If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
@petraeus1 A bunch of great ideas in your post, let me try to relate one of them to a couple others that recently came up:This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying any opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
I'd vastly prefer Justice PvP be limited to a (new) single map, basically another PvP area. That would condense the action, rather than have people in favour of Justice PvP run around seeing whether or not people have opted in. PvE'ers can simply avoid (crime in) that map, just as they avoid Cyrodiil. It could make sense lore-wise, a new map can be balanced a lot better to avoid camping situations, it can offer a new reward scheme similar to Tel Var stones so there are no farming exploits, a proper score system based on thefts vs. arrests etc.
I already imagine people's (not necessarily yours, Tandor) objections: a new map with no opt-out mechanism? We want to PvE there too, we wanna PvE in Cyrodiil and in Imperial City! That would still limit our choices! Sure, but that's rather selfish: there's plenty of PvE options to go around, no one is taking anything away from you. If the rules are known beforehand, i.e. crime in that zone equals PvP, what's the matter: you'd rather have another normal PvE zone? Similarly PvP'ers might want to PvP in every zone, but they can't either.
A new zone would not take away anything from PvE players, it would offer something to people who'd like Justice PvP. That's the most important thing, that it doesn't take away anything. That it may not add anything for PvE players, well, I'm not particularly interested in the two dungeons coming up, so I simply won't buy the pack.
Edit: against hard opt-outs, is that it can be abused and be used to troll people, switching it on and off, baiting etc. It's also not very immersive, though that is of minor importance, since there is also a setting to avoid hitting NPCs. There's probably work arounds, but wouldn't a new map (the size of Hew's Bane or the Gold Coast would be perfect) given the advantages I mentioned above, be preferable?
Edit edit: @Tandor, I'm sure you agree that at least the PvE part of the Justice System (with bandit dens etc.) would be a great and harmless addition still to the base game?
@Dubhliam just reported plans to revamp the heat levels of the OP concept:I'd vastly prefer Justice PvP be limited to a (new) single map, (...) It could make sense lore-wise, a new map can be balanced (...) a proper score system based on thefts vs. arrests etc.
@IndyWendieGo wow, thanks for the extensive posts.EDIT: The bounty modifier is a great idea, I've added this into the concept:
I can't wait to see what your testing will come up with.I'll probably be revamping the whole concept soon to rework it making the original heat levels PvP free, while adding a fourth heat for PvP.
- Heat levels now apply a bounty modifier similar to Tel Var modifier
This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
This is obviously not my intent.
Now that you mention it, I do remember people complaining that they are forced into breaking the law while role-playing good characters.
This quest should obviously be altered to include a non-Justice solution to it.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
An opt-in/out button that was auto-set to "out" by default and which could only be toggled once per day with a 30 minute delay should work.
Fortunately it's an academic question as there's no way that ZOS are going to revise their thinking on this, and certainly not when those proposing the addition of PvP to PvE content are silly enough to announce that their intention to grief is at the heart of it.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
An opt-in/out button that was auto-set to "out" by default and which could only be toggled once per day with a 30 minute delay should work.
Fortunately it's an academic question as there's no way that ZOS are going to revise their thinking on this, and certainly not when those proposing the addition of PvP to PvE content are stupid enough to announce that their intention to grief is at the heart of it.
This is actually not a bad idea.
A few concerns:
What happens to those players that opt out at a certain point in the day, then go on a rampage just before the opt out kicks in? For example if that player managed to be caught, chose to flee (marking him for PvP), then evading the Enforcers until he becomes opt out?
Do you think that when opting out, Enforces could not accost you?
EDIT: If you think that I have announced that griefing is my intention, it is not my intelligence that should be insulted.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
An opt-in/out button that was auto-set to "out" by default and which could only be toggled once per day with a 30 minute delay should work.
Fortunately it's an academic question as there's no way that ZOS are going to revise their thinking on this, and certainly not when those proposing the addition of PvP to PvE content are stupid enough to announce that their intention to grief is at the heart of it.
This is actually not a bad idea.
A few concerns:
What happens to those players that opt out at a certain point in the day, then go on a rampage just before the opt out kicks in? For example if that player managed to be caught, chose to flee (marking him for PvP), then evading the Enforcers until he becomes opt out?
Do you think that when opting out, Enforces could not accost you?
