I assure you, I am being 100% sincere.BenLocoDete wrote: »Would I leave the game if they implemented player pick-pocketing? Are you kidding? If they ever implemented that, I would be long gone before the update even went live.BenLocoDete wrote: »I for one am even pro to player pickpocketing - make it that you lost a few gold and ingredients to that criminal you just noticed slipping around you. It was just a few coins, but what if an algorythm made it that the lucky pickpocket got your most valuable ingredient? Are you going to leave the game and stop playing?
I've been absent from this thread for days now due to RL obligations, but glad to see a few people stepping in to take on the task of trying to explain why any PvP in the Justice system that doesn't have a full opt-out is a bad idea. And just for the record, though it was a while ago that I was asked:
Yes, I would indeed instantly quit playing if they ever added PvP to the Justice system -- unless it had a full opt-out switch that would allow me to do everything I can now (including fleeing from guards) without ever being able to get flagged for PvP.
There is nothing you can say or nothing you can do to effectively prove that you are being sincerely true and definitive about this, but I thank you anyway and invite you to the conversation, if you don't mind, what are your biggest concerns regarding PvP under the conditions we have tried to limit on its existence or if you'd like to mention the negative experiences you had with PvP in general?
Do PvP players really have absolutely no concept of how anyone could possibly not love PvP? If this is the case, it would certainly explain why it's so impossibly hard to get them to understand why we don't want to be involved in it.
I can try to explain in detail, but I've done so a number of times on theses forums (and probably even in this thread), and it's never seemed to help or even be understood, so frankly, I'm not sure I'm willing to waste my time yet again.
BenLocoDete wrote: »I assure you, I am being 100% sincere.BenLocoDete wrote: »Would I leave the game if they implemented player pick-pocketing? Are you kidding? If they ever implemented that, I would be long gone before the update even went live.BenLocoDete wrote: »I for one am even pro to player pickpocketing - make it that you lost a few gold and ingredients to that criminal you just noticed slipping around you. It was just a few coins, but what if an algorythm made it that the lucky pickpocket got your most valuable ingredient? Are you going to leave the game and stop playing?
I've been absent from this thread for days now due to RL obligations, but glad to see a few people stepping in to take on the task of trying to explain why any PvP in the Justice system that doesn't have a full opt-out is a bad idea. And just for the record, though it was a while ago that I was asked:
Yes, I would indeed instantly quit playing if they ever added PvP to the Justice system -- unless it had a full opt-out switch that would allow me to do everything I can now (including fleeing from guards) without ever being able to get flagged for PvP.
There is nothing you can say or nothing you can do to effectively prove that you are being sincerely true and definitive about this, but I thank you anyway and invite you to the conversation, if you don't mind, what are your biggest concerns regarding PvP under the conditions we have tried to limit on its existence or if you'd like to mention the negative experiences you had with PvP in general?
Do PvP players really have absolutely no concept of how anyone could possibly not love PvP? If this is the case, it would certainly explain why it's so impossibly hard to get them to understand why we don't want to be involved in it.
I can try to explain in detail, but I've done so a number of times on theses forums (and probably even in this thread), and it's never seemed to help or even be understood, so frankly, I'm not sure I'm willing to waste my time yet again.
Still, can't convince me, maybe in a few years with PvP stabilished for some time then you can send me a letter from Mars assuring me that there is no Internet connection on that planet and that you most certainly don't play ESO and that you might(just might) have left due to PvP, still it is completely uncertain and Mars might even have Internet...
BenLocoDete wrote: »I assure you, I am being 100% sincere.BenLocoDete wrote: »Would I leave the game if they implemented player pick-pocketing? Are you kidding? If they ever implemented that, I would be long gone before the update even went live.BenLocoDete wrote: »I for one am even pro to player pickpocketing - make it that you lost a few gold and ingredients to that criminal you just noticed slipping around you. It was just a few coins, but what if an algorythm made it that the lucky pickpocket got your most valuable ingredient? Are you going to leave the game and stop playing?
