That would be neat! As well as the game keeping track of what you do get caught for... and the more you do get caught for, the more "bonus bounty" you might get for being seen as "career criminal"...Actual consequences if you are repeatedly caught. Like guilds "disowning" you and locking their skill lines and/or quests until you make reparations.
PrinceBoru wrote: »A weekly "Most Wanted" in Tamriel.
It would be a leaderboard for those with the stickiest of fingers.
PrinceBoru wrote: »A weekly "Most Wanted" in Tamriel.
It would be a leaderboard for those with the stickiest of fingers.
Daedric Artifacts in Cyrodiil:
- only 1 of each artifact can exist at any time
- each artifact can be stolen from various strongholds/places/IC
- 1 player can only hold 1 artifact at any time
- the artifacts give buffs to players: Azura's Star grants spell resistance, Skeleton Key increases Evasion,...
- leaving Cyrodiil or getting killed a number of times removes the artifact and places it back in Cyrodiil at a random location to be stolen again
- Quests to obtain these artifacts can be given out by the Thieves Guild
- the location of each artifact is unknown, but hints can be given/found in Cyrodiil
- if the artifact is retrieved by another player, quest auto-fails
What I had in mind for Daedric Artifacts for ESO
TheShadowScout wrote: »That would be neat! As well as the game keeping track of what you do get caught for... and the more you do get caught for, the more "bonus bounty" you might get for being seen as "career criminal"...Actual consequences if you are repeatedly caught. Like guilds "disowning" you and locking their skill lines and/or quests until you make reparations.
Also, more varied penalties to getting caught. Not just a simple "pay your fine or we keeel juuu", but... time spent in stocks for minor bounties you cannot (or refuse to) pay, possibly corporal punishments like a whipping (giving you a persistent -5% HP debuff for a couple hours realtime and such)...
And then, a "prison isle" public dungeon for major infringements, where you have to perform mindlessly repetetive tasks like breaking rocks with a mallet or sewing jute sacks to work off your bounty, while being careful not to get caught alone in the showers to avoid "drop the soap" time... or find the secret "jailbreak" quest which will require some subquests, none of which have markers, so you'd have to discover them all on your own, and the final "breakout chance" will depend on how many you find...
For the rewards... well, I would like to see "themed" lockboxes. Say, one in the tailor shop that always will contain blue crafting supplies and a motiv book, with a much larger chance of a rare motiv then general containers. One in the mages guild that will always contain some good enchantment runes and alchemy ingredients, with a larger chance of the really nifty stuff, including a small chance of nabbing even those elusive gold aspect and V16 potency runes regardless of your crafting level. One in the inn that might always hold a blue provisioning recipe, with a chance of a purple one.
Stuff like that...
The guards... eh. I am generally opposed to them being invulvnerable, but I can see why it was neccessary to make them this way. Personally I would have preferred if they had been the strength of the guards in Cyrodil, and just spawned two for every one taken down, but I can imagine how that might clog a server with lag if a big guild decides to have a war with "the law" for "lulz"... still would have preferred them to be technically killable, and just have some "smite this criminal(s) by the power of stendarr" insta-win spell they fire off at 50% HP... but so what if they are superman in armor, the point of criminal activities is -not- to get caught in the first place anyhow...
To be able to steal things we actually see.Like stuff on desks,or shelves,etc.As it is we can steal gems,but w hen I see an awesome decorated skull on a desk,I want it.BUT,..cant take it.In other words make non static things static so they can be taken.And make some of them worth the effort it takes to get t hem.Sometimes we have to wait for what seems like ages to get our prizes! XD
CJohnson81 wrote: »I love all of the ideas so far. This is somewhat off topic I guess, but I would love more quests like that one in Skyrim (I think it's Blood On The Ice) where you track down the killer in Windhelm. I liked that one because there were no quest markers in it (that I remember). I love following the blood trails and figuring out the mystery for myself.
Some other thoughts - I think it would be great to bring some fences and other shady characters out into the world, and away from the refuges. Refuges are cool settings, but there's not a lot going on within them (it would be great if all NPC guild halls had more going on). I'm assuming they will be the hubs for Thieves' Guild questing, but at the same time, it would be great if there was the occasional fence or smuggler out in the upper world.
Daedric Artifacts are already usable by the player, What do u think the Fighters Guild Ultimate is? also many of the other artifacts are involved in the questlines.Daedric Artifacts in Cyrodiil:
- only 1 of each artifact can exist at any time
- each artifact can be stolen from various strongholds/places/IC
- 1 player can only hold 1 artifact at any time
- the artifacts give buffs to players: Azura's Star grants spell resistance, Skeleton Key increases Evasion,...
- leaving Cyrodiil or getting killed a number of times removes the artifact and places it back in Cyrodiil at a random location to be stolen again
- Quests to obtain these artifacts can be given out by the Thieves Guild
- the location of each artifact is unknown, but hints can be given/found in Cyrodiil
- if the artifact is retrieved by another player, quest auto-fails
What I had in mind for Daedric Artifacts for ESO
Spacemonkey wrote: »I'm pretty sure it's been mentionned but the whole invincible guards are a problem.
Guards should be crazy hard even for V16 full kited gear players. But not invicible. It shoudl be possible if a group of 20 take on a guard, to kill it. (that won't happen in a town because more guards will spawn/join the fight. But if guard runs after a player outside of town, it should be possible for that player /with help, to kill the guard.
Guards should not drop anything wortwhile. The idea isnt to turn guards into a grindable wall. The idea is to get rid of that super immersion breaking nonsense of immortal guards. (Guards should not either have a 'one shot' op ability when a fight drags on)
->>>
As for theives guild oriented content. Puzzle dungeons / mazes for solo OR co-op that have NO DPS WALLS but that are crazy challenging. They can have danger implemented in the way of deadly traps that can be dodged or tanked (but most often will kill you), pattern puzzles etc... Imagine a vMSA that doesnt involve having ridiculously DPS/REGEN focused builds - and no mobs/bosses. Something where DPS is not a viable solution for once.
I'd love to see some genuinely desirable and rare items appear in really difficult to infiltrate locations from time to time .... which you would become aware of through the notifications from Thieves guild (depending on your rank)... with a quest to steal. Also pick pocketing quests from other players.
Any creative ideas?