The PvP Justice System Concept, now with opt-out

  • Jaronking
    Jaronking
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    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.
  • STEVIL
    STEVIL
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    Dubhliam wrote: »



    This is exactly my concern when trying to include an opt-out system, yet people don't seem to be willing to accept such reasoning.

    @Tandor & @STEVIL :
    Give me an example of an opt-out system you think would work, and I will instantly find a way to grief in it.
    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.

    Uhhh... what definition are you using for "grief"?

    Wont get into a contest with re-definitons given after the answers.
    Edited by STEVIL on July 11, 2016 2:06PM
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • BenLocoDete
    BenLocoDete
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    Previous references and appointments
    petraeus1 wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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?
    @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:
    petraeus1 wrote: »
    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.
    @Dubhliam just reported plans to revamp the heat levels of the OP concept:
    Dubhliam wrote: »
    @IndyWendieGo wow, thanks for the extensive posts.
    I can't wait to see what your testing will come up with.
    EDIT: The bounty modifier is a great idea, I've added this into the concept:
    • Heat levels now apply a bounty modifier similar to Tel Var modifier
    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.
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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.
    What about this:
    • No tabard, no bounty visible to enforcers, no fight outside Cyrodiil,
    • No additional changes to the three first levels of heat but the heat will progress through heat level 4(possibly 5 - sorry, lots of GTA references these days)
    • Heat level 4 now includes a PvP instance that allows players without any bounty on their heads and that have previously started the enforcer quest to actively participate alongside guards in the pursuit of criminals,
    • This system is only available in the imperial province, as with the three banners war, nearby locations are in great turmoil, and this made things much worse in those cities, therefore, Kvatch, Anvil and potentially new areas made available inside of Cyrodiil will feature internal struggles between the players in more accordance to what is happening in the province.

    If this is still too much, I'd suggest one additional restriction:
    • The city of Bravil, once a great Ayleid port, now is barely making out of the war due to its proximity to the military struggle. Poverty and crime have made this town a perfect hub for war-wounded and defectors looking for little joy the local skooma traffic can offer. Hostility and the lack of proper ways to fight the growing criminality forced the authorities to rely on additional help from a mercenary group self-called "The enforcers" with ties in Blackwood, who offered help for a not so small fee.

    The above system would be implemented solely in Bravil and possibly Leyawiin and nearby Elsweyr and Black Marsh cities(given the feedback is positive) once we get to see them.
    [slit]Throat[/slit]
  • Tandor
    Tandor
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    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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.

    Edited to remove insult
    Edited by ZOS_DaryaK on July 13, 2016 1:24PM
  • Dubhliam
    Dubhliam
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    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.
    >>>Detailed Justice System Concept thread<<<
  • Dubhliam
    Dubhliam
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    Tandor wrote: »
    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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.

    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.

    Edited quoted content that was edited
    Edited by ZOS_DaryaK on July 13, 2016 1:25PM
    >>>Detailed Justice System Concept thread<<<
  • Tandor
    Tandor
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    Dubhliam wrote: »
    Tandor wrote: »
    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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.
  • STEVIL
    STEVIL
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    Dubhliam wrote: »
    Tandor wrote: »
    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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.

    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.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • FleetwoodSmack
    FleetwoodSmack
    ✭✭✭✭✭
    Tandor wrote: »
    Dubhliam wrote: »
    Tandor wrote: »
    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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.

    Definitely this. That's what I had in mind with cooldowns as well as definitely keeping them locked out of using the option when the player has a bounty. The only other issue I see are the guards and their borky AI. A passing question though, would a day be enough for a toggle? It could also have an incentive for a currency sink, like swapping campaigns in Cyrodiil. Those are a few passing ideas.
    Tell me lies, tell me sweet little lies!
  • dtm_samuraib16_ESO
    dtm_samuraib16_ESO
    ✭✭✭✭
    Absolutely NOT.
    It will turn into griefing.
    Earthdawn Game Master Role Play Quotes by me:
    "If it looks like a bear, if it feels like a bear, smells and tastes like a bear, then be VERY aware, it could be something ENTIRELY different..."
    "Be careful what you wish for, you might get plenty of it..."
  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    Edited by Katahdin on July 11, 2016 10:58PM
    Beta tester November 2013
  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    I've been doing some revamps in the OP sections,
    also to make it easier for people that already read through the concept to notice the changes, I added the Change log section at the end.
    These are the changes from today:

