I like it, just would want that if I do manage to kill 1 guard, the others don't spawn immediately, and that I got time to flee. Else it'd still be the same where we would get killed anyway, unless we run very fast and use a lot of stamina potions
I like it, just would want that if I do manage to kill 1 guard, the others don't spawn immediately, and that I got time to flee. Else it'd still be the same where we would get killed anyway, unless we run very fast and use a lot of stamina potions
I strongly disagree with your idea and in fact support the current system of invulnerable guards, otherwise organized groups of players could seriously disrupt a zone, having a negative impact on the game for the other players in the zone.
I strongly disagree with your idea and in fact support the current system of invulnerable guards, otherwise organized groups of players could seriously disrupt a zone, having a negative impact on the game for the other players in the zone.
Siliconhobbit_ESO wrote: »I'm not sure what purpose this system serves....
Right now, guards are invincible..or nigh invincible. I haven't seen anyone kill one yet. There is no reason to engage a guard or group of guards in combat. If you manage to get into combat with one, you either die, or run away and hope to live the 'flight'.
The system proposed above also seems to have no incentive to attack guards. Of course why would a player need to have any incentive to attack a guard. The system proposed above only serves to prolong the eventual death of a player or a group of players, while adding a significant bounty to anyone that is included in a 'kill' of each guard and each successive wave of guards.
Again, I'm not sure if I understand the reason why we would need such a system.
So we've settled on that:
We don't want the guard to ever be invincible.
We don't want too many guards - performance concerns.
We want to be able to escape them.
We don't want players to be able to gang up and remove all guards from a town.
Is that about everything?
So we've settled on that:
We don't want the guard to ever be invincible.
We don't want too many guards - performance concerns.
We want to be able to escape them.
We don't want players to be able to gang up and remove all guards from a town.
Is that about everything?
Yup.
Last note: maybe instead of making the guards invincible, we can make the player (crime offender) more vulnerable?
I strongly disagree with your idea and in fact support the current system of invulnerable guards, otherwise organized groups of players could seriously disrupt a zone, having a negative impact on the game for the other players in the zone.
Immersion.
I'm curious how you feel that organized groups of players could disrupt a zone in any way that can't currently be accomplished?
I'm curious how you feel that organized groups of players could disrupt a zone in any way that can't currently be accomplished?
I suspect it might be because the lifetime of a group that was attempting to openly wipe out all of the killable NPCs in a city at the moment is pretty short. With this system that lifetime may well considerably longer and so the possibility for disruption is that much greater... I suspect. Even with @Gidorick's system (which has an automatic endpoint built in) as opposed to the people just calling for "killable guards" this is a possibility.
I'm curious how you feel that organized groups of players could disrupt a zone in any way that can't currently be accomplished?
I suspect it might be because the lifetime of a group that was attempting to openly wipe out all of the killable NPCs in a city at the moment is pretty short. With this system that lifetime may well considerably longer and so the possibility for disruption is that much greater... I suspect. Even with @Gidorick's system (which has an automatic endpoint built in) as opposed to the people just calling for "killable guards" this is a possibility.
But none of the killable NPCs are essential in any way. They are not quest givers, they don't sell anything, they are literally just there to be killed.
I'm not sure why killing NPCs that exist only to be killed would be considered disruptive?
OtarTheMad wrote: »The guards should not be killable because of the simple fact that people would run around and just kill them in each city and always get away with crap, that's no fun. Or worse, a group(s) will just run around and kill the guards for giggles causing lag and frustration for those questing causing more players to just screw it and play something else. Just no.
So we've settled on that:
We don't want the guard to ever be invincible.
We don't want too many guards - performance concerns.
We want to be able to escape them.
We don't want players to be able to gang up and remove all guards from a town.
Is that about everything?
Yup.
Last note: maybe instead of making the guards invincible, we can make the player (crime offender) more vulnerable?
So... debuffs when you kill a guard..... making it so that if you continue killing guards you just get weaker and weaker. That is a REALLY interesting idea. Those debuffs could also last after wayshrine resurrection, which would discourage players from just running back into a battle with the guards. That's brilliant!