I've been absent from this thread for days now due to RL obligations, but glad to see a few people stepping in to take on the task of trying to explain why any PvP in the Justice system that doesn't have a full opt-out is a bad idea. And just for the record, though it was a while ago that I was asked:
Yes, I would indeed instantly quit playing if they ever added PvP to the Justice system -- unless it had a full opt-out switch that would allow me to do everything I can now (including fleeing from guards) without ever being able to get flagged for PvP.
There is nothing you can say or nothing you can do to effectively prove that you are being sincerely true and definitive about this, but I thank you anyway and invite you to the conversation, if you don't mind, what are your biggest concerns regarding PvP under the conditions we have tried to limit on its existence or if you'd like to mention the negative experiences you had with PvP in general?
Do PvP players really have absolutely no concept of how anyone could possibly not love PvP? If this is the case, it would certainly explain why it's so impossibly hard to get them to understand why we don't want to be involved in it.
I can try to explain in detail, but I've done so a number of times on theses forums (and probably even in this thread), and it's never seemed to help or even be understood, so frankly, I'm not sure I'm willing to waste my time yet again.
Still, can't convince me, maybe in a few years with PvP stabilished for some time then you can send me a letter from Mars assuring me that there is no Internet connection on that planet and that you most certainly don't play ESO and that you might(just might) have left due to PvP, still it is completely uncertain and Mars might even have Internet...
There are plenty who would move on if their PvE was compromised by PvP, myself included. I've done PvP in a number of MUDs and MMOs (not unsuccessfully, and quite enjoyably at the time) so am not against it by any means but I have found these days that PvE is much more satisfying such that I no longer have the slightest interest in PvP for myself while quite understanding why it appeals to others.
Whilst I am therefore more than happy for these games to have PvP in them it needs to be kept separate from the PvE content for me to want to play them. I probably have active accounts in the best part of a dozen MMOs these days, most of which I still play from time to time, and not a single one of them has developers who would dream of adding PvP to PvE content in a forced and unavoidable way. There are too many choices of games these days for anyone to need to stick with a game that doesn't allow them to adopt their preferred playstyle without at least an effective way of avoiding someone else's playstyle being imposed on them, and that doesn't mean cutting short their options in one playstyle in order to avoid the imposition of another playstyle, it means literally being able to avoid that other playstyle altogether - while happily accepting the existence and further development of that other playstyle for those who choose to adopt it. Some players like both playstyles of course, and as at present in ESO both should be freely available to them.
BenLocoDete wrote: »BenLocoDete wrote: »I assure you, I am being 100% sincere.BenLocoDete wrote: »Would I leave the game if they implemented player pick-pocketing? Are you kidding? If they ever implemented that, I would be long gone before the update even went live.BenLocoDete wrote: »I for one am even pro to player pickpocketing - make it that you lost a few gold and ingredients to that criminal you just noticed slipping around you. It was just a few coins, but what if an algorythm made it that the lucky pickpocket got your most valuable ingredient? Are you going to leave the game and stop playing?
I've been absent from this thread for days now due to RL obligations, but glad to see a few people stepping in to take on the task of trying to explain why any PvP in the Justice system that doesn't have a full opt-out is a bad idea. And just for the record, though it was a while ago that I was asked:
Yes, I would indeed instantly quit playing if they ever added PvP to the Justice system -- unless it had a full opt-out switch that would allow me to do everything I can now (including fleeing from guards) without ever being able to get flagged for PvP.
There is nothing you can say or nothing you can do to effectively prove that you are being sincerely true and definitive about this, but I thank you anyway and invite you to the conversation, if you don't mind, what are your biggest concerns regarding PvP under the conditions we have tried to limit on its existence or if you'd like to mention the negative experiences you had with PvP in general?
Do PvP players really have absolutely no concept of how anyone could possibly not love PvP? If this is the case, it would certainly explain why it's so impossibly hard to get them to understand why we don't want to be involved in it.
