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Why I think PVP Enforcers would be a bad idea...

  • nerevarine1138
    nerevarine1138
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    Tandor wrote: »
    Gix wrote: »
    The enforcer mechanic will pretty much work the same way as it is now with guards.

    1) You need to be caught before getting a bounty.
    2) You need a high bounty before guards (and enforcers) will KoS you, otherwise guards will just ask that you pay the fine.
    3) Being an enforcer will be a choice. If you don't think you can (or want to) take out the thieves, then don't enforce.

    You can completely avoid PvP by:
    1) Not getting caught.
    2) Don't get your bounty too high.
    3) Pay fines.
    4) Not steal.

    How is this hard to understand?

    It's not hard to understand, but then nor is it hard to understand why some players just don't want PvP in PvE areas at all, let alone PvP consequences for PvE crimes in those PvE areas.

    I'd have more respect for those calling for PvP to be introduced into the open world if they also supported the calls for a PvE campaign/instance to be introduced in Cyrodiil. All they really want, however, is full-on open world PvP and they see this as the first step to achieving that.

    I haven't heard any PvP players speaking out against Imperial City.
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    Murray?
  • Fleshreaper
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    Grao wrote: »
    will stimulate other players to look more closely into PvP.

    No, it will not. It will keep more players from take part in the Justice System.
    Grao wrote: »
    They will probably only be able to act within the cities boundaries and close surroundings just like the NPC guards, not to mention you can always run to the closest bandits hide hole.

    Another player is not going to stop trying to kill you until you are either dead or they are dead. What's going to happen you, run out of the city as they are chasing you and they just hit a magic invisible wall?
  • BBSooner
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    Tandor wrote: »
    Gix wrote: »
    The enforcer mechanic will pretty much work the same way as it is now with guards.

    1) You need to be caught before getting a bounty.
    2) You need a high bounty before guards (and enforcers) will KoS you, otherwise guards will just ask that you pay the fine.
    3) Being an enforcer will be a choice. If you don't think you can (or want to) take out the thieves, then don't enforce.

    You can completely avoid PvP by:
    1) Not getting caught.
    2) Don't get your bounty too high.
    3) Pay fines.
    4) Not steal.

    How is this hard to understand?

    It's not hard to understand, but then nor is it hard to understand why some players just don't want PvP in PvE areas at all, let alone PvP consequences for PvE crimes in those PvE areas.

    I'd have more respect for those calling for PvP to be introduced into the open world if they also supported the calls for a PvE campaign/instance to be introduced in Cyrodiil. All they really want, however, is full-on open world PvP and they see this as the first step to achieving that.

    There already is PvE in the PvP zone. Having PvP in the PvE zone that first requires special circumstances to even participate in is incredibly fair, especially considering dying to a player is no more or less detrimental than dying to a guard. It at least lets the player participate in the system if they decide to have a lawful character.
  • Enodoc
    Enodoc
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    BBSooner wrote: »
    There already is PvE in the PvP zone. Having PvP in the PvE zone that first requires special circumstances to even participate in is incredibly fair, especially considering dying to a player is no more or less detrimental than dying to a guard. It at least lets the player participate in the system if they decide to have a lawful character.
    It actually may be less detrimental, since you don't lose gear durability if you die to a player (at least in Cyrodiil), whereas you do to a guard.
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  • Sleep
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    Just don't break the law and everything will be fine.
  • BBSooner
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    Enodoc wrote: »
    BBSooner wrote: »
    There already is PvE in the PvP zone. Having PvP in the PvE zone that first requires special circumstances to even participate in is incredibly fair, especially considering dying to a player is no more or less detrimental than dying to a guard. It at least lets the player participate in the system if they decide to have a lawful character.
    It actually may be less detrimental, since you don't lose gear durability if you die to a player (at least in Cyrodiil), whereas you do to a guard.

