panemetcircenses wrote: »Hmmm... if they do that, they'd need to expand the Legerdemain skill line to match.
A good introductory passive could be "I Fought the Law" that allows you to fight Guards that aren't invulnerable, "The Law Won" that lets you respawn for free after getting killed by an Enforcer/Guard, and "The Law LOST" that clears your Bounty when you defeat an Enforcer/Guard.
Maybe a skill like "I Shot the Sheriff" which allows you to Knockdown/Stun a pursuing Enforcer/Guard for several seconds using a ranged attack? Morphs could be "Eye Shot the Sheriff" that temporarily blinds the target and "I Did NOT Shoot the Deputy" that negates any bounty for fighting back against targets of this ability.
Or a skill called "Escape Goat" that lets you turn yourself into a goat, shaking off NPC pursuers and becoming un-targetable to players that have opted out of hunting livestock (but merely "yellow" to those willing to shoot poor innocent goats and other NPCs), while those that do shoot you gain Bounty for attacking livestock? Of course, goats don't have attacks either, so it wouldn't work terribly well in PvP (except as a joke). Maybe morphs could include "Scapegoat" (that makes you invisible for several seconds and transfers your aggro to a summoned goat) and "Billy Goat Gruff" that allows you to use other active skills in goat form. I would laugh so hard at either of those morphs...
There are puns to be made with "On the Lamb" as well. Maybe a special mount for the Crown Store, to be released alongside an expanded Legerdemain/Enforcer setup?
Nice design @Azurulia. Clever how you've separated the Enforcer system from the Guard/bounty/heat system... well, for the most part anyway. I like how the player would have to witness a crime to be able to pursue the player. This solves one of the biggest issues with the enforcement concept which was players camping outside of thieves dens just waiting to bust players with bounties who are trying to get in.
ZOS would have to work to balance the skills of the criminal so that the two sides are evenly balanced but man this really sounds like a lot of fun! I don't normally tag Devs but @ZOS_MandiParker should see this thread.
panemetcircenses wrote: »Hmmm... if they do that, they'd need to expand the Legerdemain skill line to match.
A good introductory passive could be "I Fought the Law" that allows you to fight Guards that aren't invulnerable, "The Law Won" that lets you respawn for free after getting killed by an Enforcer/Guard, and "The Law LOST" that clears your Bounty when you defeat an Enforcer/Guard.
Maybe a skill like "I Shot the Sheriff" which allows you to Knockdown/Stun a pursuing Enforcer/Guard for several seconds using a ranged attack? Morphs could be "Eye Shot the Sheriff" that temporarily blinds the target and "I Did NOT Shoot the Deputy" that negates any bounty for fighting back against targets of this ability.
Or a skill called "Escape Goat" that lets you turn yourself into a goat, shaking off NPC pursuers and becoming un-targetable to players that have opted out of hunting livestock (but merely "yellow" to those willing to shoot poor innocent goats and other NPCs), while those that do shoot you gain Bounty for attacking livestock? Of course, goats don't have attacks either, so it wouldn't work terribly well in PvP (except as a joke). Maybe morphs could include "Scapegoat" (that makes you invisible for several seconds and transfers your aggro to a summoned goat) and "Billy Goat Gruff" that allows you to use other active skills in goat form. I would laugh so hard at either of those morphs...
There are puns to be made with "On the Lamb" as well. Maybe a special mount for the Crown Store, to be released alongside an expanded Legerdemain/Enforcer setup?
lol the goat thing made me laugh. However I'd have it spawn an actual goat that draws aggros of the guards off you.
However yes, I imagine the lederdemain line could use a few this and thats to combat the "law" from both guards to enforcers. I still don't think guards should be killable, as that still defeats their purpose. Enforcers hwoever, are players, whcih could make themselves more difficult, but still not "gods"
Some CC break abilities and the like could help for getting away, as that would probably be the main focus of what to do if you have an enforcer after you, because like how you cannot kill guards, killing enforcers would be possible yes, but certainly not in your, or your wallets best interest.
I don't think enforcers should be an excuse for players to steal and get in trouble with the law with the intention of fighting the enforcers for the sake of pvp outside of cyrodiil (Which I know for a fact players would do if it was on a more even playing field.) hence why enforcers would be very powerful as not to be a means of pvp, but as law enforcement to actual criminals doing crimes and having bounties, not to those just looking for a fight.
