First of all. Ita not "beating a dead horse" its writing about a greatly anticipated part of the game that alot of players have been looking forward to.
Secondly, i fully appreciate a discussion of dueling and/or arena. You can have opinions on 2 slightly different subjekts no?
Thirdly. This is an "how have you envisioned it/dreamed of it" thread. Not a "zomg i need dis right nows or me unsubsribes!". I didnt know it was "cruel" to discuss civily ones hopes and dreams of a part of a game that was anounced by the company who made said game.
I already gave some of my suggestion on how it could be implemented in my thread that got closed.
One particular idea that is not intuitive to other players:
Veteran (PvP) heists/sacraments.
Just like regular heists/sacraments but available only for lvl 50+ players (you could even make those instances disable all CP passives).
The progress is the same, it would be a purely PvE content until one of the following occurs:
-you get spotted by a guard
-you put the place on high alert (5+ normal NPC sightings)
Law Enforcers can queue for that activity and are notified when an Outlaw is spotted in a heist or sacrament - giving them the option to enter that instance.
The Enforcer's goal inside that instance is to catch the Outlaw before the time limit expires.
The Outlaw's reward for successfully completing a "veteran heist/sacrament" is a high chance of getting gold gear (including Bahraha's and Syvarra's Jewelry).
The Enforcer's reward for catching an Outlaw can then easily be mirrored to reflect the reward of an Outlaw. I was thinking they would also gain (good) rewards from dailies (catch one Outlaw in a heist/sacrament).
Roehamad_Ali wrote: »They would need to make the guards killable . It would be too much on the outlaw fighting immortal NPCs and Players .
So. Alot of people (myself included) would love to see some form of PvP part of the justice system implemented. However, alot of issues is raised from this, primarily the problem of "griefing" and the problem that it would be exclusive to high lvl characters, due to non scaling in PvE zones.
This lead to Zenimax officially declared justice PvP development dead, because there is alot of problems making it balanced.
This made me think, how have YOU envisioned the justice system fully fleshed out?
For me, it was some sort of world skill where you "transform" into an Enforcer in a watch tower, with Guard statline and abilities (to combat the potentiel griefing at the cost of customisation) where you replace one of the Guards in an area (you are however free to roam as you please inside the city boundaries)
But it got me thinking, how have you envisioned the justice system? Simple free for all, or a more delicate system? Would love to hear your suggestions (maybe we could get lucky, and one of the ideas could reignite the creativity in the development team ;-) )
Roehamad_Ali wrote: »They would need to make the guards killable . It would be too much on the outlaw fighting immortal NPCs and Players .
Pretty much everyone agrees on that.
Roehamad_Ali wrote: »They would need to make the guards killable . It would be too much on the outlaw fighting immortal NPCs and Players .
I have another suggestion:
- players are never flagged for PvP, no matter how high the bounty they have
- Enforcers can only "apprehend" a player with a bounty, triggering the "pay bounty dialogue"
- then AND ONLY THEN- if a player fails to respond in 15 seconds or chooses the "flee" option is that player flagged for PvP
Combine that with a "prevent stealing" toggle and you have a grief proof PvP Justice system.
I really wish people would stop beating this dead horse.
It's actually making the forums start to smell bad.
ColoursYouHave wrote: »All they needed was to make an "opt-in" option. By default, Justice System PVP is disabled, meaning if you steal something you still can't be attacked by other players. However, somebody could go into the settings and "opt-in", meaning other players could attack them if they had a bounty. This way, people who want to steal in peace can do so, and people who want to participate in Justice System PVP can choose to do so, and both groups of people are happy. But as we all know, ZOS hates giving players options, and would rather go for the "all-or-nothing" approach, so this isn't something we will ever see happen. As much as I want Justice System PVP, this really is getting to the point of beating a dead horse. Some players want it, others don't, and ZOS isn't willing to take the time to come up with something that works for both sides (even though the solution is fairly simple and has been suggested multiple times). Maybe if the game is still alive and well a couple years down the road they'd reconsider taking a look, but in the foreseeable future this simply isn't going to happen.
I already gave some of my suggestion on how it could be implemented in my thread that got closed.
One particular idea that is not intuitive to other players:
Veteran (PvP) heists/sacraments.
Just like regular heists/sacraments but available only for lvl 50+ players (you could even make those instances disable all CP passives).
The progress is the same, it would be a purely PvE content until one of the following occurs:
-you get spotted by a guard
-you put the place on high alert (5+ normal NPC sightings)
Law Enforcers can queue for that activity and are notified when an Outlaw is spotted in a heist or sacrament - giving them the option to enter that instance.
The Enforcer's goal inside that instance is to catch the Outlaw before the time limit expires.
The Outlaw's reward for successfully completing a "veteran heist/sacrament" is a high chance of getting gold gear (including Bahraha's and Syvarra's Jewelry).
The Enforcer's reward for catching an Outlaw can then easily be mirrored to reflect the reward of an Outlaw. I was thinking they would also gain (good) rewards from dailies (catch one Outlaw in a heist/sacrament).
arkansas_ESO wrote: »I really, really feel like Hew's Bane should have been a PVP zone. They expressed concerns about "keeping PVP in PVP zones" and vice versa, so I feel like a closed off area like Hew's Bane would have been great. Picture this: Theft, assault, and destruction of property are at an all time high in Abah's Landing, and the merchant lords are looking for any and all able-bodied warriors to help defend their investments in the city (homes, stalls, cargo on ships, etc.) Meanwhile, the Thieves Guild, looking to reestablish their hold on the city, are looking for any aspiring thieves to help keep pressure on the merchant lords. Players could choose to either work for the merchant lords (guards) or the Thieves Guild (thieves.) Thieves would be assigned repeatable quests to destroy the cargo of a merchant lord who didn't pay up, steal from a stall/house/etc., go and get payments from certain clients, etc. Guards would only be able to attack well known thieves on sight (let's say a bounty of other 10k gold, which would be obtained after maybe an hour of thieving or by attacking one player guard), while thieves would be able to attack any player guards on sight (player guards flag for PVP by equipping a guard outfit/tabard.)
I know this will never happen, but just imagine being a thief and dropping down on another player from above, trying to quickly kill him so you can rob the nearby stall before he can rez and run back. Or imagine being in a group with 2-3 other guards and you're on a boat defending your employer's cargo from 2-3 thieves who are dead set on destroying it. I really feel like ZOS are missing out on opportunities to make zones with lasting, interesting mechanics that keep players in the zone and in the game for years to come. And what do we get in it's place? A new zone with 5-10 hours of quests that you'll go through once or twice and never again, and then the zone's dead in a month or two.
/rant
It really comes down to PvP creating dynamic content that can be played for years and PvE creating static content that is completed maybe a few times until players need new content, leaving the old content a ghost town.