@STEVIL:
I'm all for PvE consequences instead of PvP, but there need to be consequences for criminal activity and yes, that includes extorting merchants in the wilderness and even criminal deeds in quests.
Anybody with a bounty of level of notorious or fugitive should be barred from NPC interaction inside cities for as long as their bounty levels remains that high (they'd still have the Outlaw's Refuge NPCs available to them of course).
Also the fact there have been two DLCs dedicated to crime bears little meaning to the discussion. You can easily complete both DLCs without racking up a huge bounty or any bounty at all. Want to kill someone or steal something? Be smart about it and wait for an opportunity to do it.
And no, that players don't want consequences isn't just my conclusion... I was literally told by players that the bounty was bad enough as is and they don't want any harsher punishment as that would prevent them from stealing.
It won't until its implemented. If people want something they I'll keep bring it to light until it happens.SlayerTheDragon wrote: »When will this stupid idea ever stop haunting us? Please let it go...
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.
Nothing I've said is a "blatant lie" and I challenge you to find an example of one place where I lied. But OK, fine, I will directly address your proposal...@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.
It sounds like (and correct me if I'm wrong) you are proposing that these new "Veteran/PvP" versions of the quests would have better rewards then the regular PvE-only versions. Also, there are rewards for the Enforcers as well. This is the first problem. Unless the rewards for the PvP version of the quests are identical to the rewards for the PvE versions, AND the Enforcer get no reward other maybe some very small amount of AP or gold, the system will be horribly abused by people working in pairs to game the system. That's pretty much guaranteed.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).
If this is only applicable within the Vet/PvP quest you are describing above, then fine, whatever. That idea has its own flaws, so this is a moot point.
- 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
Nothing I've said is a "blatant lie" and I challenge you to find an example of one place where I lied. But OK, fine, I will directly address your proposal...@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.It sounds like (and correct me if I'm wrong) you are proposing that these new "Veteran/PvP" versions of the quests would have better rewards then the regular PvE-only versions. Also, there are rewards for the Enforcers as well. This is the first problem. Unless the rewards for the PvP version of the quests are identical to the rewards for the PvE versions, AND the Enforcer get no reward other maybe some very small amount of AP or gold, the system will be horribly abused by people working in pairs to game the system. That's pretty much guaranteed.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).
And that's ignoring the more base complaint that would immediately arise, that you are providing better rewards for PvP players than PvE players. That's not going to fly well.
And as for this section:If this is only applicable within the Vet/PvP quest you are describing above, then fine, whatever. That idea has its own flaws, so this is a moot point.
- 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
But if you mean this is how it would work anywhere in the game, then absolutely NOT. That is pretty much the epitome of exactly what PvE players do NOT want. I'm all for the system having harsher consequences for crime, but as others have said, PvE content needs PvE consequences. PvP is a whole different world, and shouldn't be mixed with PvE.
Now, since I've already been moderated once in this thread, I'll try to play along with the supposed intent of the topic.
What would I do to improve the existing justice system? As I said, I'm 100% all for greatly increasing the consequences for having a bounty and getting caught. There's lots of ways to do this:
1) Make NPC guards much harder to escape, so you are basically forced to fight them, but also make them killable. However, killing one would greatly increase your bounty, and will cause the next guard(s) you fight to gain a buff that would make him 5 times harder to kill. If you manage to kill another one, the 3rd guard gets a buff that makes him impossible to kill, like they are now. This gives players a limited means to escape, but at a high cost, and it's not sustainable. The guard buffs would remain at whatever level you got them to, until your bounty is completely cleared.
2) I've also heard ideas about how killing a guard would make other guards in the area gain a much higher aggro range. This would good because it makes being a higher-bounty criminal significantly harder, especially if paired with the first idea of making them much harder to escape.
3) Make bounty decay slower. I agree with the decay idea, but it's rather fast, IMO, and it's only getting easier to dump it with the TG and DB passive buffs.
4) Increase consequences for having a bounty, and make more things give bounties. It's always bothered me how that "Crime Pays" achievement doesn't give you a bounty. It really should. Also, having anything above a very small bounty should quickly make all merchants, and even some quest NPCs, stop interacting with you entirely. Main quest and storyline quest NPCs would probably need to be exempt from this, but I see no reason why certain repeatable daily quests NPCs shouldn't start to ignore you.