Let's not forget or lose sight as to why the enforcers are being implemented in the first place.
Azurephoenix999 wrote: »
panemetcircenses wrote: »<snip>
Hey now, one of the morphs I suggested ("Scapegoat") turns you invisible and summons an actual goat. That way you never really know if the goat you're chasing is an "Escape Goat" or a "Scapegoat"... or is about to "Billy Goat Gruff" you off a bridge. Admit it, it'd be entertaining.
panemetcircenses wrote: »<snip>
Hey now, one of the morphs I suggested ("Scapegoat") turns you invisible and summons an actual goat. That way you never really know if the goat you're chasing is an "Escape Goat" or a "Scapegoat"... or is about to "Billy Goat Gruff" you off a bridge. Admit it, it'd be entertaining.
Hehe, I do admit it would be entertaining no doubt. I'm just simply trying to be realistic, which can often be the first one to call the fun police on silly or fun ideas.
<snip> Also while some people may think "Enforcers will be way too OP!" that's... kind of the whole point. It's your choice to be a criminal, you don't have to be. With this choice comes consequences. And with consequences, comes risks. Enforcers would be very powerful as they are a means of upholding the law, not just a simple pvp mechanic.<snip>
notimetocare wrote: »All this comes down to is 'will players grief other player' if the answer is yes. Do not add it. If you plan to add a toggle to avoid enforcer system. Do not add it.
panemetcircenses wrote: »panemetcircenses wrote: »<snip>
Hey now, one of the morphs I suggested ("Scapegoat") turns you invisible and summons an actual goat. That way you never really know if the goat you're chasing is an "Escape Goat" or a "Scapegoat"... or is about to "Billy Goat Gruff" you off a bridge. Admit it, it'd be entertaining.
Hehe, I do admit it would be entertaining no doubt. I'm just simply trying to be realistic, which can often be the first one to call the fun police on silly or fun ideas.
True. I suppose a somewhat more serious looking over would be good.
From a gameplay standpoint, thievery needs a much more robust escape system than is currently present, and you're Enforcer Skill Line does actually need to be toned down significantly. There needs to be a way of escaping as much as a way of capturing criminals to make for a good game of cops and robbers. I admit that the "Escape Goat" concept is silly, though we do have Alteration, Illusion, and Summoning magic available in-game as a reason for this particular spell... and having an overzealous pursuer get a bounty of their own for harming livestock would be wonderful. If I were a thief with access to magicka, that's what I'd do, turnabout being fair play and all.
Well, that or send the Dark Brotherhood after you and/or your horse (mount), home (player housing - when added), and family (house servants - when added). Actually, a Dark Brotherhood designed as a direct counter to Enforcers would be an interesting mechanic.<snip> Also while some people may think "Enforcers will be way too OP!" that's... kind of the whole point. It's your choice to be a criminal, you don't have to be. With this choice comes consequences. And with consequences, comes risks. Enforcers would be very powerful as they are a means of upholding the law, not just a simple pvp mechanic.<snip>
The weighted mechanics you suggest work from a conceptual standpoint, but are lopsided from a gameplay one. It looks like good fun playing an Enforcer, but for Criminals... they lose even if they beat the Enforcer. That's not fun, and it would lead to lower participation. We can't have Enforcers, with actual human intelligence, also wield abilities and mechanics that put Criminals at an inherent disadvantage... we'd end up with nobody to chase because there's no way to escape.
Think about it this way: based on the Skill Line you propose, would you enjoy sneaking up to a door, getting jumped by an Enforcer that can see you anyway, that does bonus damage to you, that shrugs off up to 60% of your own damage right when you think you have a chance, that summons invulnerable Guards, and that adds significant bounties on top of what you already had just for managing to beat them despite numerous handicaps? Did I mention that said Enforcer could be a Vet and hang out in a starting zone? Remember, Cyrodiil has level matching, the rest of the game does not.
Also remember, if other players can mouse-over and jump you if you've got a bounty... you can't even go questing until things die down, and you'd be at a major disadvantage in Cyrodiil (and soon the Imperial City) any time you even had a hint of a bounty. You could play an alt... but if you get jumped fighting a dungeon boss, would you be in a mood to keep playing? That mechanic encourages folks to log out and go do something else.