    -completely revisited the Notorious and Fugitive Heat Levels and added a new one, and re-allocated some of these lines to their respective fields:
    • The Criminal Awareness passive enables Enforces to get a Large circle on the map for 30 seconds when an Outlaw becomes Notorious Fugitive, indicating an approximate location where the crime was committed. Each subsequent crime spotted while Notorious Fugitive will refresh the circle and reduce it's radius.
    • Additionally, As long as the Outlaw's heat is Notorious or higher, the Criminal Awareness passive enables Enforcers to see an Outlaw icon overhead the Outlaw. The icon is not visible while in stealth.
    • The highest heat level- Fugitive Wanted can now be only triggered by the "Flee dialogue" when accosted by a guard or Enforcer while being Disreputable or Notorious having a bounty. This does not apply in Trespassing areas.
    • The Flee option clearly indicates you will be flagged for PvP.
    • If the Criminal Awareness passive is maxed, Enforcers can see the exact location of a Fugitive Wanted on the map indicated by an Outlaw icon. If the Fugitive Wanted enters stealth, the icon reverts into a circle on the map on the last non-stealthed location for 30 seconds.
    • Players with the Fugitive Wanted heat are marked for PvP, making them attackable by Guards and Enforcers.
    • A Fugitive Wanted can only attack Guards and/or Enforcers that have dealt damage to him/her.
    -switched all the instances of the word "Fugitive" with the word "Wanted" in all other sections
    -added this line in the Heat Levels section:
    • The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
    -changed this line in the General section:
    • Players now gain an additional option in the "pay bounty" dialogue: Go to prison Court.
    - changed these lines in the Outlaw Prison section:
    • By choosing the "Go to prisonCourt" option in the "pay bounty" dialogue instead of paying or fleeing, players are now transferred to an instanced dungeon called Prison. Before being transferred to their cells, players are presented to the Court, where the player is given an one-time option to fight for freedom in the Arena. Winning a duel will clear that player's bounty without the gold penalty and transfer him/her out of Prison. Losing has no additional penalty.
    • Outlaws lose all their stolen items when going to prison, but do not pay the bounty, which gets cleared. All lockpicks and pardon Edicts get marked as Stolen and are stored along with other stolen items into a random container inside the Prison which cannot be looted by other players.
    • The "wait-out sentence" timer is proportional to the bounty. When the timer reaches zeroWhen the heat and bounty of a player wears off, a portal is spawned inside the cell that takes the player out of Prison. The portal is not visible to and interactable by other players.
    • Getting a bounty seen by a Guard while inside the Prison automatically disables the "wait-out sentence" timer, and the bounty gets increased by the remaining time.locks your cell door permanently.
    -added this line in the Outlaw Prison section:
    • A "Spare Guard Uniform" disguise can be found in one random container inside Prison, that can be worn as a tabard. Wearing it enables the player to be unnoticed by Guards or Enforcers. Finding it unlocks an achievement that grants the Guard costume (vanity only). Thanks to @IndyWendieGo for the awesome suggestion :smile:
    Edited by Dubhliam on July 12, 2016 9:18AM
    >>>Detailed Justice System Concept thread<<<
  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    STEVIL wrote: »
    Dubhliam wrote: »
    Tandor wrote: »
    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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?
    Edited by Dubhliam on July 12, 2016 8:33AM
    >>>Detailed Justice System Concept thread<<<
  • FleetwoodSmack
    FleetwoodSmack
    ✭✭✭✭✭
    Dubhliam wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    Tandor wrote: »
    Jaronking wrote: »
    Tandor wrote: »
    petraeus1 wrote: »
    STEVIL wrote: »
    Dubhliam wrote: »
    This is one of the things @STEVIL addressed also, and it made me add this idea into the concept:
    • All the locked houses are now marked as Trespassing areas.
    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.

    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 :p

    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.
    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.

    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?

    Honestly, I wouldn't mind if criminal activities were disabled during the time it takes to kick on and off. Mainly because usually when I'd do an opt out system like that, I usually do it to take a breather. I'd also say that opted out players have to fight immortal guards, with some stuff added to the guard attacks. When they hit the opt out option, definitely have them reduce the fugitive's movement speed and then have them throw the occasional caltrops to try and slow the player down. Maybe another thing could be tied into their AI where they could call nearby guards in the vicinity? Something like that for sure. I think another thing that might be a possible idea is that the Enforcers could have a "Rally" ability that'd call the guards toward the fugitive if they tried to accost the player with the bounty.