5) To compensate for these changes, fix the issues in the game that make it easy for people to accidentally commit crimes. I'm not talking about accidentally getting caught. There's a huge difference between accidentally getting caught for an intentionally committed crime, and actually committing the crime by accident. Attackable "innocent" NPCs stuck in the middle of packs of enemy mobs, and stupid owned bottles on tables in front of shop-keepers, I'm looking at you...
6) Do not ever implement PvP enforcers, in any way.
{edited for typos}
I'd be in agreement with pretty much all of that. The only concern I'd have with killable guards is that they would have to be cumulatively buffed in such a way that it is impossible for raiding parties to storm through cities killing all the guards and other NPCs through sheer weight of numbers and thoroughly ruining the atmosphere and performance for everyone else. That's always been the main concern with having guards made killable and is, I assume, what you have in mind.
@Tandor & @Divinius
I am glad you guys are finally being constructive and are contributing to this discussion.
Seriously, I applaud you.
Just to touch on your comment about people working in pairs to game the system (heists/sacraments):
It is very hard to work in pairs when neither the Outlaw nor the Enforcer choose their opponent. When an Outlaw gets noticed in his instance, it is the GAME that assigns an Enforcer to that instance from a pool of players that applied for that activity.
To prevent even more potential abuse, those veteran versions of heists/sacraments should not be re-obtainable if you abandon the quest. At least for that day.
@Tandor & @Divinius
I am glad you guys are finally being constructive and are contributing to this discussion.
Seriously, I applaud you.
Just to touch on your comment about people working in pairs to game the system (heists/sacraments):
It is very hard to work in pairs when neither the Outlaw nor the Enforcer choose their opponent. When an Outlaw gets noticed in his instance, it is the GAME that assigns an Enforcer to that instance from a pool of players that applied for that activity.
To prevent even more potential abuse, those veteran versions of heists/sacraments should not be re-obtainable if you abandon the quest. At least for that day.
We've been contributing constructively all along, you just didn't agree with our point of view.
You still owe both of us an apology for wrongly accusing us of blatant lies. We've simply argued for a complete opt-out from PvP in any PvP-enhanced Justice System, and have rightly stated that it is something PvPers generally are never willing to endorse, yourself included, and that is a constructive contribution to the discussion. You have referred throughout to your preferred system under which PvErs will be automatically opted-in through their actions, with no opportunity to opt-out through their game settings.
@Tandor & @Divinius
I am glad you guys are finally being constructive and are contributing to this discussion.
Seriously, I applaud you.
Just to touch on your comment about people working in pairs to game the system (heists/sacraments):
It is very hard to work in pairs when neither the Outlaw nor the Enforcer choose their opponent. When an Outlaw gets noticed in his instance, it is the GAME that assigns an Enforcer to that instance from a pool of players that applied for that activity.
To prevent even more potential abuse, those veteran versions of heists/sacraments should not be re-obtainable if you abandon the quest. At least for that day.
We've been contributing constructively all along, you just didn't agree with our point of view.
You still owe both of us an apology for wrongly accusing us of blatant lies. We've simply argued for a complete opt-out from PvP in any PvP-enhanced Justice System, and have rightly stated that it is something PvPers generally are never willing to endorse, yourself included, and that is a constructive contribution to the discussion. You have referred throughout to your preferred system under which PvErs will be automatically opted-in through their actions, with no opportunity to opt-out through their game settings.
I don't owe an opology to nobody.
If and when you comment on how my suggestions could be exploited and/or griefed in, I might consider an apology. Although it would still be true up to that point where I said you ignored them.
I would actually like to revoke my statement that you were ever constructive. @Divinius was, you just said you agree with him.
And you both agreed on one thing: escaping guards is easy (the penalty part of Justice).
Disabling the "kill on sight mechanic" from the Fugitive bounty serves to prevent griefing.
Yet if you refuse to pay your bounty when caught, it will be harder to escape than it currently is.
There is still a lot of room for not ever participating in PvP if you don't want to.
To counter the higher risk of getting caught, I propose a hard buff of the "Haggling" passive in the TG skill line. 8% for 4 skil points just won't cut it.
I don't owe an opology to nobody.