EDIT: If you think that I have announced that griefing is my intention, it is not my intelligence that should be insulted.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
An opt-in/out button that was auto-set to "out" by default and which could only be toggled once per day with a 30 minute delay should work.
Fortunately it's an academic question as there's no way that ZOS are going to revise their thinking on this, and certainly not when those proposing the addition of PvP to PvE content are stupid enough to announce that their intention to grief is at the heart of it.
This is actually not a bad idea.
A few concerns:
What happens to those players that opt out at a certain point in the day, then go on a rampage just before the opt out kicks in? For example if that player managed to be caught, chose to flee (marking him for PvP), then evading the Enforcers until he becomes opt out?
Do you think that when opting out, Enforces could not accost you?
EDIT: If you think that I have announced that griefing is my intention, it is not my intelligence that should be insulted.
I'd suggest that if the enforcers hadn't caught him in 30 minutes then they'd have nothing to complain about. However, it would make sense for the opt-out toggle to be disabled while a player had a bounty.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
An opt-in/out button that was auto-set to "out" by default and which could only be toggled once per day with a 30 minute delay should work.
Fortunately it's an academic question as there's no way that ZOS are going to revise their thinking on this, and certainly not when those proposing the addition of PvP to PvE content are stupid enough to announce that their intention to grief is at the heart of it.
This is actually not a bad idea.
A few concerns:
What happens to those players that opt out at a certain point in the day, then go on a rampage just before the opt out kicks in? For example if that player managed to be caught, chose to flee (marking him for PvP), then evading the Enforcers until he becomes opt out?
Do you think that when opting out, Enforcers could not accost you?
EDIT: If you think that I have announced that griefing is my intention, it is not my intelligence that should be insulted.
Slightly different take...
opt-in/out under controls set to out by default.
change . 10s counter before it is final
May change it any number of times a day, same 10s counter.
CANNOT CHANGE it if you have any bounty/heat.
Booty gathered while IN gets "hot" telvar and AP added as possibles (the PVP rewards) similar to PVP normal but regular rewards are as normal PVE only.
"Hot telvar" is lost just like any unlaundered goods.
Enforcer doesn't get the telvar or maybe they do, i dont care. Whichever works.
But by making the key to be if you have bounty you cant change it... seems to prevent killing spree for higher rewards then out.
Obviously absolutely (or not) griefproof, depending on how you define grief.
If they add that players would have it PVP justice actives until they have a player come after them and then they would change their setting to have PVP justice turned off so they can't be stopped.Which would cashed griefing and removed the risk pro justice players are asking for.A opt out system wouldn't work because its going to be abused.Only way it wouldn't be abused of if they make it of you every turn it on you can't turn it off.A opt out toggle won't work.This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:While this allows the Outlaws to be safe from persecution while inside houses, they will at least get a bounty if seen inside that house by an NPC.
- All the locked houses are now marked as Trespassing areas.
just to be clear, you have now taken away or at least altered (in the name of serving the PVP wanting PVE targets crowd) at least one quest i know of within the normal series of quests that are either part of the main quest line or peripheral to it. this quest requires entry into three houses with the picked lock doors.
So, yet more PVE stuff sacrificed to appease this hunt for targets by PVPers.
Guess getting the PVE justice system hijacked for PVP isn't enough. Now you want the PVE quests too?
Sigh...
One could argue it was the other way around, since from the announcement of Justice back in 2014 it seemed very clear that PvP was part of the intrinsic design. That it didn't come with the first part of the Justice patch in 2015 (described as such: first half), doesn't mean that part of it disappeared.
Either way, it's no use to start fighting over PvE vs. PvP. Justice has a lot of potential for players of both preferences. Shouldn't we be endeavour to find a way both can enjoy the system without ruining the experience for the other? No need to claim Justice for PvE, as if any implementation of Justice PvP would certainly destroy all the PvE fun the system has to offer. There have been plenty of suggestions made in this thread and others to make sure these two content types don't bite each other.
People in favour of Justice PvP (myself included) don't have the intention of ruining people's fun, who are enjoying Justice as it is now. We want to enjoy it more ourselves, we had some great concepts from ZOS and we're trying to figure out how it can be done so everyone can be happy about it. At least grant us that bit of fun, to theorycraft, even if it is 'beating a dead horse'. That's not a crime. If it was, we'd arrest ourselves I assure you
So support the principle of an absolute and unconditional opt-out mechanism for those people. There's no reason why there shouldn't be such an opt-out in the game settings rather than tying an opt-out into a player's PvE choices - other than the obvious one which is that PvPers don't want to lose their soft targets among the PvEers and be forced into fighting other PvPers. I'm sure that for most PvPers that isn't the case, which is why I simply don't understand the failure to include an absolute and unconditional opt-out mechanism in all the proposals that get put forward on the addition of PvP to PvE content in PvE areas.
