleeing if you're constantly locked in place.
No no no, what I'm suggesting is make the guards killable, but call in backup, eventually leading to the same outcome of running away or dieing. They should keep the same damage and CC, you won't be able to "ignore them"
Wolves do it, why can't guards.
I can understand asking for a tone down on the relentless CC spam they do, but do not make guards killable. If this happens, then thieving will become a complete joke. there will be no strategy required, no real planning involved, and very little risk taking required to be successful. People would literally make groups solely formed to just kill guards, and make thieving require very little effort. This game needs more strategy to it, and the justice system currently provides some much needed strategy.
Did you read what you quoted?
yes, its why i responded:/
i do not want guards killable, and I have explained why.
It's just not good nor fun that they aren't killable. Make them hard, sure, but able to be killed. Make them call backup if one is almost killed so that you'll eventually be overrun or need to run away.
I'm not suggesting the ultimate outcome be any different, just that guards aren't stronger than Molag Bal.
You should be able to kill a guard, have your bounty increased a lot for it, and then end up dealing with 2 or 3 guards trying to kill you.
It's just not good nor fun that they aren't killable. Make them hard, sure, but able to be killed. Make them call backup if one is almost killed so that you'll eventually be overrun or need to run away.
I'm not suggesting the ultimate outcome be any different, just that guards aren't stronger than Molag Bal.
You should be able to kill a guard, have your bounty increased a lot for it, and then end up dealing with 2 or 3 guards trying to kill you.
So take the unique element out and make it yet another dps for the win challenge?
No.