Another hurdle to consider is that these would have to retain some utility in general gameplay... folks are unlikely to want to re-slot skills every single time they want to go on a crime spree or hunt bad guys. It'd be a pain as far as micromanaging skillsets, and could cut back on participation on both ends of things. It's manageable with add-ons if you're running on PC, but we need something that would be fun for console players as well. At the same time, we'll need to keep the Enforcer and expanded Legerdemain Skill Lines from being more powerful than existing abilities.
It's neat in concept, but in the end it actually is another PvP mechanic... which means it really does need some semblance of balance.
panemetcircenses wrote: »panemetcircenses wrote: »<snip>
Hey now, one of the morphs I suggested ("Scapegoat") turns you invisible and summons an actual goat. That way you never really know if the goat you're chasing is an "Escape Goat" or a "Scapegoat"... or is about to "Billy Goat Gruff" you off a bridge. Admit it, it'd be entertaining.
Hehe, I do admit it would be entertaining no doubt. I'm just simply trying to be realistic, which can often be the first one to call the fun police on silly or fun ideas.
True. I suppose a somewhat more serious looking over would be good.
From a gameplay standpoint, thievery needs a much more robust escape system than is currently present, and you're Enforcer Skill Line does actually need to be toned down significantly. There needs to be a way of escaping as much as a way of capturing criminals to make for a good game of cops and robbers. I admit that the "Escape Goat" concept is silly, though we do have Alteration, Illusion, and Summoning magic available in-game as a reason for this particular spell... and having an overzealous pursuer get a bounty of their own for harming livestock would be wonderful. If I were a thief with access to magicka, that's what I'd do, turnabout being fair play and all.
Well, that or send the Dark Brotherhood after you and/or your horse (mount), home (player housing - when added), and family (house servants - when added). Actually, a Dark Brotherhood designed as a direct counter to Enforcers would be an interesting mechanic.<snip> Also while some people may think "Enforcers will be way too OP!" that's... kind of the whole point. It's your choice to be a criminal, you don't have to be. With this choice comes consequences. And with consequences, comes risks. Enforcers would be very powerful as they are a means of upholding the law, not just a simple pvp mechanic.<snip>
The weighted mechanics you suggest work from a conceptual standpoint, but are lopsided from a gameplay one. It looks like good fun playing an Enforcer, but for Criminals... they lose even if they beat the Enforcer. That's not fun, and it would lead to lower participation. We can't have Enforcers, with actual human intelligence, also wield abilities and mechanics that put Criminals at an inherent disadvantage... we'd end up with nobody to chase because there's no way to escape.
Think about it this way: based on the Skill Line you propose, would you enjoy sneaking up to a door, getting jumped by an Enforcer that can see you anyway, that does bonus damage to you, that shrugs off up to 60% of your own damage right when you think you have a chance, that summons invulnerable Guards, and that adds significant bounties on top of what you already had just for managing to beat them despite numerous handicaps? Did I mention that said Enforcer could be a Vet and hang out in a starting zone? Remember, Cyrodiil has level matching, the rest of the game does not.
Also remember, if other players can mouse-over and jump you if you've got a bounty... you can't even go questing until things die down, and you'd be at a major disadvantage in Cyrodiil (and soon the Imperial City) any time you even had a hint of a bounty. You could play an alt... but if you get jumped fighting a dungeon boss, would you be in a mood to keep playing? That mechanic encourages folks to log out and go do something else.
Another hurdle to consider is that these would have to retain some utility in general gameplay... folks are unlikely to want to re-slot skills every single time they want to go on a crime spree or hunt bad guys. It'd be a pain as far as micromanaging skillsets, and could cut back on participation on both ends of things. It's manageable with add-ons if you're running on PC, but we need something that would be fun for console players as well. At the same time, we'll need to keep the Enforcer and expanded Legerdemain Skill Lines from being more powerful than existing abilities.
It's neat in concept, but in the end it actually is another PvP mechanic... which means it really does need some semblance of balance.
Thevampirenight wrote: »<snip>Like I said above. Enforcers shouldn't be seen as another means of potential pvp, but as law enforcement. <snip>
panemetcircenses wrote: »Thevampirenight wrote: »<snip>Like I said above. Enforcers shouldn't be seen as another means of potential pvp, but as law enforcement. <snip>
The key point you're missing is that the suggested player Enforcers versus player Criminals actually does boil down to a PvP system, one that is by design imbalanced, and one that takes place outside of PvP zones. Sure it would be fun to troll other players for stealing things... but it needs to be fair. If you want better law enforcement, remove the player component and make the Guards more attentive in appropriate locations (like the Bank), and add dialog options to NPC Guards so you can give them a heads up to be on the lookout. The moment you involve PvP, which this is as you've got it set up, you need to consider the effects of the PvP competition within the system, along with the effects of these capabilities in Cyrodiil and the upcoming Imperial City. In addition, you need to consider that it enforces (pun intended) participation in a PvP mechanic in PvE zones.
