The Uninvited wrote: »Simple solutions:
1- change BoW to have a 5 minute cooldown, or make it a level 12 DB ability, not 1.
2- if a crime is witnessed by another player, a 1/10 (or more) bounty is accrued, cumulative per player witness.
3- if a bounty of 1000 or more is achieved, PvP is turned on and the character begins glowing a bright red outline.
4- if bounty over 2000, then killing that player rewards the hunter an amount of gold equal to 5x the criminal's CP, or equal to their level.
Stuff like this would change the situation.
No, the most simple solution would be to make the DB xp higher for a contract. As it is now, you need Litany of Blood (around 15 kills) + another 30 contract kills or so to unlock the final quest. Higher xp would mean lesser contract kills.
Simple solutions:
1- change BoW to have a 5 minute cooldown, or make it a level 12 DB ability, not 1.
2- if a crime is witnessed by another player, a 1/10 (or more) bounty is accrued, cumulative per player witness.
3- if a bounty of 1000 or more is achieved, PvP is turned on and the character begins glowing a bright red outline.
4- if bounty over 2000, then killing that player rewards the hunter an amount of gold equal to 5x the criminal's CP, or equal to their level.
Stuff like this would change the situation.
The Uninvited wrote: »Simple solutions:
1- change BoW to have a 5 minute cooldown, or make it a level 12 DB ability, not 1.
2- if a crime is witnessed by another player, a 1/10 (or more) bounty is accrued, cumulative per player witness.
3- if a bounty of 1000 or more is achieved, PvP is turned on and the character begins glowing a bright red outline.
4- if bounty over 2000, then killing that player rewards the hunter an amount of gold equal to 5x the criminal's CP, or equal to their level.
Stuff like this would change the situation.
No, the most simple solution would be to make the DB xp higher for a contract. As it is now, you need Litany of Blood (around 15 kills) + another 30 contract kills or so to unlock the final quest. Higher xp would mean lesser contract kills.
Sigh... Consider other side effects. My toon started the DB at around 10, now is almost 15 and only DB 4. How about decrease xp needed per level of DB line. You don't want to increase xp gained, it's already fairly substantial. If you increased gain, it would increase murders, it would then become a viable way to grind xp.
vyndral13preub18_ESO wrote: »Simple solutions:
1- change BoW to have a 5 minute cooldown, or make it a level 12 DB ability, not 1.
2- if a crime is witnessed by another player, a 1/10 (or more) bounty is accrued, cumulative per player witness.
3- if a bounty of 1000 or more is achieved, PvP is turned on and the character begins glowing a bright red outline.
4- if bounty over 2000, then killing that player rewards the hunter an amount of gold equal to 5x the criminal's CP, or equal to their level.
Stuff like this would change the situation.
You would have to have a pop up widow for if a player wished to report the crime. If I'm running the quest with someone else I don't want to report them all the time. But I may wish to report a rival assassin.
Yeah I don't see that going well...
And then add in the fact that the way a character player is standing on your screen may not be the direction they are facing at all... sounds fantastic.
Daemons_Bane wrote: »Simple solutions:
1- change BoW to have a 5 minute cooldown, or make it a level 12 DB ability, not 1.
2- if a crime is witnessed by another player, a 1/10 (or more) bounty is accrued, cumulative per player witness.
3- if a bounty of 1000 or more is achieved, PvP is turned on and the character begins glowing a bright red outline.
4- if bounty over 2000, then killing that player rewards the hunter an amount of gold equal to 5x the criminal's CP, or equal to their level.
Stuff like this would change the situation.
1 - this would make the quest "kill 3 citizens" suck majorly
2-3 no pvp please
2 wasn't PvP, though... And, kill 3 citizens would then require killing them, not assassinating them. The problem is that the huge amounts of citizens being killed is a result of players not getting bounties, BoW allows that to happen. The problem with BoW is that it's like handing a top-tier equipment to everyone, no one had to earn it, and therefore everyone has it. So, yes, it gets used all the time.
Remember back to the start of the game. If vampire/ww bites were 1st lvl, and had no cooldown, how many would have been walking around? Instead, they gave it a massive cooldown, and made people earn it, and we had 'reasonable' amounts of them running around. Do the same with BoW.
ChrispyRambo wrote: »You can make sooooo much money with the Blade Of Woe....robbing every NPC as they die has filled my bank account. Find a small village with no guards and let the the slaughter begin. Just creep in a nice circular pattern around the village and by the time you get back to the first NPC you've killed they all start to re-spawn. Maxed out my Fence everyday since the DB landed on XB1.
