So PvErs don't qualify for decent loot?
No thanks.
Tan9oSuccka wrote: »An interesting read and idea, but in my opinion they should focus attention on other issues.
Thanks for the thoughtful and detailed post and video Hero. I can really see them implementing a PVP Justice "battle ground" at some point. That's my hope.
I really like the ideas. And it's certainly a better system than the free-for-all, fight wherever you what, most people seem to be wanting for the JS PvP...
If implemented this way, it could be kept more in control, and any problems with the system would only affect people that are inside such an instance. That way, the rest of the game population wouldn't have to suffer through the time it takes ZOS to fix those issues.
And It's like a system that balances itself, because the more a thief robs the more guards would be called, and the more the thief kills guards the more bonty they'd have and the more guards will be called to fight him. But even then, they thief wouldn't have to fight them all at the same time, since the call for guard is asynchronous, it would have to pass some time until the next guard tracks the thief and fights him.
On the other hand, if the thief keeps a low profile and stays on the move just avoiding being caught they'd have a high chance of escaping with the treasure.
That way it gives incentive for both kinds of play style that seems to be prefered by the 'thieving stereotype'
All in all, seems like a good solution for the problem of making JS have more meaning.
EDIT: missing word
NewBlacksmurf wrote: »Perhaps this is a push but unique servers seems to be what ppl want.
PvE server
PvP server
Mix of both
NewBlacksmurf wrote: »Perhaps this is a push but unique servers seems to be what ppl want.
PvE server
PvP server
Mix of both
NewBlacksmurf wrote: »Perhaps this is a push but unique servers seems to be what ppl want.
PvE server
PvP server
Mix of both
I don't see the need for three. Having one with open PvP and another with consensual PvP usually covers all bases. How viable the open PvP server would be over time is another question altogether.
So PvErs don't qualify for decent loot?
No thanks.
So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
I'm not against any existing system in the game, I am simply against your proposal to change one of the systems. Cyrodiil, Trials, and IC are what they are and I'm fine with that. The Justice System is also what it is, and I am fine with that too. I don't agree with your proposal and I am entitled to hold my view, which others clearly share. Let's agree to disagree on this particular proposal.
HeroOfNone wrote: »HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
I'm not against any existing system in the game, I am simply against your proposal to change one of the systems. Cyrodiil, Trials, and IC are what they are and I'm fine with that. The Justice System is also what it is, and I am fine with that too. I don't agree with your proposal and I am entitled to hold my view, which others clearly share. Let's agree to disagree on this particular proposal.
Alright, though I'm just trying to understand the reasons why and if your actively opposed to it or if it's simply something you don't care about. If you never plan to PVP I can understand not caring about this (outside of the resources it might take to develop). If your actively opposed to it however I simply don't understand and am trying to get an understanding why, since there does seem to be an ongoing push not to give PVP players anything a PVE player can't get in a simple way.
HeroOfNone wrote: »HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
I'm not against any existing system in the game, I am simply against your proposal to change one of the systems. Cyrodiil, Trials, and IC are what they are and I'm fine with that. The Justice System is also what it is, and I am fine with that too. I don't agree with your proposal and I am entitled to hold my view, which others clearly share. Let's agree to disagree on this particular proposal.
Alright, though I'm just trying to understand the reasons why and if your actively opposed to it or if it's simply something you don't care about. If you never plan to PVP I can understand not caring about this (outside of the resources it might take to develop). If your actively opposed to it however I simply don't understand and am trying to get an understanding why, since there does seem to be an ongoing push not to give PVP players anything a PVE player can't get in a simple way.
I certainly don't want developer resources spent on it, but in any event I've explained why I'm opposed to it quite clearly in my opening comment. I have no interest in PvP and I don't want a PvE system changed in a way that creates better rewards that are denied to PvErs. I don't have a problem with the way the existing systems favour one playstyle or another, but your proposal represents a change to the existing system and I'm against it. If you modified your proposal so PvPers gained PvP ranking benefits or whatever they're called then that would resolve that objection with everyone getting the same loot, but I'd still oppose developer resources being used on something they've already dismissed anyway, especially as they're already working on several more worthwhile PvP improvements and additions.
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
I'm not against any existing system in the game, I am simply against your proposal to change one of the systems. Cyrodiil, Trials, and IC are what they are and I'm fine with that. The Justice System is also what it is, and I am fine with that too. I don't agree with your proposal and I am entitled to hold my view, which others clearly share. Let's agree to disagree on this particular proposal.