Siliconhobbit_ESO wrote: »
Immersion.
I get what you're saying here.
However, I think immersion could be better served with something else, rather than a system that not only greatly penalizes a player for engaging in something they are already trying to avoid to begin with, but also encourages them to totally avoid the system altogether, making it useless.
I feel the above detalied system is liken to a player trying to escape deep hole while throwing dirt back into the hole on top of them as they try to escape.
It's already a situation you want to avoid, made worse the deeper you get into it.
I can completely understand why ZOS decided to just make the guards invincible. Vulnerable guards are very subject to abuse. Balancing the system that players CAN kill guards but they are sufficiently punished for doing to so they don't WANT to kill guards is a hard thing to do.
I can completely understand why ZOS decided to just make the guards invincible. Vulnerable guards are very subject to abuse. Balancing the system that players CAN kill guards but they are sufficiently punished for doing to so they don't WANT to kill guards is a hard thing to do.
this is my first post in this thread.
I strongly disagree with your idea and in fact support the current system of invulnerable guards, otherwise organized groups of players could seriously disrupt a zone, having a negative impact on the game for the other players in the zone.
I agree that it would be really irritating to have groups of players sweep through towns every 10 minutes or so killing everything in sight. A system for killable guards would HAVE to have power mitigating properties so that players who choose to partake in guardkilling:
- Aren't able to go on a "spree"
- ARE able to escape the situation
- are sufficiently "punished"
I can completely understand why ZOS decided to just make the guards invincible. Vulnerable guards are very subject to abuse. Balancing the system that players CAN kill guards but they are sufficiently punished for doing to so they don't WANT to kill guards is a hard thing to do.
Part of the issue with my suggestions is that I was trying to take the current justice system model and shoehorn killable guards into it... I'm thinking that's not possible. To have killable guards, there would need to be larger, more dramatic changes to the justice system as a whole... and there would have to be a reason a player would kill a guard instead of just trying to run away. Here are some of my thoughts.All of these would create an incentive to kill guards if you get in trouble but would give the player significant reasons to NOT get killed by a guard.
- Maybe killing a guard will set a curse upon the player setting the player's stats at 1/2 of what they are for 10 minutes. Each additional guard they kill would set their stats to 1/2 their current state. A level 50 character would quickly diminish from 50 to 25 to 12 to 6 to 3 to 1... and that's after killing 6 guards. Each time a player kills a guard their time is EXTENDED for 10 minutes... so a level 50 player could be stuck at level 1 for 40 minutes or so.This would discourage players killing guards. and would serve the same function as creating stronger guards... just without actually creating more guards.
- Perhaps killing a guard also reduces a player's bounty to ZERO, but increases the heat so they are Kill on Sight for an even longer period of time... but getting killed by a guard increases the bounty a significant amount. There's a risk and reward there.
- Also, what if getting killed by a guard makes the player loose XP? That could be an interesting mechanic.
ZOS_MandiParker wrote: »Our Justice design team explored several approaches regarding guards vulnerability, but ultimately the choice to make them invulnerable was made as a result of extensive testing and experimentation. We looked at wave events with increasing guard difficulty, and several other dynamic and complex designs. However, they all had significant problems not only technically, but also in terms of security and scope. Additionally, we had to consider which approach felt the most fair and also fun for the criminals but also for non-criminals.
Justice changed the fundamentals of the overland game, requiring massive amount of resources, and we needed to be cautious and wise when designing our sub-systems. Additionally, “essential” (aka “invulnerable”) NPCs have been part of other Elder Scrolls games for technical and mechanical reasons, and that is something that makes sense for ESO as well.
We also had to keep in mind future plans for Justice and prioritize aspects of the system based on their present and future compatibility. We absolutely plan to continue to make updates on the Justice System as ESO evolves with future content and player gameplay patterns. For the time being, we are monitoring the player interactions with the guards, and as the product owner and systems designer for Justice, I absolutely read feedback on the forum regularly, and our fantastic Community team passes along all sorts of feedback to our teams as well. This doesn’t mean we will (or can) implement every suggestion, but we absolutely take your experiences, critiques and suggestions into account when the opportunity arises to make adjustments to the System.