    Sidenote with that last sentence, it'd be really nice if we could figure out something similar to those spike strips police throw out in high speed chases. Which enforcers could lay out like siege to stop fugitives who opt out. That'd be kinda fun I think. It wouldn't damage, but it'd cause like a knockdown effect or a 2-3 second stun/root.
    Tell me lies, tell me sweet little lies!
  • NeillMcAttack
    NeillMcAttack
    ✭✭✭✭✭
    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??
    PC EU - NoCP PvP, is real PvP
    Tiidehunter Nord StamDK EP PvP Main
    Legion Commander Tresdin Stamplar DC PvE Main
    Sephirith Altmer MagPlar EP Gondar the Bounty Hunter Khajiit StamBlade DC
    The Dirge Redguard StamNecro EP Disruptor Stormcrafter Nord StamSorc AD
    Lone Druid Bosmer Stam Warden EP Necro-Phos Argonian MagBlade AD
    @ McAttack in game
    Played since beta, and then on console at release, until the game became unplayable on console.
  • Tan9oSuccka
    Tan9oSuccka
    ✭✭✭✭✭
    ✭✭✭
    Dubhliam 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.



  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    Dubhliam 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.


    Dubhliam 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.
    >>>Detailed Justice System Concept thread<<<
  • BenLocoDete
    BenLocoDete
    ✭✭✭
    Quoting
    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??
    The way people use the word "griefing" is close to lose its total meaning because you just can't contain it to a concept anymore and this is the main point this thread tries to elaborate, and many other threads before, where people contrary to it have been spamming the "GRIEF ALERT GOD HELPS US ALL" button as if It was a safeguarded argument.

    Griefing is not contained exclusively to the PvP portion of any game, and falls under the 2.5 item of the ESO code of conduct:
    2.5 You may not harass, threaten, embarrass, or cause distress to another customer or guest using ZeniMax sites and Services. This includes but is not limited to verbal attacks, unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another customer's experience. At all times users will refrain from attacking Age, Race, Disability, Sexual Orientation, National Origin, Pregnancy, Gender or any other protected category under Federal or Maryland State law

    To my recollection, the routine slaughter of dozens of people off their dying beds in Khenarti's Roost performed by players who just got out of the starting fort, without anyone been able to do anything about is shocking, it is caused by other players but can it be considered griefing?

    This is the point where things must be taken with discretion. ESO is PEGI 18 rated M, and despite the repulsiveness of said event, I'm in no way forced to be part of the game. But still, it falls under the undesired behavior used to cause discomfort or disrupt another customer's experience aka Griefing.

    Now, back to
    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?

    Realize people - you don't care about griefing, you only care about Zenimax Online spending time developing something you don't consider you want.

    If griefing is your concern, remove yourself from all the MMOs because they inherently force interaction with other players that you might not like, names you wouldn't choose, aesthetically unpleasant appearances, distinct use of language, people shooting arrows in your face and what else the game has to offer.

    The next step for the griefing-free patch people in here advocate for is to shut down the server and make ESO a single player game you buy and pay monthly for new content. I sincerely wouldn't be against it, not at all, at least it offers people choices and would (hopefull)remove from online games discussions that belong elsewhere.
    [slit]Throat[/slit]
  • david271749
    david271749
    ✭✭✭✭✭
    Here's my TL;DR

    It's is never coming so drop it.

    Yes. Rationalality and logic would have told him not to post such a big waste of text, although I'm sure devs for other games out there would appreciate the enthusiasm.
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    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.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    STEVIL 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:
    • 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.
    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.
    While in this concept, players would have many options to choose from.
    Options. Not forced.
    >>>Detailed Justice System Concept thread<<<
  • Tan9oSuccka
    Tan9oSuccka
    ✭✭✭✭✭
    ✭✭✭
    Dubhliam wrote: »
    Dubhliam 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.


    Dubhliam 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.

    I completely disagree. No matter how you slice it, it's done.

    The guy with the Elsa post probably said it best.





  • Tandor
    Tandor
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    ✭✭✭✭✭
    Dubhliam wrote: »
    <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>

    Not much of a choice then, is it?

    There are plenty of ways of addressing the PvE content without adding PvP penalties to PvE choices and actions. Regardless of any merits to your proposal, which isn't entirely bad, your steadfast refusal to accept a complete opt-out mechanism for any PvP element guarantees that ZOS won't revisit their decision on mixing PvP with PvE content. It just underlines the grief agenda that lies behind every attempt by PvPers to engage with unwilling PvE participants in PvE areas.
    Edited by Tandor on July 12, 2016 4:52PM
  • Esquire1980g_ESO
    Esquire1980g_ESO
    ✭✭✭
    No thank you to having a PVP system in PVE. This comes from some1 who PVPs as well.

    SWG had a system in such as this, the Bounty Hunter system, and it caused more hate and discontent than about any other system in the game. There were "griefing" and SOE was constantly trying to update the system to re-rig exploits and darn-right cheats that players found and created.