I can try to explain in detail, but I've done so a number of times on theses forums (and probably even in this thread), and it's never seemed to help or even be understood, so frankly, I'm not sure I'm willing to waste my time yet again.
Still, can't convince me, maybe in a few years with PvP stabilished for some time then you can send me a letter from Mars assuring me that there is no Internet connection on that planet and that you most certainly don't play ESO and that you might(just might) have left due to PvP, still it is completely uncertain and Mars might even have Internet...
There are plenty who would move on if their PvE was compromised by PvP, myself included. I've done PvP in a number of MUDs and MMOs (not unsuccessfully, and quite enjoyably at the time) so am not against it by any means but I have found these days that PvE is much more satisfying such that I no longer have the slightest interest in PvP for myself while quite understanding why it appeals to others.
Whilst I am therefore more than happy for these games to have PvP in them it needs to be kept separate from the PvE content for me to want to play them. I probably have active accounts in the best part of a dozen MMOs these days, most of which I still play from time to time, and not a single one of them has developers who would dream of adding PvP to PvE content in a forced and unavoidable way. There are too many choices of games these days for anyone to need to stick with a game that doesn't allow them to adopt their preferred playstyle without at least an effective way of avoiding someone else's playstyle being imposed on them, and that doesn't mean cutting short their options in one playstyle in order to avoid the imposition of another playstyle, it means literally being able to avoid that other playstyle altogether - while happily accepting the existence and further development of that other playstyle for those who choose to adopt it. Some players like both playstyles of course, and as at present in ESO both should be freely available to them.
I'm sure there are people that would leave and people that would join as this is going on regardless of PvP justice system. It just seems that ESO once had a plan for PvP but they simply dropped everything for reasons yet to be determined since stating that "the problems can outweigh the fun" is generally vague and quite subjective but I understand PR is a mess.
A bit off topicAt this moment I lack the slightest idea of how much % of current players do regularly or exclusively PvP, but I suspect it stands as a very small portion based on almost 3 out of 4 DLCs dedicated to PvE.
ZOS could have made ESO more PvP centered but at some point, they decided that they wouldn't. Maybe player demographics I don't know, could be hardware issues too, so right now it stands as a bad choice for the team to have created Cyrodiil the way they did(unless there is something else coming that could prove me wrong), simply because it is a lag bomb countdown, and kinda of a waste of a huge area, and so far the info we have on One Tamriel shows it haven't touched the PvP aspect at all... what puts ESO PvP 2 years back in comparison to current content. But @ZOS_RichLambert considers himself a very competitive person and seems to PvP so there might be something in there as to what Cyrodiil will become or ESO might offer regarding the PvP stance.
At this moment I wouldn't be very surprised if they indeed came up with an end to the war, and reorganize PvP in arenas and challenges on planes of Oblivion, where people would grind for artifacts. Like instead of becoming the emperor, you'd join a small scale war to become the champion of that prince, and be granted thus its daedric artifact for a said time, a week, a month, whatever time that campaign lasts. I remember this was another hope I had from the time before the launch, so it probably won't happen as my luck in ESO seems to run around dark red.
BenLocoDete wrote: »but instead the goal is to gain rules change leverage with interruptions of pve sctivities, takeover others and evdntual pay-up-or-pvp mandates.
And what is the matter, the guards already do that and I don't see anyone in their sane minds complaining that guards should leave them alone. It may be because guards are Es and not Ps, but, how do you know they don't have souls? They might even collect far more data from you than the Ps who just want to be part of a feature the game offers, not "ruin your displeasing crime".Pvp players deciding which pve actions "deserve" pvp consequences is fox in henhouse logic. That probably why they insist on the pve "opt-out" being linked to pve players giving up current options or paying ransom.
And so is you deciding that PvP should stay outside your game.But we dont get to say "my preference is this and you have to go that way too."
1
C'mom you're just playing the counterpart here, everything that you say can be used against you on the same way, and in the end, PvE rules over 90% of the game already.
