Print,fill in,hang on wall...congrats
Wow ZOS actually had a way for it not to be abused and if you didn't have a bounty you couldn't be attack.I can't believe this if they had implemented this am sure many players would have enjoyed it.
Yeah, no...they seriously said that possible abuse of a completely voluntary system is why they're never going to even try and come up with a better solution. Scrapped the whole thing. It makes about as much sense as closing off Cyrodil because some poor PvE player might wander in on accident.
What of the PvEers that hate to witness theft and murder, and are currently powerless to stop it?
IcyDeadPeople wrote: »(...)
Maybe part of the problem with that initial plan to incorporate some reward as percentage of the bounty is the fact there are too many of us with bounties in the tens of millions.
Yes, it is assumed that Enforcers will claim bounty just like guards. Because it discourages farming friends. If the gold lost/awarded is 1:1, what's the point in farming when they can simply trade?It was only *assumed* that the enforcers would have been paid with gold confiscated from the dead outlaw. Just because that's how it works with npc guards doesn't mean that's how it would work with players. That opens up an exploit of friends farming each other for gold like is done with alliance points.
This can be implemented in such a way to make life for Outlaws or Enforcers painful. For example, the Outlaws that are KOS could be marked and visible through walls, like rogue agents in The Division. Alternatively the Outlaws could not be marked at all and Enforcers just have to find out the hard way which ones are hostile. But these are obviously terrible ways to do it. An indicator similar to Alliance Indicators should appear over Outlaw/Enforcer heads when flagged for PvP. Just like in Cyrodiil, these indicators only show while the enemy player is in line of sight, unstealthed and within draw distance (Alliance Indicators disappear before player models do at extreme range). Then it becomes easy and simple for both sides to identify each other.Also unexamined for exploit is how the enforcer identifies the outlaw with a bounty.
This isn't forcing PVP on anyone @Elloa,You have to join the outlaw and Enforcers to have the option to PVP.As a outlaw only way that you will be flag for PVP is of you get a bounty if you play smart that will never happen.We should encourage engaging and thoughtful play where player should have to think.You don't force PVP upon poeple. That's all. (because we don't have separated PVP and PVE server)
The Justice system, aka stealing, murdering, and getting a bounty should not engage players into PVP. A lot of players HATE PVP and don't want to have to deal with it.
Leave PVP for players that want PVP only. So the only solution for a system like that to work is to have the players wearing a tabard to be flagged PVP. Or having some separated towns /city where PVP is enabled.
You don't force PVP upon poeple. That's all. (because we don't have separated PVP and PVE server)
The Justice system, aka stealing, murdering, and getting a bounty should not engage players into PVP. A lot of players HATE PVP and don't want to have to deal with it.
Leave PVP for players that want PVP only. So the only solution for a system like that to work is to have the players wearing a tabard to be flagged PVP. Or having some separated towns /city where PVP is enabled.
You don't force PVP upon poeple. That's all. (because we don't have separated PVP and PVE server)
The Justice system, aka stealing, murdering, and getting a bounty should not engage players into PVP. A lot of players HATE PVP and don't want to have to deal with it.
Leave PVP for players that want PVP only. So the only solution for a system like that to work is to have the players wearing a tabard to be flagged PVP. Or having some separated towns /city where PVP is enabled.
BenLocoDete wrote: »
What of the PvEers that hate to witness theft and murder, and are currently powerless to stop it?
This is alone the reason a change is needed, at least buff guards and NPCs, multiply the bounties and double guard duty.IcyDeadPeople wrote: »(...)
Maybe part of the problem with that initial plan to incorporate some reward as percentage of the bounty is the fact there are too many of us with bounties in the tens of millions.
That would be the fun of it, hunt down high bounty criminals who of course are tough and won't go down easy.
Criminals with a very high bounty would have to be cautious, they are being hunted and that is the exciting part, I don't think anyone goes for a high bounty for the money, but to be proud of being a great evil-doer.
If developers really go "Oh no no no this is so wrong!" at least they gotta address a very common issue that is hardly anyone is getting caught by the guards these days because all you need to do is either jump into the water or run away enough to make the guard pathing reset so they run back to the city.
Meanwhile, the NPC respawns like nothing happened and go on with their AI walking over their corpses, and sometimes several of them.
If not this is clearly a bug and need a revamp/quality of life fix.
arkansas_ESO wrote: »
Very true its ZOS Way of showing you that they like to half a$$ things instead of giving us quality and finishing their product.BenLocoDete wrote: »
This horse is dead but it respawns every 30 seconds just like all NPCs of the game, to walk over its own corpse in the most immersive-breaking way possible!
Much like what happens to Pinto