why would anyone wanna fight with guards for 250 or 500 or 1k gold worth lockbox item? especially bounty start from 5k.
Also why not have that bounty mean that when you are out in the wilds you can be hunted by bounty hunters who come in groups of 3's and are pretty damn hard to kill. They won't kill you but beat you into submission, then take you back to town to collect their bounty, and you'll be arrested and have to pay your fine.
Also why not have that bounty mean that when you are out in the wilds you can be hunted by bounty hunters who come in groups of 3's and are pretty damn hard to kill. They won't kill you but beat you into submission, then take you back to town to collect their bounty, and you'll be arrested and have to pay your fine.
I don't think this should stop here. If ZOS is monumentally foolish enough to introduce a concept where you can kill all of the Guards in a town and walk away from it then I think there should be another level to the Justice System. It could be somewhat similar to the Tamriel's Most Wanted list. If you make the list there is no handy-dandy way of making your character socially acceptable again. That character would be out. That character would be kill-on-sight in that population center for ever. No fine or jail time would redeem them. That character would receive no uncontested services from that town for the rest of the life of the game.
I would be interested to see who would be in favour of the idea then.
And people wonder why PvEers are called care bears, lol.
Not really, PvEers have encountered people who use similar language before. Guess what? We have names for them too. What fun!No offence but surely some RPer or something can patch something into their experience about some village being hit, and put it down to the fact well that um there is a 3 side war going on with a daedra invasion, there would be corpses everywhere if it were real life, villages would be razed, and dead things would be everywhere.
Really? Deep behind the front lines? In areas where forces are actively working to prevent the effects of the daedric invasion spreading too far (the Fighter's Guild and Mages guild, not to mention your own character and the other players). You want a body-strewn wasteland, so you portray it as the only realistic possibility. It isn't.Even the TES games were way more serious and treated war a lot more seriously than the cutesy non immersion way ESO has in regards to a multi levelled war going on.
I lost count of the amount of times in Morrowind or the other games, modded or not, that I came on my travels to a burned out house or something and seen the slain everywhere and my blade was in my hands without conscious thought, eyes scanning round, looking for threats, that is a part of immersion to me personally.
You do realise that this isn't a single player game, right? The maps in Morrowind were of such a size that you could have several entire settlements empty or destroyed or both without impacting on the available feature density in the game. ESO cannot do this. That said, I have found multiple locations where houses have been wiped out, or adventurers have fallen in the wild (heck, we have a competition based around giving some of them stories). Not sure how much more of this you would like to see before the population dropped to the point that Morrowind/Oblivion/Skyrim would no longer be possible because the population would be unlikely to have rebuilt enough of Tamriel for us to play in it.Ok ya see a few peeps dead here and there in the game but maybe I am a bit callous but it does not impress me at all, certainly not to the level of the hype stimulated by the advent of a daedric invasion on top of already tumultuous 3-way war going on.
Well IMO anyways....
So how many settlements would you have preferred to see? It sounds like what you seem to be looking for is a map with perhaps a single hub for banking/crafting/group organisation... and then a wasteland of wandering daedra. Is this the case?
All of that said, what you are asking for is a significant change to the way the game currently works. You are asking for a change that would impact on the playing experience of others. You do not seem to care about this and label those who would be affected, for the sake of your own increased enjoyment, with a derogatory name. Why? Why? would you be that person?
I've posted this in a few threads about invincible guards and I have come to really like this idea and think it would add quite a bit of fun to the game.
The general idea is that ONE guard shouldn't be invincible but THE guard should be.
Each area should have guards that are powerful for the zone. This would make it so that players in the zone would have difficulty killing the guards, but more power players could easily defeat the guards on duty.
Guard levels per zone
Aldmeri DominionDaggerfall Covenant
- Khenarthi’s Roost (Level 10)
- Auridion (Level 20)
- Grahtwood (Level 30)
- Greenshade (Level 40)
- Malabal Tor (Level 50)
- Reaper’s March (Effective Level 60)
Ebonheart Pact
- Stros M’kai (Level 10)
- Betnikh (Level 10)
- Glenumbra (Level 20)
- Stormhaven (Level 30)
- Rivenspire (Level 40)
- Alik’r Desert (Level 50)
- Bangkorai (Effective Level 60)
Reinforcement Waves
- Bleakrock Isle (Level 10)
- Bal Foyen (Level 10)
- Stonefalls (Level 20)
- Deshaan (Level 30)
- Shadowfen (Level 40)
- Eastmarch (Level 50)
- The Rift (Effective Level 60)
When a player kills one guard they are reinforced with two guards. The death of those two would be reinforced with two each. There would be a total of 3 waves of reinforcements.Reinforcements could be created from the existing guards in the area. This would create buffed guards when one of their comrades are taken down. Eventually fallen guards would have to be replaced with new, spawned guards, but a mechanic of buffing existing guards could create an interesting city dynamic.