PvP justice system can be made worldly available under certain conditions that will serve to limit its abuse, but it can't be a complete opt-out because it breaks the system, even Cyrodiil is plenty of Es for you to get some as it would be completely unacceptable for most areas to be empty.
SInce you are the hero
and feel a deep level of injustice whenever you are powerless when your favorite fellow faction npc gets slaughtered?
If you just sit there and accept that ,you are just as guilty as the one who commited treason
@STEVIL
That is not choice,if there would be a choice.the treason you commit by slitting fellow alliance npc's throats would banish you from the alliance eventually.
Then you'd have something to choose between;serving the alliance or your criminal carreer.
If you want real choice they should allow you to be the anti hero,indeed,but with lasting consequiences(The DB DLC kind of allows you to be the bad guy but in a senseless manner and without lasting consequences)..still, this senseless killing introduces player conflict with the heroes and imo its lame to not allow those to react accordingly.
The heroes almost become complicit because they watch and do nothing about the injustice.
The senseless killing introduced a multiplayer interactive conflict;Those that want to serve and bring the alliance together & those that want to do all the senseless killing in their own alliance.
So there is conflict,yet actually they left the interactive part out of it you see.Ofcourse if they introduce conflicting elements to the general story of the campaign like that,
any player that is playing that multiplayer game too, has the right to react to anything that is conflicting with the main story of the campaign and show them what their character stands for.
Also not trying be Rude but am sorry @STEVIL but your coming off as kinda crazy now with the PVp ransom thing and what stopping people from killing me for grinding.It really makes no sense at all other than you bring stuff up that no one every mentioned as a issue but the constant stealing and murdering that has no way of being punished for it because of the incompetent of the guards.The only thing this change will do is make you all play better and think before you act but none of you guys want that you just want your easy gold and have fun ruining the game for others,but that doesn't matter because only you matter in this game.That's the recurring issue I see not that players can stop you you just want to keep your easy farm and not have anything stop you.
Truthful I know none of you will leave the game if its added because as most people who say if they add something to the game day they will leave and never do.You all will stay and keep playing because as most of you said you barely do any of the justice system anyway its a small part of the game for you.Which you can just ignore and do something else.So your just here because you don't like it or just don't want to have to use your head.So instead of just saying no think about how this can improve the game for everyone not just thinking that omg PVP kill it even if it doesn't affect you at all.
Lastly the PVE flee would be the most exploitable things in the game and you know it that's why you keep asking for it.Why would you every choice the PVP and deal with your actions let's keep the 200k of stolen goods on me and just get away or kill the guard.Which the guards would have to be if you had Players who can stop you.
Am out
My actions are my own. Your actions are your own.
it is not ME ruining your game if what i am doing separate from you and not involving you at all bothers you. that is you ruining your game for yourself by refusing to acknowledge in this game you dont have the power to enforce your desirs on others, any more than i do.
Definitely agree on that although accepting it as a final stand is questionable, I for one have hope or better, would be pleasantly surprised, if they moved with One Tamriel to a more comparable efficacy, as I've stated in a previous post, that making sets, builds and abilities equally competitive on both grounds is something worth a development priority, not only but because changing those every time you want to go in or out Cyrodiil is a huge nuisance. As the point of again, segregating PvP and PvE, despite being different things, they are both aspect of the massively multiplayer online game potential, populated by thousands of people and a multitude of attitudes and actions and expectations. Despite your rejection of the PvP attitude(and you sure love to PvP on forums), the ways a player can annoy others in a game is not limited to PvP, thus a big part of the motivations that brings me here. There are several attitudes that wouldn't be a matter of an act against the ToS, but still annoy me just as probably you are annoyed by PvP with whatever bad they can cause(like kill, dance on top of your body and spam in the chat - Sucker!!). What a big deal. Still, it doesn't touch the unbalance currently happening in the game between PvE and PvP available content which I find a severe occurrence.BenLocoDete wrote: »but instead the goal is to gain rules change leverage with interruptions of pve sctivities, takeover others and evdntual pay-up-or-pvp mandates.