    Good call, less repairing. You also would occasionally stand a chance to kill a guard, instead of facing the endless waves of immortals. I'd even be for normalizing both parties stats to equal the highest level in the confrontation: simply apply a buff when combat starts.
  • Tandor
    Tandor
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    Tandor wrote: »
    Gix wrote: »
    The enforcer mechanic will pretty much work the same way as it is now with guards.

    1) You need to be caught before getting a bounty.
    2) You need a high bounty before guards (and enforcers) will KoS you, otherwise guards will just ask that you pay the fine.
    3) Being an enforcer will be a choice. If you don't think you can (or want to) take out the thieves, then don't enforce.

    You can completely avoid PvP by:
    1) Not getting caught.
    2) Don't get your bounty too high.
    3) Pay fines.
    4) Not steal.

    How is this hard to understand?

    It's not hard to understand, but then nor is it hard to understand why some players just don't want PvP in PvE areas at all, let alone PvP consequences for PvE crimes in those PvE areas.

    I'd have more respect for those calling for PvP to be introduced into the open world if they also supported the calls for a PvE campaign/instance to be introduced in Cyrodiil. All they really want, however, is full-on open world PvP and they see this as the first step to achieving that.

    I haven't heard any PvP players speaking out against Imperial City.

    http://forums.elderscrollsonline.com/en/discussion/146261/cyrodil-losing-life-is-it-time-to-bring-us-pve-cyrodil/p1
  • Tandor
    Tandor
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    BBSooner wrote: »
    Tandor wrote: »
    Gix wrote: »
    The enforcer mechanic will pretty much work the same way as it is now with guards.

    1) You need to be caught before getting a bounty.
    2) You need a high bounty before guards (and enforcers) will KoS you, otherwise guards will just ask that you pay the fine.
    3) Being an enforcer will be a choice. If you don't think you can (or want to) take out the thieves, then don't enforce.

    You can completely avoid PvP by:
    1) Not getting caught.
    2) Don't get your bounty too high.
    3) Pay fines.
    4) Not steal.

    How is this hard to understand?

    It's not hard to understand, but then nor is it hard to understand why some players just don't want PvP in PvE areas at all, let alone PvP consequences for PvE crimes in those PvE areas.

    I'd have more respect for those calling for PvP to be introduced into the open world if they also supported the calls for a PvE campaign/instance to be introduced in Cyrodiil. All they really want, however, is full-on open world PvP and they see this as the first step to achieving that.

    There already is PvE in the PvP zone.

    Yes, with PvP. I was talking about a PvE-only campaign or instance in which PvEers wanting to do their PvE quests and skyshards in Cyrodiil could do so without being caught up in PvP. It seems fair if PvPers want to change the ground rules outside Cyrodiil in a way that they claim doesn't impact on PvErs that they should support changing the ground rules in Cyrodiil in a way that wouldn't impact on PvPers. It would not change anything in the existing campaigns, just allow those who wanted a PvP-free way of completing the PvE content in a separate campaign/instance in Cyrodiil to do so. Those who either PvP or want the challenge of completing the PvE content in a PvP campaign would still be free to do so.
  • Armitas
    Armitas
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    I wonder how Scorching Flare will play out as an enforcer. Is it possible to just cast flare and let the guard do all the work?
    Retired.
    Nord mDK
  • nimander99
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    Part of committing crimes is dealing with the consequences. It seems to me a lot of players want to commit crimes without consequences seeing how much complaining you hear about the guards. I'm not a PvP player at all (haven't even been to Cyrodiil yet and I've been playing since launch) but I want the enforcers to be implemented.

    Seriously? Go to Cyrodiil during low times and do the quests at least once, get the Skyshards too. You are really missing a cool and beautiful chunk of the game world...
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  • BBSooner
    BBSooner
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    Tandor wrote: »
    BBSooner wrote: »
    Tandor wrote: »
    Gix wrote: »
    The enforcer mechanic will pretty much work the same way as it is now with guards.