- Reinforcement Wave 1: Two guards who are twice the level of the first Guard
- Reinforcement Wave 2: Four guards who are twice the level of the first Reinforcement wave
- Reinforcement Wave 3: Eight guards who are invincible
Bounty
A player should earn a very high bounty for each guard they kill.A player who manages to kill all guards through wave 2 will have earned a 125,000 Gold Bounty before being killed by one of the invincible guards from wave 3.
- On-Duty Guard: 5,000 Gold Bounty
- Reinforcement Wave 1: 10,000 Gold Bounty (totaling 20,000 Gold)
- Reinforcement Wave 2: 25,000 Gold Bounty (totaling 100,000 Gold)
Groups of people, and guilds, would inevitably band up to wage war on the guards but would, of course, eventually fall... at which point they would have such incredibly high bounties it would take them forever to pay them off. There may be a few players willing to pretty much destroy their characters for a few kicks and grins but most of us would be deterred by the impact that killing a few guards would have on our character.
The point is, I AGREE with the mechanic of THE guard being invincible... I COMPLETELY disagree with the mechanic of A guard being invincible.
Thoughts?
Don't beat the immersion argument to death for everything. Server performance and "should, could, would" do not go together. The system you propose is prone to griefing/exploits thus it is not well enough thought out.
If anything, let the one "invincible" guard be possible to be CC'd but grant him unlimited immunity afterwards. That gives you the chance to run, but if you mess up you are (the forbidden f-word).
Same result, no possible to grief.
Really? In this thread people are asking for more a realistic reflection of the invasion and war. That said, I don’t think that such a system should be easy or quick to trigger. Characters should build up such a level of infamy over time, but if people want to slaughter entire settlements on the basis of realism and immersion, then why not make effects that remain on the same basis. If not? Well, maybe we should be worrying less about our ability to wipe out everything that walks and talks, eh?They would never add a system that punishes players with absolutely NO pathways to redemption.
I am not sure that this is the case. I could just have easy used the post above yours, by @Yolokin_Swagonborn, to the same effect. This isn’t about the use of one word or label. This is abut the way that groups of players are characterized by others. This is a public discussion in which you might be wanting to sway others to your view, how you talk about those others has an effect.Think you are reading way too much into what I said, regarding the care bear label, I am a hybrid player and switch between PvE/PvP and RP roles for my own enjoyment and how I wanna play the game.
Other players don’t irritate me until they start affecting the way I “play the game how we wanna play”:There is a lot of irritation levelled against all types of people who play the game, and people forget that we all play the game how we wanna play.
I was merely asking for some sorta realism factor put into the main story and PvE zones to reflect properly the war and the invasion going on,… <my snip for brevity>
Indeed, and as long as the opinions that we post are considered constructive and non-flamey we are both able (I wouldn’t say entitled) to post them on these forums.You are entitled to your opinion as am I.
And for the reason that I want ZOS and other players to be aware of the effects that such a change will have on the playing experience both of myself of others, although I would never seek to speak for them, I posted in opposition.And also I was making an observation about certain types of players on ESO, I personally do not care what you do in the game, just don`t make problems for myself, and let people be what they wanna play.
So to wrap it up, yeah I am aware of the issues and human element that would affect the game if what I asked for was indeed implemented, and I know it never will be, I was just speaking my opinions, as were you.
My background is both the TES games, MUDs (Discworld), MOOs (Writers of D’ni) and MMOs (only LotRO and SWTOR before this). I have seen the effect that similar mechanics can have so I couldn’t be more against this idea. This is why I came out against it strongly. As above, my apologies if the strength of my response came over as either offended or offensive. It was neither of these things in intention.From my personal immersion that I get from the game, feeling a part of epic titanic storm of events was lacking for me, and coming from the TES games, and not a MMO background, I felt this was lacking, although I respect the voice acting etc, at no point, did I care at all what happened to the NPCs and whether they lived or died.
And spicing things up a bit is a superb idea… but please don’t suggest that they do it in a way that will directly affect the enjoyment that other people derive from the game.And the Molag Bal invasion and the Allliance war in terms of the PvE side of things is sorely lacking in immersion for me, and I dare say a few others, so what I suggested was a way to spice things up a bit.