Alright, though I'm just trying to understand the reasons why and if your actively opposed to it or if it's simply something you don't care about. If you never plan to PVP I can understand not caring about this (outside of the resources it might take to develop). If your actively opposed to it however I simply don't understand and am trying to get an understanding why, since there does seem to be an ongoing push not to give PVP players anything a PVE player can't get in a simple way.
I certainly don't want developer resources spent on it, but in any event I've explained why I'm opposed to it quite clearly in my opening comment. I have no interest in PvP and I don't want a PvE system changed in a way that creates better rewards that are denied to PvErs. I don't have a problem with the way the existing systems favour one playstyle or another, but your proposal represents a change to the existing system and I'm against it. If you modified your proposal so PvPers gained PvP ranking benefits or whatever they're called then that would resolve that objection with everyone getting the same loot, but I'd still oppose developer resources being used on something they've already dismissed anyway, especially as they're already working on several more worthwhile PvP improvements and additions.
Ok and maybe it's that "change" you're referring to that I font get. The Justice system outside of these PVP cities would remain as it is. The only exception might be the rarity rate might be tweaked, which might be too high for the low risk side on the PVE system. The increase on the PVP side is just increasing that rarity and offering new items (like crafting mats) that are not really part of the current stealing tables. You'd still be able to go to any towns or areas on the PVE side of things and steal what you want with only guards to worry about.
Where resources are spent are an understandable concern, and requires some public support to implement.
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
I'm not against any existing system in the game, I am simply against your proposal to change one of the systems. Cyrodiil, Trials, and IC are what they are and I'm fine with that. The Justice System is also what it is, and I am fine with that too. I don't agree with your proposal and I am entitled to hold my view, which others clearly share. Let's agree to disagree on this particular proposal.
Alright, though I'm just trying to understand the reasons why and if your actively opposed to it or if it's simply something you don't care about. If you never plan to PVP I can understand not caring about this (outside of the resources it might take to develop). If your actively opposed to it however I simply don't understand and am trying to get an understanding why, since there does seem to be an ongoing push not to give PVP players anything a PVE player can't get in a simple way.
I certainly don't want developer resources spent on it, but in any event I've explained why I'm opposed to it quite clearly in my opening comment. I have no interest in PvP and I don't want a PvE system changed in a way that creates better rewards that are denied to PvErs. I don't have a problem with the way the existing systems favour one playstyle or another, but your proposal represents a change to the existing system and I'm against it. If you modified your proposal so PvPers gained PvP ranking benefits or whatever they're called then that would resolve that objection with everyone getting the same loot, but I'd still oppose developer resources being used on something they've already dismissed anyway, especially as they're already working on several more worthwhile PvP improvements and additions.
Ok and maybe it's that "change" you're referring to that I font get. The Justice system outside of these PVP cities would remain as it is. The only exception might be the rarity rate might be tweaked, which might be too high for the low risk side on the PVE system. The increase on the PVP side is just increasing that rarity and offering new items (like crafting mats) that are not really part of the current stealing tables. You'd still be able to go to any towns or areas on the PVE side of things and steal what you want with only guards to worry about.
Where resources are spent are an understandable concern, and requires some public support to implement.
I'd also wanna add that the Justice System is only a PvE system because they scrapped the PvP part. Having recently looked up their announcement of the system and its follow-ups, it seems to me to be quite clear that it was never intended to be a PvE system. I'm also with Heroofnone, in the regards that harder content should have better rewards. So should they implement a feature similar to your proposal, it would only be reasonable for it to have better reward than PvE thieving (though again, I'm weary of reward farming). Lets be honest, the current system is kinda broken, both from a gameplay and from an economic perspective. No risk, all reward. It's challenging when you're low level, but after that it's a cakewalk. So I really hope they at least tweak the PvE side of it sooner rather than later, if a PvP implementation is not coming this year.
cosmic_niklas_93b16_ESO wrote: »HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
@heroofnone Interesting solutions, especially to the most worrisome potential issues: camping and imbalance (due to there not being enough guards/thieves). It still seems exploitable though, especially when populations are low. Given your proposal of 6 different cities throughout Tamriel and my impression that there is a minority interested in this, but not a large enough minority to ensure a constant upkeep of population, I can imagine people going in, one guard and one thief, and help each other out. I think @dominoid 's idea of a battleground is more feasible. Have system that just puts players on a side (don't let them choose themselves), implement communication barriers between the sides, and scale rewards based on each side's performance, so people are incentivized to help their own faction. It would also need a minimum amount of players and auto-balancing imo. I can't help but feel if the rewards are too good, players will find a way to exploit these kinds of systems and ZOS will nerf them or remove them. I personally wouldn't care for the rewards, just good ol' cops 'n robbers will give me fun and I'll be satisfied.