    1) You need to be caught before getting a bounty.
    2) You need a high bounty before guards (and enforcers) will KoS you, otherwise guards will just ask that you pay the fine.
    3) Being an enforcer will be a choice. If you don't think you can (or want to) take out the thieves, then don't enforce.

    You can completely avoid PvP by:
    1) Not getting caught.
    2) Don't get your bounty too high.
    3) Pay fines.
    4) Not steal.

    How is this hard to understand?

    It's not hard to understand, but then nor is it hard to understand why some players just don't want PvP in PvE areas at all, let alone PvP consequences for PvE crimes in those PvE areas.

    I'd have more respect for those calling for PvP to be introduced into the open world if they also supported the calls for a PvE campaign/instance to be introduced in Cyrodiil. All they really want, however, is full-on open world PvP and they see this as the first step to achieving that.

    There already is PvE in the PvP zone.

    Yes, with PvP. I was talking about a PvE-only campaign or instance in which PvEers wanting to do their PvE quests and skyshards in Cyrodiil could do so without being caught up in PvP. It seems fair if PvPers want to change the ground rules outside Cyrodiil in a way that they claim doesn't impact on PvErs that they should support changing the ground rules in Cyrodiil in a way that wouldn't impact on PvPers. It would not change anything in the existing campaigns, just allow those who wanted a PvP-free way of completing the PvE content in a separate campaign/instance in Cyrodiil to do so. Those who either PvP or want the challenge of completing the PvE content in a PvP campaign would still be free to do so.

    I don't disagree that I would like a PvE version of Cyrodiil, with more quests and an overarching story involving the alliances getting their footholds in the zone from the Colovians (Infact I would love to have a PvE map of Cyrodiil with enough quests and content to be our VR1-14 area so players could feel comfortable navigating just how large of an area it is).

    However, if you're interested in fairness the solution to the separation would be to allow as much freedom of PvP (RE: complete freedom) in PvE as there is complete freedom to PvE within the PvP area. That's not what I would feel appropriate asking for, and would infact perfer the more restricted system to allow PvE players to make an active decision as to whether or not they are flagged for PvP. That preference also includes all the other avenues of balancing the encounter and preventing camping/griefing that I'm sure would be discussed.
  • bowmanz607
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    Why does everyone have to try and separate this game into two separate but equal categories. Just cause other games do it? Eso is trying to mold a new game type. One where both groups blend together. It makes things more enticing and keeps you on your toes. This is a mmo which should require more interactions with other players both positive and negative ones. Try to stretch the bounds of what ur familiar with and travel into the unknown. U want pve cyrodil then go into a dead campaign or on off hours. U want no pvp in pve then don't steal and get caught to raise your bounty to the appropriate lvl and if u do pay it off before it gets to crazy. There are steps to take to ensure that u never have to pvp. But really what's the point? What's the challenge? Where is the fun in that? Add a little danger to your fake lives and live a little. It is entirellying possible to get your motifs and what not without having to worry about getting attacked by other players. If u can't do something that easy well then I'm srry. This is a game trying to do something different and evolve. This also gives ppl a chance to fight each other within there own faction. Where this system will matter more is when u kill someone and are caught in the act. Instead of fighting an op guard u fight someone that you have a chance to kill. Not to mention it makes u think twice about your actions and to plan them out more adding a whole new lvl of immersion in the game rather than just rampaging through the game with little to know consequences. Try and broaden your scope rather then limiting it. Again if you choose the narrow side it is super easy to farm the motifs and gold u want without ever racking up a wanted lvl or a very low wanted lvl that would not initiate pvp. Again, it is super easy to go into a dead campaign or in the off hours to get your pve stuff. What this is doing is broadening the scope of the game for the majority of players who want a new lvl of immersion, a more involved and strategically game, dueling, better rp, and an overall evolving world.
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