You may wanna relax a bit instead of taking offence at next to nothing and whipping up a storm instead of just asking me to clarify, e.g I could take offence at you saying to me that I know this is a not a single player game, ummmm yeah I am, what of it, as said, I come from the TES games, and not MMO`s, and FPS games/Strategy.
How dare I respond rationally but passionately!How dare I suggest things that you do not like:P
Boo, Girl.theweakminded wrote: »That was a, very long waste of time. There is no reason to change guard just because people want to kill them like other games.
Apologies to all for the essay below, I have drafted and redrafted the following text but I don't feel like I can cut it down any further without actually losing the meaning. I won't blame anyone with marginal/no interest for skipping it.Really? In this thread people are asking for more a realistic reflection of the invasion and war. That said, I don’t think that such a system should be easy or quick to trigger. Characters should build up such a level of infamy over time, but if people want to slaughter entire settlements on the basis of realism and immersion, then why not make effects that remain on the same basis. If not? Well, maybe we should be worrying less about our ability to wipe out everything that walks and talks, eh?They would never add a system that punishes players with absolutely NO pathways to redemption.
Personally I do, as usual, agree with much of what you say, @Gidorick. I don't think they would ever add such a system. Wouldn't it be superb if they did though?
I preface my next response to @SHADOW2KK with the following statement: I am passionately against the idea of making settlements vulnerable to the possibility of wipes. As such I can accept that my response to their previous post was strong. If I caused offence, rather than just emphasizing the passion I feel for the subject, then I offer a wholehearted and unreserved apology.
That does not mean that I think my original post was in error in its content… but perhaps its presentation could have done with a little more work.
I am not sure that this is the case. I could just have easy used the post above yours, by @Yolokin_Swagonborn, to the same effect. This isn’t about the use of one word or label. This is abut the way that groups of players are characterized by others. This is a public discussion in which you might be wanting to sway others to your view, how you talk about those others has an effect.Think you are reading way too much into what I said, regarding the care bear label, I am a hybrid player and switch between PvE/PvP and RP roles for my own enjoyment and how I wanna play the game.Other players don’t irritate me until they start affecting the way I “play the game how we wanna play”:There is a lot of irritation levelled against all types of people who play the game, and people forget that we all play the game how we wanna play.
I was merely asking for some sorta realism factor put into the main story and PvE zones to reflect properly the war and the invasion going on,… <my snip for brevity>
1) Changing/Nerfing PvE because there are concerns about PvP class balance? That affects the way I play and irritates me.
2) People wanting the entire map turned into a grinding spot? That affects the way I play and irritates me.
3) ZOS nerfing hirelings because of the way other people used them? That affects the way I play and irritates me (although in this case I think they found the best solution they could under the circumstances).
The rest? I really couldn’t care less.
For example, even with the Skyshards, I currently have no intention of ever going into Cyrodiil. Because of this I think that that PvP’ers can do whatever the heck they want to as long as it never affects me. The same with grinders, if they set up specific grinding spots with high mob density and regen rates? Fine! As long as I never have to go there.Indeed, and as long as the opinions that we post are considered constructive and non-flamey we are both able (I wouldn’t say entitled) to post them on these forums.You are entitled to your opinion as am I.And for the reason that I want ZOS and other players to be aware of the effects that such a change will have on the playing experience both of myself of others, although I would never seek to speak for them, I posted in opposition.And also I was making an observation about certain types of players on ESO, I personally do not care what you do in the game, just don`t make problems for myself, and let people be what they wanna play.
So to wrap it up, yeah I am aware of the issues and human element that would affect the game if what I asked for was indeed implemented, and I know it never will be, I was just speaking my opinions, as were you.My background is both the TES games, MUDs (Discworld), MOOs (Writers of D’ni) and MMOs (only LotRO and SWTOR before this). I have seen the effect that similar mechanics can have so I couldn’t be more against this idea. This is why I came out against it strongly. As above, my apologies if the strength of my response came over as either offended or offensive. It was neither of these things in intention.From my personal immersion that I get from the game, feeling a part of epic titanic storm of events was lacking for me, and coming from the TES games, and not a MMO background, I felt this was lacking, although I respect the voice acting etc, at no point, did I care at all what happened to the NPCs and whether they lived or died.