And what is the matter, the guards already do that and I don't see anyone in their sane minds complaining that guards should leave them alone. It may be because guards are Es and not Ps, but, how do you know they don't have souls? They might even collect far more data from you than the Ps who just want to be part of a feature the game offers, not "ruin your displeasing crime".Pvp players deciding which pve actions "deserve" pvp consequences is fox in henhouse logic. That probably why they insist on the pve "opt-out" being linked to pve players giving up current options or paying ransom.
And so is you deciding that PvP should stay outside your game.But we dont get to say "my preference is this and you have to go that way too."
1
C'mom you're just playing the counterpart here, everything that you say can be used against you on the same way, and in the end, PvE rules over 90% of the game already.
PvP justice system can be made worldly available under certain conditions that will serve to limit its abuse, but it can't be a complete opt-out because it breaks the system, even Cyrodiil is plenty of Es for you to get some as it would be completely unacceptable for most areas to be empty.
First bold:
The difference is some people will acknowledge that the setup etc for PVE and PVP are so significantly different and the setup for countering guards and surviving PVP are so different that these are by no means compatable options. The difference is the guards are a PVE result from a PVE action, while the Enforcer is a PVP result from a PVE action. The difference is some enjoy PVE, some enjoy PVP and some dont like one or the other and neither should have it forced upon them. Not sure why it seems that is so hard for some in the PVP-ransom-takeover crowd to get.[/spoiler]
Whatever, you don't make much more sense anyway trying to entirely label PvP and PvE attitude as a fox and sheep case.As for guards and souls, I will leave the discussion of the souls of NPC digital content to the ever-wise PVP-ransom-takeover crowd since it seems thats something they are concerned with. I really doubt anything i could say on that subject could prove productive to them.
Oh yes you do, you choosing to turn auto-loot on and go on a murder spree affects my gameplay entirely, affects the fun of it, the interaction I lose with NPCs that just got murdered, and the cohesive immersion the game intended to offer inside an "alive, breathing world" because it triggers other aspects of the game that are well known to be problematic, as the short pathing of E guards, their immortality as being a mechanism to constrain crime, the hugely annoying piles of cloned dead NPCs and one alive standing on top of them, pointless murder sprees to simply troll everybody around them, etc. This affects entirely my gameplay and my gaming and so far it is just as important as your context of being annoyed by a mixed PvP and PvE scenario.Second Bold
Yes, i decide i want to play the game without PVP. Guess what, you dont get to make me do differently IN THIS GAME. In some other games, if i choose to come and play at all, i have to accept PVP. i dont play those games... again choosng not to play PVP.
But there is a difference between deciding what i will do and deciding you have to as well. One is just what i am doing. I dont get to interfere with you doing what you want. Thats easy. The other option, allowing PVP-ransom-takeover of PVE events allows others, perhaps you, to decide for me i am into PVP scenarios.
Yeah if I want to PvP there is ONE province completely empty and lag plagued and if you want PvE there are NINE beautifully populated with plenty of dungeons how fair is that?!If you want to PVP, there are zones in the game for that. if i want to PVE there are areas in the game for that. We can both do what we want in regards to which we use... but neither of us gets to force the other into those.
It is not only the same but also one step lower the power struggle where the product(the current game implementation) positively affects you and thus provides no incentive to criticize the justification.I see the tendency to equate "i get to choose what i do and you cannot force me into this" as somehow morally equivalent to "i am not allowed to force you into PVP so that is like you enforcing PVE on me" which is just not the same.
Denying you the ability to force-ransom others into your preference is not the same as you forcing and ransoming others into your preference.
thats just a fallacious comparison.
I completely disagree as we are even invited to do this by reporting other players actions that might fall under questionable Terms of Service or Code of Conduct acts. Saying "YOU should not be responsible for policing the actions of other players" is something circumstantial and if the Justice System were implemented as originally advertised, you would totally be able to, and currently is policeable, you just cannot "punish" the player(although it should, crime should be reprehensible in any circumstance) but can offer a bad feedback about their attitude via /boo or criticize the attitude on /z chat as I've seen both happen more than once.(...)YOU should not be responsible for policing the actions of other players.(...)