An opt-in/out button that was auto-set to "out" by default and which could only be toggled once per day with a 30 minute delay should work.
Fortunately it's an academic question as there's no way that ZOS are going to revise their thinking on this, and certainly not when those proposing the addition of PvP to PvE content are stupid enough to announce that their intention to grief is at the heart of it.
This is actually not a bad idea.
A few concerns:
What happens to those players that opt out at a certain point in the day, then go on a rampage just before the opt out kicks in? For example if that player managed to be caught, chose to flee (marking him for PvP), then evading the Enforcers until he becomes opt out?
Do you think that when opting out, Enforcers could not accost you?
EDIT: If you think that I have announced that griefing is my intention, it is not my intelligence that should be insulted.
Slightly different take...
opt-in/out under controls set to out by default.
change . 10s counter before it is final
May change it any number of times a day, same 10s counter.
CANNOT CHANGE it if you have any bounty/heat.
Booty gathered while IN gets "hot" telvar and AP added as possibles (the PVP rewards) similar to PVP normal but regular rewards are as normal PVE only.
"Hot telvar" is lost just like any unlaundered goods.
Enforcer doesn't get the telvar or maybe they do, i dont care. Whichever works.
But by making the key to be if you have bounty you cant change it... seems to prevent killing spree for higher rewards then out.
Obviously absolutely (or not) griefproof, depending on how you define grief.
Actually, leaving the Justice System out of Cyrodiil and Imperial City is my intent.
IMO, there shouldn't be internal Alliance fighting going on in areas where you should be teaming up with your Alliance members for the common goal of defeating the other Alliances.
Not to mention those areas hardly provide any Justice content.
@Tandor 's suggestion is the most promising so far, but I have some concerns:
I agree the opt change should not be instantaneous, that would be catastrophically griefable.
Obviously, a player could not change the opt-out if he/she has a bounty, but what happens in the time during the transition? When the player opted out, and is waiting for the opt to kick in?
Should criminal activites like stealing or killing be disabled during that time?
Also, my previous concern: can Enforcers still accost players that have opted out? If so, what happens when the player chooses Flee?
Do opt-out players fight immortal Guards, or are all Guards always mortal/immortal?
AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
Would you like to take some time to read through this concept on the first page and point out some potential griefing situations?
After all, this is the one of the reasons I made this thread.
Tan9oSuccka wrote: »AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
Would you like to take some time to read through this concept on the first page and point out some potential griefing situations?
After all, this is the one of the reasons I made this thread.
This one is the most concerning in your all encompassing post:
"Players can no longer be seen by other players while in stealth unless those players are grouped together. Does not apply in Cyrodiil or Imperial City."
People will grief with something like that in place. Again, look at Cyrodiil. People get extreme jollies with ganking. Someone gets flagged, and is jumped by twenty people from stealth by the wayshrine. Quality, skillful game play right there.
Tan9oSuccka wrote: »AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
Would you like to take some time to read through this concept on the first page and point out some potential griefing situations?
After all, this is the one of the reasons I made this thread.
This one is the most concerning in your all encompassing post:
"Players can no longer be seen by other players while in stealth unless those players are grouped together. Does not apply in Cyrodiil or Imperial City."
People will grief with something like that in place. Again, look at Cyrodiil. People get extreme jollies with ganking. Someone gets flagged, and is jumped by twenty people from stealth by the wayshrine. Quality, skillful game play right there.
NeillMcAttack wrote: »I'm confused! Are the city guards griefing PvE'rs when they kill them whilst invincible? Am I griefing players when I kill them in Cyrodiil? When I continuosly kill NPC's in town while other players witness it and can't do anything about it, is that griefing?
If this was implemented, and I came up with an awesome, boarderline, un-apprehend able, outlaw build. Would that be griefing?? You see, it appears to me that people will refuse to see any positives, with regards perhaps outlaw and enforcer builds, gear sets unique to the roles, crafting stations only accessible to the most cunning of outlaws and proudest of enforcers. But no, even though the PvP side of things can only be activated by failing, making it a very small part of the whole system when talking about skilled thieves and murderers, some of us are just too strung up on the possibility that they, or someone else, 'might' get offended!! What kind of world are we living in??