For the record, I do care if the NPCs live or die. They are a part of the world for me. It is one reason that I like to see named NPCs, good voice acting and believable writing. My ideal, although I also accept it is impossible, is to see ZOS take the LGNPC (from Morrowind) approach to the people in their worlds. I want every NPC to have a story worth hearing and worth getting involved in… impossible, but that is what I would like to see.And spicing things up a bit is a superb idea… but please don’t suggest that they do it in a way that will directly affect the enjoyment that other people derive from the game.And the Molag Bal invasion and the Allliance war in terms of the PvE side of things is sorely lacking in immersion for me, and I dare say a few others, so what I suggested was a way to spice things up a bit.You may wanna relax a bit instead of taking offence at next to nothing and whipping up a storm instead of just asking me to clarify, e.g I could take offence at you saying to me that I know this is a not a single player game, ummmm yeah I am, what of it, as said, I come from the TES games, and not MMO`s, and FPS games/Strategy.
Please do not mistake the impassioned nature of my response for offence. There may have been a little wry irritability but that was more due to being neck deep in marking an exam for some of my uni students than anything you said. I favour the single player RPGs, puzzle and RTS games myself.How dare I respond rationally but passionately!How dare I suggest things that you do not like:P
theweakminded wrote: »I've posted this in a few threads about invincible guards and I have come to really like this idea and think it would add quite a bit of fun to the game.
The general idea is that ONE guard shouldn't be invincible but THE guard should be.
Each area should have guards that are powerful for the zone. This would make it so that players in the zone would have difficulty killing the guards, but more power players could easily defeat the guards on duty.
Guard levels per zone
Aldmeri DominionDaggerfall Covenant
- Khenarthi’s Roost (Level 10)
- Auridion (Level 20)
- Grahtwood (Level 30)
- Greenshade (Level 40)
- Malabal Tor (Level 50)
- Reaper’s March (Effective Level 60)
Ebonheart Pact
- Stros M’kai (Level 10)
- Betnikh (Level 10)
- Glenumbra (Level 20)
- Stormhaven (Level 30)
- Rivenspire (Level 40)
- Alik’r Desert (Level 50)
- Bangkorai (Effective Level 60)
Reinforcement Waves
- Bleakrock Isle (Level 10)
- Bal Foyen (Level 10)
- Stonefalls (Level 20)
- Deshaan (Level 30)
- Shadowfen (Level 40)
- Eastmarch (Level 50)
- The Rift (Effective Level 60)
When a player kills one guard they are reinforced with two guards. The death of those two would be reinforced with two each. There would be a total of 3 waves of reinforcements.Reinforcements could be created from the existing guards in the area. This would create buffed guards when one of their comrades are taken down. Eventually fallen guards would have to be replaced with new, spawned guards, but a mechanic of buffing existing guards could create an interesting city dynamic.
- Reinforcement Wave 1: Two guards who are twice the level of the first Guard
- Reinforcement Wave 2: Four guards who are twice the level of the first Reinforcement wave
- Reinforcement Wave 3: Eight guards who are invincible
Bounty
A player should earn a very high bounty for each guard they kill.A player who manages to kill all guards through wave 2 will have earned a 125,000 Gold Bounty before being killed by one of the invincible guards from wave 3.
- On-Duty Guard: 5,000 Gold Bounty
- Reinforcement Wave 1: 10,000 Gold Bounty (totaling 20,000 Gold)
- Reinforcement Wave 2: 25,000 Gold Bounty (totaling 100,000 Gold)
Groups of people, and guilds, would inevitably band up to wage war on the guards but would, of course, eventually fall... at which point they would have such incredibly high bounties it would take them forever to pay them off. There may be a few players willing to pretty much destroy their characters for a few kicks and grins but most of us would be deterred by the impact that killing a few guards would have on our character.
The point is, I AGREE with the mechanic of THE guard being invincible... I COMPLETELY disagree with the mechanic of A guard being invincible.
Thoughts?
That was a, very long waste of time. There is no reason to change guard just because people want to kill them like other games.
theweakminded wrote: »I've posted this in a few threads about invincible guards and I have come to really like this idea and think it would add quite a bit of fun to the game.
The general idea is that ONE guard shouldn't be invincible but THE guard should be.
Each area should have guards that are powerful for the zone. This would make it so that players in the zone would have difficulty killing the guards, but more power players could easily defeat the guards on duty.
Guard levels per zone
Aldmeri DominionDaggerfall Covenant
- Khenarthi’s Roost (Level 10)
- Auridion (Level 20)
- Grahtwood (Level 30)
- Greenshade (Level 40)
- Malabal Tor (Level 50)
- Reaper’s March (Effective Level 60)
Ebonheart Pact
- Stros M’kai (Level 10)
- Betnikh (Level 10)
- Glenumbra (Level 20)
- Stormhaven (Level 30)
- Rivenspire (Level 40)
- Alik’r Desert (Level 50)
- Bangkorai (Effective Level 60)
Reinforcement Waves
- Bleakrock Isle (Level 10)
- Bal Foyen (Level 10)
- Stonefalls (Level 20)
- Deshaan (Level 30)
- Shadowfen (Level 40)
- Eastmarch (Level 50)
- The Rift (Effective Level 60)
When a player kills one guard they are reinforced with two guards. The death of those two would be reinforced with two each. There would be a total of 3 waves of reinforcements.Reinforcements could be created from the existing guards in the area. This would create buffed guards when one of their comrades are taken down. Eventually fallen guards would have to be replaced with new, spawned guards, but a mechanic of buffing existing guards could create an interesting city dynamic.