Cases of "bribing the guard" will occur, but that's where the penalties for letting criminals escape or getting captures will play out. Let too many go and you'll be forced out of guard duty for a while, maybe even the day, if we're being severe with the punishment. The thieves could face similar consequences for stealing and getting caught, being locked out of the PVP instance for a few minutes and on an increasing scale for each capture (10 min the first time, 30 min the next, 1 hour the 3rd, etc.)
As for cross faction communication, I figured the standard cyrodiil rule set where enemy factions outside of whispers or guild can't hear each other would apply.
As for incentives to do well, I considered a token system or thieving leaderboards, but felt if this was picked up the devs would figure the best way to control that. Doing it based on the amount of money or number of arrests may not be the best way.So PvErs don't qualify for decent loot?
No thanks.
@Tandor I don't mean to be rude, but that's odd reasoning. If I don't want to run Trials, I don't qualify for certain loot. If I don't wanna do Cyrodiil, I don't qualify for certain loot. If I don't wanna buy Orsinium, I don't qualify for certain loot. That's how it works in MMOs. Why are those instances okay, but not this particular idea?
Because it's taking an existing PvE system and adding enhanced rewards but only for PvPers. Not the same thing as Trials or Cyrodiil at all.
And where is the issue with cyrodiil having enhanced EXP for PVPers? Or imperial city having PVE fights for trophy tokens to open vaults? Or are you opposed to that?
On the PVE specific end, we have veteran dungeons with hard mode challenges to get gold keys. In trials we have hard mode challenges to get more points on the leader board to get gold loot (when they fix it again). Are you against these different modes because they don't give the same loot at just doing the normal modes?
Again, not taking away a thing for the PVEr, just giving a PVP option that gives better reward for the risk you take, like so many other challenges in the game.
I'm not against any existing system in the game, I am simply against your proposal to change one of the systems. Cyrodiil, Trials, and IC are what they are and I'm fine with that. The Justice System is also what it is, and I am fine with that too. I don't agree with your proposal and I am entitled to hold my view, which others clearly share. Let's agree to disagree on this particular proposal.
Alright, though I'm just trying to understand the reasons why and if your actively opposed to it or if it's simply something you don't care about. If you never plan to PVP I can understand not caring about this (outside of the resources it might take to develop). If your actively opposed to it however I simply don't understand and am trying to get an understanding why, since there does seem to be an ongoing push not to give PVP players anything a PVE player can't get in a simple way.
I certainly don't want developer resources spent on it, but in any event I've explained why I'm opposed to it quite clearly in my opening comment. I have no interest in PvP and I don't want a PvE system changed in a way that creates better rewards that are denied to PvErs. I don't have a problem with the way the existing systems favour one playstyle or another, but your proposal represents a change to the existing system and I'm against it. If you modified your proposal so PvPers gained PvP ranking benefits or whatever they're called then that would resolve that objection with everyone getting the same loot, but I'd still oppose developer resources being used on something they've already dismissed anyway, especially as they're already working on several more worthwhile PvP improvements and additions.
Ok and maybe it's that "change" you're referring to that I font get. The Justice system outside of these PVP cities would remain as it is. The only exception might be the rarity rate might be tweaked, which might be too high for the low risk side on the PVE system. The increase on the PVP side is just increasing that rarity and offering new items (like crafting mats) that are not really part of the current stealing tables. You'd still be able to go to any towns or areas on the PVE side of things and steal what you want with only guards to worry about.
Where resources are spent are an understandable concern, and requires some public support to implement.
I'd also wanna add that the Justice System is only a PvE system because they scrapped the PvP part. Having recently looked up their announcement of the system and its follow-ups, it seems to me to be quite clear that it was never intended to be a PvE system. I'm also with Heroofnone, in the regards that harder content should have better rewards. So should they implement a feature similar to your proposal, it would only be reasonable for it to have better reward than PvE thieving (though again, I'm weary of reward farming). Lets be honest, the current system is kinda broken, both from a gameplay and from an economic perspective. No risk, all reward. It's challenging when you're low level, but after that it's a cakewalk. So I really hope they at least tweak the PvE side of it sooner rather than later, if a PvP implementation is not coming this year.
Well, gankers in IC got no risk and all reward too if we're going by your logic. They risk nothing except time to get a ton of TV's by getting 1-2 hits on someone farming the sewers and worst case they'll still end up with nothing less than they started with and best case a lot more than they started with. Should they get nerfed rewards too then?