And every time such passionate and "socially concerned" reasonings like this come up, it feels clearer that the notion of "your right ends where mine starts" leaves so many holes and just as much walls as to what is social interaction and what can we consider "mine" and "yours" experience. For you, a violation such as being forced into PvP is something morally justified, but when I'm annoyed by hundreds of NPCs murdered, being them crippled people, sheeps, farmers, dock workers and about anybody you can take a few coins out, you label it as being just BS, derived from someone that goes anywhere to force others to PvP.Final bold
No sorry again, it seems the notion of comparing "you cannot force others into PVP" and "you wont allow me to force others into PVP" as somehow opposites of the same coin is a major tool in the playbook for the PVP-ransom-crowd but for most folks, it just serves to illustrate the difference between the objectives. WHich i think helps many and ZOS understand why this isn't a path to go down.
So, thanks for that. Every time it is repeated in support of PVP-ransom-takeover, reasonable people have another chance to go "oh wow."
BenLocoDete wrote: »PVE population will linger anyway with the next TES and Bethesda can't hold that forever, so please let us discuss concepts and ideas for social interaction and not how to turn ESO into a single-player game.
BenLocoDete wrote: »PVE population will linger anyway with the next TES and Bethesda can't hold that forever, so please let us discuss concepts and ideas for social interaction and not how to turn ESO into a single-player game.
yea,in a single player your actions are your own STEVIL.
But in a multiplayer you affect the experience of others with your actions.on purpose or not..
BenLocoDete wrote: »Now on the suggested framework:
1: Player commits a minor crime: pickpocket
Subject: victim
NPC reacts and a bounty is put on the player.
Subject two: authority
A guard is nearby and approaches the player requesting the stolen items and payment for his crime.
- the refusal triggers combat. Nothing changed since the crime was a minor one and NPCs and guards reactions were in an acceptable accordance.
2: Player commits a medium crime: assault
Subject one: victim
NPC reacts and fight back, also a higher bounty is put on the player.
Subject two: authority
Guards nearby became alerts and approach the player demanding the stolen goods and payment for his crime.
- the refusal triggers combat. Again, acceptable behavior from the NPCs.
3: Player commits a grave crime: murder
S1: Victim is dead
Nearby NPCs scream for help in disgust and a severe bounty is put on the player.
S2: Authority
Guards immediately charge against the murderer.
4: Player commits a series of crimes within a short period and all of them(or most) are witnessed by nearby NPCs AND guards
S1: Victims are killed mostly
The ones alive will cry out loud for guards and some(given their morality, like fighters guild recruits) will engage in combat against the criminal
S2: Authority
Guards will instantly engage in combat.
S3: Enforcer*
Nearby players, given currently wearing their tabards, are allowed to engage for the period of time the guards are engaged. Once the guards reset their pathing(given the criminal tried to escape), the enforcers are therefore unauthorized of continuing the pursuit against the criminal. If the criminal is dead, it will respawn in the nearby shrine or, better, outside the guard keep or prison.
5: Player commits a series of crimes within a short period of time and all of them(or most) are witnessed ONLY by nearby NPCs.
S1: Victims are killed mostly
The ones alive will engage in combat against the murderer
S2: Authority
Non-existant
S3: Enforcers*
Given nearby players were wearing their tabards at the moment of the first crime(and that the heat level reached its peak) they are allowed to engage in combat against the criminal for the time it remains inside the boundaries of that city, village, town or farm.
=================================================================Enforcers are bounty-free players wearing the enforcer tabard. Getting a bounty removes the tabard from your inventory and you'll have to pay the fine before requesting another one. The enforcer tabard is granted to the player upon accepting the enforcer quest. The quest may be offered by a guard comments or present in some notice board requesting help with the growing criminality.
Being an enforcer does not grant the ability to approach any criminal outside the radius where the crime was committed at any other circumstance. If the criminal reaches the entrance of an Outlaw Refuge, he is safe and cannot be attacked by any Enforcer anymore until eventually committing any crime within the described conditions.