You suggest that this is griefing. Wait, isn't this strategy? None is forced to go to Cyrodiil, and it is a PvP war occupied territory. Despite of that, nightblades, assassins, scouts and agents are known for playing this role. You want nurses in Cyrodiil?Tan9oSuccka wrote: »People will grief with something like that in place. Again, look at Cyrodiil. People get extreme jollies with ganking. Someone gets flagged, and is jumped by twenty people from stealth by the wayshrine. Quality, skillful game play right there.
clayandaudrey_ESO wrote: »Here's my TL;DR
It's is never coming so drop it.
NeillMcAttack wrote: »I'm confused! Are the city guards griefing PvE'rs when they kill them whilst invincible? Am I griefing players when I kill them in Cyrodiil? When I continuosly kill NPC's in town while other players witness it and can't do anything about it, is that griefing?
If this was implemented, and I came up with an awesome, boarderline, un-apprehend able, outlaw build. Would that be griefing?? You see, it appears to me that people will refuse to see any positives, with regards perhaps outlaw and enforcer builds, gear sets unique to the roles, crafting stations only accessible to the most cunning of outlaws and proudest of enforcers. But no, even though the PvP side of things can only be activated by failing, making it a very small part of the whole system when talking about skilled thieves and murderers, some of us are just too strung up on the possibility that they, or someone else, 'might' get offended!! What kind of world are we living in??
NeillMcAttack wrote: »I'm confused! Are the city guards griefing PvE'rs when they kill them whilst invincible? Am I griefing players when I kill them in Cyrodiil? When I continuosly kill NPC's in town while other players witness it and can't do anything about it, is that griefing?
If this was implemented, and I came up with an awesome, boarderline, un-apprehend able, outlaw build. Would that be griefing?? You see, it appears to me that people will refuse to see any positives, with regards perhaps outlaw and enforcer builds, gear sets unique to the roles, crafting stations only accessible to the most cunning of outlaws and proudest of enforcers. But no, even though the PvP side of things can only be activated by failing, making it a very small part of the whole system when talking about skilled thieves and murderers, some of us are just too strung up on the possibility that they, or someone else, 'might' get offended!! What kind of world are we living in??
RE the bold stuff: i bet it depends on whatever definition there is of griefing being used when asked the question. the folks so far who asked offered to find a grief vs grief-proof didn't provide definitions when asked, so, no telling.
BUT by my understanding of the somewhat mainstream definitions, NPCs do not grief... since griefing is usually directed at player actions. So no NPC can grief. NPCs are simply part of the "challenge" aspect of the task in this case. like locks to pick, they slow down your progression and gain depending on how you deal with them.
As for Killing in Cyrodil, no idea without prior agreement on definition and description of circumstances. Obviously, griefing CAn occur in PVP areas. But without specifics, your question is unanswerable.
As for you killing NPCs and other PCs not intervening, again, too little info. Some here have obswerved that their enjoyment is harmed by other PCs killing NPCs and them not being able to act on it. Now to me, thats just an MMO thing, a shared world thing. I cannot control other players characters actions so, as long as they aren't hitting my goals, impeding my progress in whatever i am doing, then mostly, who cares. So, as a for instance, if you are deliberately killing quest-key NPCs in PVE areas and you are doing it with the intent to interrupt and blockade folks trying to run those quests - that might well be griefing in some people's eyes..
As for what kind of world - one where PVP and PVE are separate and where PVE actions cannot open your character to PVP challenges.
Some want that to change. Others Dont.
I am for one all for expanding content related to justie - suggested a DLC based around law and order, criminals and enforcers, guild based on protecting travellers and merchants and caravans with dailies escorts and quest lines. If PVP want a PVP area justice to, sure, why not? if its in a war zone could be "espionage" style stuff.
That all is totally separate from wedding such interesting a diverse content and storylines to PVP GETS TP ATTACK PVE PLAYERS WOO HOO GANK!!!!!!!!!!!!!!!!
So, broader audience, how about this... if you want all that rich other stuff like sets for enforcers and so on... great but stop trying to shoe horn in PVP GETS PVE VICTIMS as part of the stew?
it makes it look like PVP GETS PVE VICTIMS is the goal and the rest of it all is just the beard, the pretty petals and enticing fragrance around the Flytrap jaws.