I know you'd like to consider this solely a law enforcement mechanic, but as a full Skill Line designed specifically for use by players against other players... it really isn't.
panemetcircenses wrote: »Thevampirenight wrote: »<snip>Like I said above. Enforcers shouldn't be seen as another means of potential pvp, but as law enforcement. <snip>
The key point you're missing is that the suggested player Enforcers versus player Criminals actually does boil down to a PvP system, one that is by design imbalanced, and one that takes place outside of PvP zones. Sure it would be fun to troll other players for stealing things... but it needs to be fair. If you want better law enforcement, remove the player component and make the Guards more attentive in appropriate locations (like the Bank), and add dialog options to NPC Guards so you can give them a heads up to be on the lookout. The moment you involve PvP, which this is as you've got it set up, you need to consider the effects of the PvP competition within the system, along with the effects of these capabilities in Cyrodiil and the upcoming Imperial City. In addition, you need to consider that it enforces (pun intended) participation in a PvP mechanic in PvE zones.
I know you'd like to consider this solely a law enforcement mechanic, but as a full Skill Line designed specifically for use by players against other players... it really isn't.
There are a number of flaws to the justice system, particularly centered around guards. While yes enforcers would would technically be in a pvp engagement with a criminal, whats the point if the criminal can just as easily kill them without seeing them as a real threat they would need to run from, but instead can just fight? Sure, if they die to them they do lose their items and gold and such, but if you can just as easily kill them then lay low for a bit like never ever happened, whats the point of them even being there as enforcers? You may as well just call it world pvp with special flagging conditions.
Crimes? Bounties? Who care about that stuff, because obviously those wouldn't come first. The pvp would. Like I mentioned above. I could see pvp players stealing stuff with the sole intention of fighting the enforcers if enforcers weren't any stronger them some Joe you would find in Cyrodiil, hell, they would probably do it just for fun and kicks. If enforcers aren't powerful, then the penalty for attacking and kill them has to be drastic; very, very drastic. Why? Because like I said, whats stopping the criminal from just killing them rather than considering fleeing? A bounty? How big? For how long? Would it even really matter?
Enforcers would have these mechanics to combat criminals and the rampant crime spree that is pumping gold into the economy through theft, as that is the entire point of the enforcer in the first place. Because they don't get the full value of the bounty, or of the stolen items, they are fleshing currency out of the system through hunting criminals. There is a lot more going on under the hood of the enforcement system then just some pvp mechanics if you stop and think about it.
You sway to far away form the truth of the enforcers existence, then it quickly loses it's true purpose. Beyond that it may as well just be tossed aside in favor of some open world pvp mechanic instead.
I'm just saying. Enforcers shouldn't serve as just another method of pvp, but as something actual criminals must be very wary of.
panemetcircenses wrote: »<snip>
I know where you're coming from, I get that the intent is more than PvP... but in the end what you propose is a PvP mechanic.
Worried about Enforcers losing too easily?
-> Why wouldn't it be possible to lose when you choose to engage in PvP?
Worried that players would hunt Enforcers just for kicks?
-> Isn't that exactly what Enforcers are designed to do to Criminals?
Worried about too much gold from the rampant crime spree?
-> Wouldn't it be simpler to reduce the sale price of stolen items?
Worried about inattentive Guards?
-> Why not improve the Guard perception radius, especially in obvious locations like the Bank?
I'm just saying that as long as Enforcers are another method of PvP, it needs to be balanced. Remove the player component from either side and the balance issue goes away.
Worried about Enforcers losing too easily?
-> Why wouldn't it be possible to lose when you choose to engage in PvP?
Worried that players would hunt Enforcers just for kicks?
-> Isn't that exactly what Enforcers are designed to do to Criminals?
Worried about too much gold from the rampant crime spree?
-> Wouldn't it be simpler to reduce the sale price of stolen items?
Worried about inattentive Guards?
-> Why not improve the Guard perception radius, especially in obvious locations like the Bank?