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.
First bold: Define "no one". Specifically is this just NPCs? Or could a PC count as spotting a crime and thus trigger bounty. if one PC pulls guard over, then vanishes or pays quickly, breaking the guard sequence of movement so it now spots another PC picking a safebox or killing during quest mode triggering bounty should HUNTER PCs benefit from the actions of their compatriot sacrificing some gold from his 11th alt spotter?
Second Bold: Guards are NPCs with "goals" such as they are within game immersion to maintain order. PCs involved in PVP are out to kill other PCs. We dont let serial killers become marshals for a good reason. As such, expecting PVP hunters to "enforce law" is just bizarre.
Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
FIRST POINT:
Honestly, the "voting" threads don't really matter. They were all made by people in favor of the system, and poll options were such that they didn't show the severity of the consequences of the possible outcomes.
It all boils down to what I said earlier. Very few PvP players are going to quit the game solely because this wasn't implemented. Sure, PvP players quit all the time for other reasons, but the number of them where this specific decision was the difference between staying and leaving are very few.
On the other hand, the number of PvE players that hate everything about PvP and would outright quit the second the system was released is virtually guaranteed to be far higher.
So it doesn't really matter that 75% of the players "want" the system. What matters is that those who don't are very adamantly against it, and that implementation of the system is going to actively alienate way more players that not implementing it will. What people "want" is irrelevant. What will actually make them quit is what matters.
SECOND POINT:
I've seen countless arguments for hwo the system could be implemented such that it would be "optional". Yet I've never seen one that would work (because there isn't one). Here are my two favorites:
"There could be a toggle to completely remove yourself from the PvP portion!"
Ok, fine, but then the only people that would leave the toggle on would be the few players who want to PvP in PvE zones. All PvE players would toggle it off. All PvP players who just want to get PvE content done (like TG and DB quests), and get Legerdemain achievements, would toggle it off. Most of the people who would leave it on would only be doing so to use the system to duel and such. This is just stupid.
If the company changes their mind I'll just have to deal with that then. Like you need to deal with their current decision now. And if you meant to call me a milk drinker... I can deal with that too.Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
They have made many decisions. One decision they made was to implement PvP in the Justice System, and then they made a decision to not implement it. What makes you think they won't make a decision to re-implement it? It could happen.
If you're having nightmares, drink some warm milk.
ZOS really needs to just get dueling and such implemented into the game ASAP, and hopefully they'll stop trying to screw with the justice system.
ZOS really needs to just get dueling and such implemented into the game ASAP, and hopefully they'll stop trying to screw with the justice system.
ZOS really needs to just get dueling and such implemented into the game ASAP, and hopefully they'll stop trying to screw with the justice system.
Because the justice system as it is now is such a satisfying thing right? So much depth into it. So well thought out and implemented. Seems like so much fun with boring unkillable guards which you can run away from easily if you have more than 3 brain cells.
Btw, why so toxic against the PvP crowd? I thought PvPers are supposed to be the toxic ones?
[Edit to alter quoted content that was removed]
ColoursYouHave wrote: »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.
It wasn't ZOS who disliked the "opt-in" option, it was the PvPers. They were never happy to accept a total opt-out of PvP for PvErs committing PvE crimes in PvE areas, they wanted an automatic opt-in at a certain bounty level, thereby limiting the extent to which PvEers could participate in the PvE content.
In any event, I agree with you that the PvP element of the Justice System isn't going to happen and those still pursuing it are indeed beating the proverbial equine corpse. I don't think they will look at it again because they're introducing other forms of small-scale PvP in PvP areas including dueling instead.
I have no idea where you're getting this. There may have been some "PVPers" out there who just wanted to grief and pick on low level players, but many PVPers I spoke to would have absolutely loved this option. The only group of people who didn't like this were griefers, not real PVPers. There was a lengthy thread after they announced they were scraping the PVP portion of the Justice System where many PVPers agreed they would be 100% happy with some sort of opt-in system.
Edit: And from what I'd seen on some other threads, it was more PVE players than anybody arguing against some sort of opt-in, despite the fact that it would mean gameplay wouldn't change for them at all whatsoever.
Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
We know ZOS has made their decision. That doesn't mean we can't talk and dream about what the justice system could have been, or let ZOS know that there are still those of us out there that would like dynamic content like this in the game. Why do all of you who don't want it feel the need to tell us what we already know and add nothing to the conversation? Sure, it might be beating a dead horse, but you don't have to read these threads.
Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
We know ZOS has made their decision. That doesn't mean we can't talk and dream about what the justice system could have been, or let ZOS know that there are still those of us out there that would like dynamic content like this in the game. Why do all of you who don't want it feel the need to tell us what we already know and add nothing to the conversation? Sure, it might be beating a dead horse, but you don't have to read these threads.
For the same reason as you, I imagine! You want something, you say so. I don't want it, I say so. Two points of view lead to a discussion, and this is a discussion forum after all.
Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
We know ZOS has made their decision. That doesn't mean we can't talk and dream about what the justice system could have been, or let ZOS know that there are still those of us out there that would like dynamic content like this in the game. Why do all of you who don't want it feel the need to tell us what we already know and add nothing to the conversation? Sure, it might be beating a dead horse, but you don't have to read these threads.
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).
- 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
@Divinius and @Tandor :
You both fiercly advocate that every PvPer wants a way to force PvP to PvErs and say there has never been a suggestion that would be safe.
Yet you both completely ignore my suggestions made in this very thread where you are most active in defending the current Justice system.
Either stop spreading blatant lies or start constructively commenting ALL suggestions.
Clerics1985 wrote: »Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
We know ZOS has made their decision. That doesn't mean we can't talk and dream about what the justice system could have been, or let ZOS know that there are still those of us out there that would like dynamic content like this in the game. Why do all of you who don't want it feel the need to tell us what we already know and add nothing to the conversation? Sure, it might be beating a dead horse, but you don't have to read these threads.
because not everyone is Hiding in their "safe space" that's why man. don't feel personVeteran (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).
- 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
@Divinius and @Tandor :
You both fiercly advocate that every PvPer wants a way to force PvP to PvErs and say there has never been a suggestion that would be safe.
Yet you both completely ignore my suggestions made in this very thread where you are most active in defending the current Justice system.
Either stop spreading blatant lies or start constructively commenting ALL suggestions.
Bro you literally just stated that you are tryin to suggest things that would be Safe, but in your Explanation you pretty much say that All players are Free game if they steal and a "player outlaw" forces a Dialog box on them, in which if they don't respond the outlaw has Free reign to *** and pillage, this is exactly why PVEr's don't want this outside of Cyradil. it has to be toggled if it's going to work, they have to OPT-IN not by their actions, but by their choice in the settings much the same way "attacking innocents" is.
As for the Sacrement/heist thing if it doesn't take the Place of the original heist, then it would be a Option for players seeking that kind of playstyle and that could work.
First bold: Define "no one". Specifically is this just NPCs? Or could a PC count as spotting a crime and thus trigger bounty. if one PC pulls guard over, then vanishes or pays quickly, breaking the guard sequence of movement so it now spots another PC picking a safebox or killing during quest mode triggering bounty should HUNTER PCs benefit from the actions of their compatriot sacrificing some gold from his 11th alt spotter?
What I mean by "no one" is NPCs. Players cannot catch you in the act, obviously. You must have a bounty of, at least "Notorious", for a player to interact with you, in my view.Second Bold: Guards are NPCs with "goals" such as they are within game immersion to maintain order. PCs involved in PVP are out to kill other PCs. We dont let serial killers become marshals for a good reason. As such, expecting PVP hunters to "enforce law" is just bizarre.
What is the difference between NPCs having goals to kill on sight for a fugitive bounty and a player having the same goal of killing a player with a fugitive bounty? Do you prefer the current system, where players can kill NPCs indiscriminately, with very little repercussions? Do you think that players with a million gold bounty should be able to accept quests and use the Guild Stores after killing 100's of NPCs?
I'm not even going to comment on the rest of your post, because it is just a rant.
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)
paleobonesb14_ESO wrote: »What about idea by @Narnor ?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)
This is a very interesting idea that has a lot of potential.
I would have people queue in to be enforcers for cities, to limit the numbers. The enforcer wouldn't see players in stealth until it was broken just like in Cyrodiil or while stealing/doing heists.
Again what the hell are you talking about can anyone else understand what he is saying?I Seen you post in another thread and its different from this it's hard to understand your point other then you name calling other players.paleobonesb14_ESO wrote: »What about idea by @Narnor ?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)
This is a very interesting idea that has a lot of potential.
I would have people queue in to be enforcers for cities, to limit the numbers. The enforcer wouldn't see players in stealth until it was broken just like in Cyrodiil or while stealing/doing heists.
So, OK my guard/enforcer just happens to stand next to a certain quest spot where a thievery quest pushes player to.
Then my fellow non-enforcer buddy spots the sneakies and keeps me informed.
Then my buddypulls a pawn sacrifice (quick snatch to draw guard followed by instant clicky clicky pay trival bounty) to move the guard from where he was when the safe box cracking began to where he is now spotting the cracker.
BAM spotted bounty cue the enforcer for a light snack of Easy PVE meat.
because, players unlike guards aren't bound by "character knowledge."
This of course we go with the idea mentioned by the other poster that PC PVP enforcers cannot spot crimes themselves. Its odd I know. But its what they were proposing as 'reasonable"
If the PVP stalker/serial-killer masquerading as marshal/enforcer can spot crimes on their own then no need for the teamwork. Just stalk out known quest sites or other key choke points.
paleobonesb14_ESO wrote: »What about idea by @Narnor ?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)
This is a very interesting idea that has a lot of potential.
I would have people queue in to be enforcers for cities, to limit the numbers. The enforcer wouldn't see players in stealth until it was broken just like in Cyrodiil or while stealing/doing heists.
So, OK my guard/enforcer just happens to stand next to a certain quest spot where a thievery quest pushes player to.