I know from seeing threads about justice and law related content coming forward (after both TG and DB) that there seems to be an audience for those kinds of stories and missions and roles and content... as long as you don't poison the tea with the arsenic of PVP GETS PVE victims.
Tan9oSuccka wrote: »AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
Would you like to take some time to read through this concept on the first page and point out some potential griefing situations?
After all, this is the one of the reasons I made this thread.
This one is the most concerning in your all encompassing post:
"Players can no longer be seen by other players while in stealth unless those players are grouped together. Does not apply in Cyrodiil or Imperial City."
People will grief with something like that in place. Again, look at Cyrodiil. People get extreme jollies with ganking. Someone gets flagged, and is jumped by twenty people from stealth by the wayshrine. Quality, skillful game play right there.Tan9oSuccka wrote: »AmberLaTerra wrote: »Give me an example of a no opt out system that has no way to grief in it.
You cannot do so, there is no way to prevent griefing in one form or another and that is why this will never happen. You are just too stubborn to see the truth of the matter.
Would you like to take some time to read through this concept on the first page and point out some potential griefing situations?
After all, this is the one of the reasons I made this thread.
This one is the most concerning in your all encompassing post:
"Players can no longer be seen by other players while in stealth unless those players are grouped together. Does not apply in Cyrodiil or Imperial City."
People will grief with something like that in place. Again, look at Cyrodiil. People get extreme jollies with ganking. Someone gets flagged, and is jumped by twenty people from stealth by the wayshrine. Quality, skillful game play right there.
I cannot tell players how to play, but your example is like saying:
A Daggerfall Covenant (Outlaw) player enters Cyrodiil (willingly chooses to get flagged for PvP), goes to the Aldmeri Dominon Gate of Mnem (a wayshrine) and there are 20 ADs (Enforcers) in hide that just wait for someone like him to come by so that they can gank him.
Possible? Yes!
Likely? Not in the slightest!
I appreciate your concern, but being able to not be seen by other people has nothing to do with griefing, in fact it prevents it.
If other people would be able to see you sneaking around, they could easily follow you around in hopes that you make a mistake so that they could accost you.
Or maybe some other player that is not an Enforcer sees you sneaking somewhere after escaping an Enforcer, and goes: "There he is! Right there, by the blacksmith!"
Not being visible in sneak can only benefit Outlaws.
<snip> Marking yourself for PvP is a choice. Yes, you would no longer able to Flee as you can now, but that is exactly the thing that needs to be addressed currently <snip>
NeillMcAttack wrote: »I'm confused! Are the city guards griefing PvE'rs when they kill them whilst invincible? Am I griefing players when I kill them in Cyrodiil? When I continuosly kill NPC's in town while other players witness it and can't do anything about it, is that griefing?
If this was implemented, and I came up with an awesome, boarderline, un-apprehend able, outlaw build. Would that be griefing?? You see, it appears to me that people will refuse to see any positives, with regards perhaps outlaw and enforcer builds, gear sets unique to the roles, crafting stations only accessible to the most cunning of outlaws and proudest of enforcers. But no, even though the PvP side of things can only be activated by failing, making it a very small part of the whole system when talking about skilled thieves and murderers, some of us are just too strung up on the possibility that they, or someone else, 'might' get offended!! What kind of world are we living in??
RE the bold stuff: i bet it depends on whatever definition there is of griefing being used when asked the question. the folks so far who asked offered to find a grief vs grief-proof didn't provide definitions when asked, so, no telling.
BUT by my understanding of the somewhat mainstream definitions, NPCs do not grief... since griefing is usually directed at player actions. So no NPC can grief. NPCs are simply part of the "challenge" aspect of the task in this case. like locks to pick, they slow down your progression and gain depending on how you deal with them.
As for Killing in Cyrodil, no idea without prior agreement on definition and description of circumstances. Obviously, griefing CAn occur in PVP areas. But without specifics, your question is unanswerable.
As for you killing NPCs and other PCs not intervening, again, too little info. Some here have obswerved that their enjoyment is harmed by other PCs killing NPCs and them not being able to act on it. Now to me, thats just an MMO thing, a shared world thing. I cannot control other players characters actions so, as long as they aren't hitting my goals, impeding my progress in whatever i am doing, then mostly, who cares. So, as a for instance, if you are deliberately killing quest-key NPCs in PVE areas and you are doing it with the intent to interrupt and blockade folks trying to run those quests - that might well be griefing in some people's eyes..