EdmundTowers wrote: »Vulkhel Guard used to be a peaceful town. Ya, there was the occasional thief here and there. That was fine. Also there was the occasional new player who would accidentally attack an npc and cause a ruckus. But it rarely happened. It used to be a nice vibrant town to get immersed in. The whole atmosphere was peaceful. But now you can't go a minute without hearing people getting murdered all around you. I'm trying to do some crafting, some trading, organize my items at the banker, all the while people are getting murdered all around me. Corpses lying on the streets and avenues. This applies to every towns I visit.
I'm so sick of this. It's at odds with the whole ambient of the place. Ruins my immersion. If the town's were designed to be seedy dangerous places crawling with thieves and murderers, and the atmosphere build around that, I'd be fine with it. But they're not. They were designed to be peaceful lawful vibrant towns full of life. Which motivates the player to spend hours doing these quests to save the town from threats that would destroy it, and return a hero. But now you return to a town full of players murdering NPCs in plain site and you can't do anything about it. They just walk over to the next NPC and continue killing. What's the point? I guess players are doing it to get some lame achievement. But this is stupid. I can't attack them. Can't do anything about it. And it looks like its real easy for players to go on these killing sprees. How is this even fun?
Can we introduce some method of allowing players to report and sick guards on other players who kill NPCs? I'm sure the people going on these murdering sprees would appreciate the extra challenge.
Lunarhound wrote: »Honestly, seeing as they've dropped the idea of player enforcers, I don't see anything wrong with giving other players the ability to call the guards in some way when they spot a crime. I was sneaking around swiping some stuff for a newly made character just the other day, and thinking how weird it was that I had to worry about NPC's seeing and reporting me, but players, for some reason, couldn't do a thing. If players could call the gaurds, it'd help drive crime to more secluded places within cities - alleyways, the interior of homes, etc. - where it makes more sense for them to be. Personally, I think it'd make being a thief/assassin more fun if I had to worry more about being seen out in the open, or in a crowded area.
Lunarhound wrote: »Honestly, seeing as they've dropped the idea of player enforcers, I don't see anything wrong with giving other players the ability to call the guards in some way when they spot a crime. I was sneaking around swiping some stuff for a newly made character just the other day, and thinking how weird it was that I had to worry about NPC's seeing and reporting me, but players, for some reason, couldn't do a thing. If players could call the gaurds, it'd help drive crime to more secluded places within cities - alleyways, the interior of homes, etc. - where it makes more sense for them to be. Personally, I think it'd make being a thief/assassin more fun if I had to worry more about being seen out in the open, or in a crowded area.
Awesome idea! A mechanic to alert guards, and guards get increased detection radius for a limited period of time. The problem with it lies in how some players might spam this, so there needs to be some type of cost for a player if he activates the 'alert guard' mechanic. Maybe there's an RNG chance that the guard would turn on the player doing the alerting because the guard is part of the corruption.
starlizard70ub17_ESO wrote: »ESO has made murders and thieves of us all. You might see a slight drop in murders but I doubt it, at least not for 4-6 months or more. The reasons are simple; bad game mechanics, it's the only thing to do for many players, the amount of gold you can make. < Between selling the tainted blood and fencing all the loot, it's a pretty good money maker for a hour or so of work.
j.murro2ub17_ESO wrote: »Its the Blade of Woe - I'm addicted - will continue to kill every NPC I see - LOVE IT!
j.murro2ub17_ESO wrote: »Its the Blade of Woe - I'm addicted - will continue to kill every NPC I see - LOVE IT!
This is why it has to be changed, so that the blade of Woe just works on contract targets and not outside of it.
This would lead to even more murder, not less - the DB fulfills contracts which are accepted by a divine being and we are the sacred executors of a divine will. This is what the DB should be like and was like in former TES games. To just murder a random NPC is murder, not a sacred activity and people doing this, should be excluded from the Dark Brotherhood. To use the given divine power of the blade of Woe for other than the intended sacred assassinations should not be accepted in the DB.
j.murro2ub17_ESO wrote: »j.murro2ub17_ESO wrote: »Its the Blade of Woe - I'm addicted - will continue to kill every NPC I see - LOVE IT!
This is why it has to be changed, so that the blade of Woe just works on contract targets and not outside of it.
No, I disagree - then limit pickpocketing and stealing too - its all part of the game. If you don't like it then move to an area that there is less killing.
This would lead to even more murder, not less - the DB fulfills contracts which are accepted by a divine being and we are the sacred executors of a divine will. This is what the DB should be like and was like in former TES games. To just murder a random NPC is murder, not a sacred activity and people doing this, should be excluded from the Dark Brotherhood. To use the given divine power of the blade of Woe for other than the intended sacred assassinations should not be accepted in the DB.
I understand what you're saying about DB, but I don't see how it contradicts the suggestion to give players the ability to report the transgressions. Your point actually reinforces the idea of player reporting, for it gives even more of a reason to report the murders if the random killings go against the tenets of the Dark Brotherhood.