Then my fellow non-enforcer buddy spots the sneakies and keeps me informed.
Then my buddypulls a pawn sacrifice (quick snatch to draw guard followed by instant clicky clicky pay trival bounty) to move the guard from where he was when the safe box cracking began to where he is now spotting the cracker.
BAM spotted bounty cue the enforcer for a light snack of Easy PVE meat.
because, players unlike guards aren't bound by "character knowledge."
This of course we go with the idea mentioned by the other poster that PC PVP enforcers cannot spot crimes themselves. Its odd I know. But its what they were proposing as 'reasonable"
If the PVP stalker/serial-killer masquerading as marshal/enforcer can spot crimes on their own then no need for the teamwork. Just stalk out known quest sites or other key choke points.
If your argument was "lets make bounty more impactful for routine transactions" and not "lets enable PVP STALKING of PVEers", why wasnt anything about expanding the existing HIGH BOUNTY THEN NPCS REFUSE TO WORK WITH YOU in your list which included only adding PVP STALKING?
I could absolutely get behind more operational problems for carrying bounties, as long as its not just the sheep's clothing around WORLD WIDE PVP STALKING which seems to be an agenda masquerading as a solution looking for a problem to avoid being obviously just WANT EASIER VICTIMS.
paleobonesb14_ESO wrote: »paleobonesb14_ESO wrote: »What about idea by @Narnor ?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)
This is a very interesting idea that has a lot of potential.
I would have people queue in to be enforcers for cities, to limit the numbers. The enforcer wouldn't see players in stealth until it was broken just like in Cyrodiil or while stealing/doing heists.
So, OK my guard/enforcer just happens to stand next to a certain quest spot where a thievery quest pushes player to.
Then my fellow non-enforcer buddy spots the sneakies and keeps me informed.
Then my buddypulls a pawn sacrifice (quick snatch to draw guard followed by instant clicky clicky pay trival bounty) to move the guard from where he was when the safe box cracking began to where he is now spotting the cracker.
BAM spotted bounty cue the enforcer for a light snack of Easy PVE meat.
because, players unlike guards aren't bound by "character knowledge."
This of course we go with the idea mentioned by the other poster that PC PVP enforcers cannot spot crimes themselves. Its odd I know. But its what they were proposing as 'reasonable"
If the PVP stalker/serial-killer masquerading as marshal/enforcer can spot crimes on their own then no need for the teamwork. Just stalk out known quest sites or other key choke points.
You need to stop insulting people please. We aren't stalkers or serial killers. We are gamers that enjoy player vs player combat.
I find it absurd that across all of Tamriel in every location with guards an enforcer is going to have a buddy who is content to just chill waiting for someone to arrive and commit a crime with a high enough bounty to make them attack on sight by guards, 24 hours a day 7 days a week.
Would some people do this- yes-- we have people who boost in pvp. Does that mean we should just scrap emperors because some people cheat?
Again I have yet to see you come up with any suggestions to improve the justice system in a thread asking what your dream justice system would be.
If your argument was "lets make bounty more impactful for routine transactions" and not "lets enable PVP STALKING of PVEers", why wasnt anything about expanding the existing HIGH BOUNTY THEN NPCS REFUSE TO WORK WITH YOU in your list which included only adding PVP STALKING?
I could absolutely get behind more operational problems for carrying bounties, as long as its not just the sheep's clothing around WORLD WIDE PVP STALKING which seems to be an agenda masquerading as a solution looking for a problem to avoid being obviously just WANT EASIER VICTIMS.
I've tried to suggest a PvE only approach before, @STEVIL, people just don't want to face consequences for their actions.
Clerics1985 wrote: »Someone's dream is someone else's nightmare. ZOS has made their decision, ok?
We know ZOS has made their decision. That doesn't mean we can't talk and dream about what the justice system could have been, or let ZOS know that there are still those of us out there that would like dynamic content like this in the game. Why do all of you who don't want it feel the need to tell us what we already know and add nothing to the conversation? Sure, it might be beating a dead horse, but you don't have to read these threads.
because not everyone is Hiding in their "safe space" that's why man. don't feel personVeteran (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).
- 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
@Divinius and @Tandor :
You both fiercly advocate that every PvPer wants a way to force PvP to PvErs and say there has never been a suggestion that would be safe.
Yet you both completely ignore my suggestions made in this very thread where you are most active in defending the current Justice system.
Either stop spreading blatant lies or start constructively commenting ALL suggestions.
Bro you literally just stated that you are tryin to suggest things that would be Safe, but in your Explanation you pretty much say that All players are Free game if they steal and a "player outlaw" forces a Dialog box on them, in which if they don't respond the outlaw has Free reign to *** and pillage, this is exactly why PVEr's don't want this outside of Cyradil. it has to be toggled if it's going to work, they have to OPT-IN not by their actions, but by their choice in the settings much the same way "attacking innocents" is.
As for the Sacrement/heist thing if it doesn't take the Place of the original heist, then it would be a Option for players seeking that kind of playstyle and that could work.