- Reinforcement Wave 1: Two guards who are twice the level of the first Guard
- Reinforcement Wave 2: Four guards who are twice the level of the first Reinforcement wave
- Reinforcement Wave 3: Eight guards who are invincible
Bounty
A player should earn a very high bounty for each guard they kill.A player who manages to kill all guards through wave 2 will have earned a 125,000 Gold Bounty before being killed by one of the invincible guards from wave 3.
- On-Duty Guard: 5,000 Gold Bounty
- Reinforcement Wave 1: 10,000 Gold Bounty (totaling 20,000 Gold)
- Reinforcement Wave 2: 25,000 Gold Bounty (totaling 100,000 Gold)
Groups of people, and guilds, would inevitably band up to wage war on the guards but would, of course, eventually fall... at which point they would have such incredibly high bounties it would take them forever to pay them off. There may be a few players willing to pretty much destroy their characters for a few kicks and grins but most of us would be deterred by the impact that killing a few guards would have on our character.
The point is, I AGREE with the mechanic of THE guard being invincible... I COMPLETELY disagree with the mechanic of A guard being invincible.
Thoughts?
That was a, very long waste of time. There is no reason to change guard just because people want to kill them like other games.
@Davadin, if the MODs see a thread that means ZOS has seen the thread. Whether or not or goes any further down the chain... who knows?
@Davadin, if the MODs see a thread that means ZOS has seen the thread. Whether or not or goes any further down the chain... who knows?
Gina or Gary or somebody usually post "just FYI, we're looking at this thread" for ones they're interested the most.
I think this thread warrants that kind of attention.
But hey, I'm not ZOS.
@Davadin, if the MODs see a thread that means ZOS has seen the thread. Whether or not or goes any further down the chain... who knows?
Gina or Gary or somebody usually post "just FYI, we're looking at this thread" for ones they're interested the most.
I think this thread warrants that kind of attention.
But hey, I'm not ZOS.
I sincerely hope more than those threads are forwarded.
That's actually why I posted this thread recently: http://forums.elderscrollsonline.com/en/discussion/169815/would-it-be-possible-to-get-a-fowarded-to-response-from-mods
@Davadin, if the MODs see a thread that means ZOS has seen the thread. Whether or not or goes any further down the chain... who knows?
Gina or Gary or somebody usually post "just FYI, we're looking at this thread" for ones they're interested the most.
I think this thread warrants that kind of attention.
But hey, I'm not ZOS.
I sincerely hope more than those threads are forwarded.
That's actually why I posted this thread recently: http://forums.elderscrollsonline.com/en/discussion/169815/would-it-be-possible-to-get-a-fowarded-to-response-from-mods
that's kinda pushing it, bro.
@Davadin, if the MODs see a thread that means ZOS has seen the thread. Whether or not or goes any further down the chain... who knows?
Gina or Gary or somebody usually post "just FYI, we're looking at this thread" for ones they're interested the most.
I think this thread warrants that kind of attention.
But hey, I'm not ZOS.
I sincerely hope more than those threads are forwarded.
That's actually why I posted this thread recently: http://forums.elderscrollsonline.com/en/discussion/169815/would-it-be-possible-to-get-a-fowarded-to-response-from-mods
that's kinda pushing it, bro.
Asking for mod feedback, or at least clarification as to what gets forwarded is pushing it?
@Davadin, if the MODs see a thread that means ZOS has seen the thread. Whether or not or goes any further down the chain... who knows?
Gina or Gary or somebody usually post "just FYI, we're looking at this thread" for ones they're interested the most.
I think this thread warrants that kind of attention.
But hey, I'm not ZOS.
I sincerely hope more than those threads are forwarded.
That's actually why I posted this thread recently: http://forums.elderscrollsonline.com/en/discussion/169815/would-it-be-possible-to-get-a-fowarded-to-response-from-mods
that's kinda pushing it, bro.
Asking for mod feedback, or at least clarification as to what gets forwarded is pushing it?
In its own thread?
In this forum?
For this game?
Hey, it's up to you. But I wouldn't.