    It also had the same effect as it's having here. The community split into 2 parts with ev1 taking sides. In SWG, it was found that aprox. 8% were avid PVPers and this system ticked-off the other 92%, most of he time.

    SWG had a boat-load of good ideas, the BH system while we had ALPHA jedi (up to patch 9 in pre-CU) with perma-death as a control feature fit well and was a lot of fun. Players knew very well what they were getting into by unlocking and had more than enough tools at their disposal to dispel a PVP attack. However, when the alpha was taken out of jedi and the system moved to ANY player character (even NON-COMBAT toons such as crafters and ents), the system became more trouble than it was worth. Both to developers and players.

    Now, if ZOS wants to install an ALPHA prof that needs player controls, I would be more than happy to entertain a PVP/PVE system. Other than that, no thank you.

    Been there, done that, got the T-shirt and the Ball-cap.
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    Dubhliam wrote: »
    STEVIL 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:
    • 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.
    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.
    While in this concept, players would have many options to choose from.
    Options. Not forced.

    Actually, I dont think i am dividing into absolutes with nothing in between... you seem to eb willing to throw that in though.

    However, if you ask most PVP experienced players and if you look at almost any "build threads" on this forum you will come to one simple conclusion: THEY ARE SEPARATE. To answer the questions of what gear you should have equipped, what skills you should have slotted and even what morphs you should take the answers usually depend on "is this for PVE or PVP?"

    People heading into PVP zones, know it. It isn't just a click or an accident. So they can answer all those questions for PVP before trotting out into harm's way.
    People pursuing PVE goals in PVE zones can likewise answer those questions for PVE and so on.

    When I say "getting PVE targets" and "getting PVE victims" i am specifically talking about PVP players jumping targets performing PVE activites in PVE zones who are more likely to not be equipped in PVP gear and setup for PVP.

    Now, i KNOW you already were aware of these differences and I am sure those wanting the edge of getting PVP fights against PVE -setups characters are really hoping this wont be pointed out... but hey.there it is.

    or, are you saying you disagree with all those other folks and dont think there is a didfference between PVP-setup characters jumping characters setup for PVE? Are you saying that there isn't any significant different in "optimal" or "decent" setup between a PVE-build and a PVP-build? or is that just something you want to keep ignoring, pretending isn't there, etc to sell your plan?

    Also, you again try to paint opposition as overjoyed with current system with you "flee one change fixes everything" BS... guess its easier when you just ignore numerous statements from me about that. i think there is a lot that can be added to the current PVE-Justice system and plenty of rich development for it.

    I just do NOT see PVP-takeover-PVE-CONTENT as a "solution" that "fixes" more than it "breaks".

    Also, i wholeheartily dismiss the argument that it needs to happen because some players are unhappy seeing other players do PVE crime and get away with it. If we start down the road of "other players action bother me even when they dont affect me" we have gone off a cliff because some players might get unhappy seeing animals slaughtered (grinding) or Bosmers killed (quests) or any number of things.

    ****

    Switching " going into PVP" from a significant number of clicks and wait etc to get over into a cyrodil instance to "guards dialog" with a "pay bounty or else" takeaway (and again willfully making it look like bounty is the only thing you lose when paying off guards - when you know its the stuff as well)... is the biggest problem with this "fix" for a problem that doesn't really exist.

    You dont want to give the PVE players a choice... you want to make it a RANSOM. You REFUSED when i suggested putting FLEE PVE and FLEE PVP side by side.

    You want to make it into "ENTER PVP" OR "PAY RANSOM" (or that PVP prison time sink thingy.)

    You say "options" but you insist the rules set it up as RANSOM, as PAY TO AVOID.

    I got no problem myself (beyond it appealing IMO to very few p-eople) with a system where the changes to the current system now are:
    ADD to the dialog for guards a PVP FLEE and PVP Prison but keep the PVE flee. If either PVP choice is clicked a 10s countdown allows a cancel/confirm.

    But IIRC and correct me if i am wrong you dont want that because allowing PVE players to just keep playing PVE as it is now and only dealing with guards including flee or not isn't something you are Ok with as far as justice?

    Also, even though you bring it back to "choice" and "flee" as the focus again... I want to be clear... under your proposal if my character murders someone and so is in the "guards kill on sight" wouldn't your enforcers PVP guys get to jump in then without me having "chosen" PVP?

    ****

    At the end of the day, there isn't a PROBLEM here needing fixing.
    --- Crime isn't "too easy" when comparing gains over time for that activity vs gains for other activites that are as easy or easier such as grinding, questing, delving etc. having spent plenty of time doing those and more... there isn't a snowballs chance in Alikir that stealing is the heads and shoulders OP option that needs fixing.
    --- People who dont like seeing others spending time stealing can get in line with those who dont like seeing people grinding or dont like seeing people farming and all the others in the "who cares what you think about what other people are doing in the game that doesn't impact you one bit" banner. You just dont get PVP rules for every PVE action you dont like.