As for what kind of world - one where PVP and PVE are separate and where PVE actions cannot open your character to PVP challenges.
Some want that to change. Others Dont.
I am for one all for expanding content related to justie - suggested a DLC based around law and order, criminals and enforcers, guild based on protecting travellers and merchants and caravans with dailies escorts and quest lines. If PVP want a PVP area justice to, sure, why not? if its in a war zone could be "espionage" style stuff.
That all is totally separate from wedding such interesting a diverse content and storylines to PVP GETS TP ATTACK PVE PLAYERS WOO HOO GANK!!!!!!!!!!!!!!!!
So, broader audience, how about this... if you want all that rich other stuff like sets for enforcers and so on... great but stop trying to shoe horn in PVP GETS PVE VICTIMS as part of the stew?
it makes it look like PVP GETS PVE VICTIMS is the goal and the rest of it all is just the beard, the pretty petals and enticing fragrance around the Flytrap jaws.
I know from seeing threads about justice and law related content coming forward (after both TG and DB) that there seems to be an audience for those kinds of stories and missions and roles and content... as long as you don't poison the tea with the arsenic of PVP GETS PVE victims.
@STEVIL , you keep sorting the playerbase into two baskets with nothing in between. As if the only two fruit in the world were apples and oranges.
Your PVP GETS PVE victims is a generalization.
When you say "PVE victims" you assume those players would be grieved. As if they are being forced into something that disturbs them.
Marking yourself for PvP is a choice. Yes, you would no longer able to Flee as you can now, but that is exactly the thing that needs to be addressed currently:You go to great lengths just to leave the "Flee option". Just one option, a simple change that fixes everything that is wrong with the current system.
- Immortal Guards provide no option to fight back to those that want to.
- Those that don't want to can evade paying a bounty for an unlimited time.
While in this concept, players would have many options to choose from.
Options. Not forced.
I should thank you for your generosity as to allow anything other people want to happen.TLDRBS - BS = but Skimmed
I fully support a law enforcer type of DLC quest story line.
In my version, it ran thru the guilds and after the main quests the infinite repeatables hadf a highly variable "meet X at wayshrine Y, escort to spot Z then maybe carry on maybe not" with a lot of different combos for the travellers, threat and intrigues/challenges making for lotsa variety.
main diff is.... nothing PVP inside the regular PVE world.
Could certainly have repeatables that started in cyrodil and those would be PVP of course but you could also reject those and take the next PVE one instead. PVP ones would not need NPC ADVERSARIES.
But NO to any injection of PVP outside of designated areas. Thats a non-starter for me.
IrishGirlGamer wrote: »Why not just create a PvP Justice System server? If people want to participate in an open world PvP, complete with duels and an active Justice System, they can log in. If they don't, they can choose the PvE server. Problem solved.
BenLocoDete wrote: »
Now, back toTan9oSuccka wrote: »People will grief with something like that in place. Again, look at Cyrodiil. People get extreme jollies with ganking. Someone gets flagged, and is jumped by twenty people from stealth by the wayshrine. Quality, skillful game play right there.
You suggest that this is griefing. Wait, isn't this strategy? None is forced to go to Cyrodiil, and it is a PvP war occupied territory. Despite of that, nightblades, assassins, scouts and agents are known for playing this role. You want nurses in Cyrodiil?
Are you talking about DC universe online?If so that game hasn't died and is still going very strong it just released on Xbox One a month or two ago.That dead horse just cant get any peace can he?
A BIG NO to this.
I would also cancel my sub and leave the game if any system like described here was implemented.
I play both PvE and PvP. I like to choose when I do either of those.
I do not want PvE in my PvP and I do not want PvP in my PvE.
This system would make 2 PvE DLCs unplayable.
I participate in the current justice system every time I play and I dont forsee not participating in it as it is any time soon.
It wont happen anyway, ever. ZoS made the right decision.
OP you are looking for another game. What you want isnt here. If you want open world PVP go play something like Black Desert.
There was a DC comics game (forget the name atm) that had open world PvP everywhere. The high levels did nothing buy greif and gank the lowbies just starting out the game. Many left in frustration and the game died.