    Also at the end of the day, there isn't a "everything it can be" current system and so improvements are possible and even desired by many who are adamantly opposed to adding PVP-takeaways.
    --We want a law and order guild and DLC and storylines and skill lines and dailies etc etc etc. That would be great!
    --We want different and more serious challenges and some have already came with guards getting to spotlight stealth and invis, with glowing circles of detection, with stronger traps in TG for instance. But lets get more.
    --- But none of that says "and PVP fixes it" or "PVP makes it better"

    So dont try and keep painting it into "HAPPY WITH SYSTEM- no PVP" and "unhappy with system - Add pvp"

    YMMV
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • BenLocoDete
    BenLocoDete
    ✭✭✭
    STEVIL wrote: »
    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.
    I should thank you for your generosity as to allow anything other people want to happen.

    Yes, sarcasm. I doubt you'll have the same attitude after 1, 2 or three PvP devoted DLCs to balance the almost exclusive PvE policy of the latter ones. Actually, the hunger of the PvEers seems to have no end, not only they have every province but the central one exclusive to them, but feel right to ask a boot in the arse for the PvPers of Cyrodiil.

    At this moment there are dozens of people on forums already requesting to have a PvE-exclusive campaign in the imperial province and the overall acceptance would probably be around the hundreds of thousand(yes I'm in favor of it too). It has been a major request for years and the developers are somewhat still entitled to offer a game that mixes both(although latest DLCs were technically PvE, and the future ones featuring housing, "style parlor", Vvardenfell, Clockwork City and One Tamriel doesn't seem to move towards changing that.

    Oh, town capture, yeah, I'm sure you're happy with how little interest you have on that, as probably everybody.

    PvPers got hardly anything out of past DLCs, the Cyrodiil optimizations being the most often directly targeted and highly arguable.

    I remember the time(couple weeks ago actually) when we used to download mods to make the enemies have better AI, enhanced AI, improved AI hardcore mega ultra survival AI and this is where ESO stands out - it has the potential of human AI, one of the reasons many decided to give it a go.

    Some people call themselves PvEers and some are not interested at all in the war(myself included) but agree that the difficulty curve is somewhat weird, as with Skyrim.

    ESO stands best for TES-coOP, despite almost non-existent AI and bland storyline, it has improvements regarding (some)aspects of its predecessors(the most noticeable the insanely huge world) what is very welcome. Not enough of a single-player, though - lacks the modable freedom the previous titles offer - and unfortunately a bad MMO, because it misses the point when it comes to expanding the potential of the genre.
    [slit]Throat[/slit]
  • IrishGirlGamer
    IrishGirlGamer
    ✭✭✭✭✭
    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.




    Valar Morghulis.

    Someday I'm going to put a sword through your eye and out the back of your skull. Arya Stark

    You're going to die tomorrow, Lord Bolton. Sleep well. Sansa Stark

    If you are neutral in situations of injustice, you have chosen the side of the oppressor. Desmond Tutu
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    I'm all for separate consensual PvP (or PvE only) and open PvP servers with separate rulesets, although the problem with them tends to be that after a short time the open PvP servers become deserted and then there are calls from the PvPers to be merged back with the consensual PvP (or PvE only) servers.

    In the case of ESO, of course, there's the extra complication of the megaserver system. That would probably mean there would have to be separate PvP instances instead, which PvPers are all ok with until the PvEers then ask for a separate PvE instance of Cyrodiil and IC ;)!
  • CromulentForumID
    CromulentForumID
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    Now, back to
    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?

    You completely missed his point. He is saying look at Cyrodiil to see the all of the ganking and griefing that takes place - for example camping the quest givers in the towns - and transfer that mindset to PVE areas with a larger, more unprepared and unsuspecting population. He even specifically mentioned "flagging" to show he wasn't talking about normal PVP.

    "If you build it, they will gank."

    It may not have been the most clearly-worded point, but I can't see how you mistook the intent.

    For my own view, I think one of the biggest mistakes they made was allowing anyone to crouch and become invisible to other players, in broad daylight, out in the open. Not only does it strain credibility, but every players has access to all of the bonus damage that comes with it. You have to balance for that damage, which can adversely affect the stats and gameplay for those cases where you need to fight mostly "standing up."
  • Jaronking
    Jaronking
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    Katahdin wrote: »
    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.
    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.
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