Enforcers are solely able to restrain crime rampant like people spamming murders within civil areas - no other gain is offered in this implementation.
No Outlaw Refuge sacking or bounty hunting questing is present either.
I'll just put a small @ZOS_MattFiror and another small @ZOS_RichLambert here in the hopes of wishing upon a star or two.
@STEVIL
I don't see how anyone who suggest the inclusion of pvp is automatically trying to find justification "to take it out on someone else"?Its nothing personal..
Its just that a "friendly" tag on a mob (or player,all the same to me) would need to make sense in the game.There is nothing more to it for me.
The hero characters are in natural conflict with the killers who make you watch an allied target being killed in your alliance
For those who do their best to aid the alliance ,roleplay the hero,the killing of allied targets within their alliance is bothersome and even a form of griefing as it can disrupt their serious gameplay while roleplaying.
What I see as significant is that a friendly or hostile target makes sense,I don't care if its an npc or another player:for one that show to be hostile towards the alliance a friendly tag is misplaced.
BenLocoDete wrote: »Now on the suggested framework:
1: Player commits a minor crime: pickpocket
Subject: victim
NPC reacts and a bounty is put on the player.
Subject two: authority
A guard is nearby and approaches the player requesting the stolen items and payment for his crime.
- the refusal triggers combat. Nothing changed since the crime was a minor one and NPCs and guards reactions were in an acceptable accordance.
2: Player commits a medium crime: assault
Subject one: victim
NPC reacts and fight back, also a higher bounty is put on the player.
Subject two: authority
Guards nearby became alerts and approach the player demanding the stolen goods and payment for his crime.
- the refusal triggers combat. Again, acceptable behavior from the NPCs.
3: Player commits a grave crime: murder
S1: Victim is dead
Nearby NPCs scream for help in disgust and a severe bounty is put on the player.
S2: Authority
Guards immediately charge against the murderer.
4: Player commits a series of crimes within a short period and all of them(or most) are witnessed by nearby NPCs AND guards
S1: Victims are killed mostly
The ones alive will cry out loud for guards and some(given their morality, like fighters guild recruits) will engage in combat against the criminal
S2: Authority
Guards will instantly engage in combat.
S3: Enforcer*
Nearby players, given currently wearing their tabards, are allowed to engage for the period of time the guards are engaged. Once the guards reset their pathing(given the criminal tried to escape), the enforcers are therefore unauthorized of continuing the pursuit against the criminal. If the criminal is dead, it will respawn in the nearby shrine or, better, outside the guard keep or prison.
5: Player commits a series of crimes within a short period of time and all of them(or most) are witnessed ONLY by nearby NPCs.
S1: Victims are killed mostly
The ones alive will engage in combat against the murderer
S2: Authority
Non-existant
S3: Enforcers*
Given nearby players were wearing their tabards at the moment of the first crime(and that the heat level reached its peak) they are allowed to engage in combat against the criminal for the time it remains inside the boundaries of that city, village, town or farm.
=================================================================Enforcers are bounty-free players wearing the enforcer tabard. Getting a bounty removes the tabard from your inventory and you'll have to pay the fine before requesting another one. The enforcer tabard is granted to the player upon accepting the enforcer quest. The quest may be offered by a guard comments or present in some notice board requesting help with the growing criminality.
Being an enforcer does not grant the ability to approach any criminal outside the radius where the crime was committed at any other circumstance. If the criminal reaches the entrance of an Outlaw Refuge, he is safe and cannot be attacked by any Enforcer anymore until eventually committing any crime within the described conditions.
Enforcers are solely able to restrain crime rampant like people spamming murders within civil areas - no other gain is offered in this implementation.
No Outlaw Refuge sacking or bounty hunting questing is present either.
I'll just put a small @ZOS_MattFiror and another small @ZOS_RichLambert here in the hopes of wishing upon a star or two.
If this happens I'm never playing Elder Scrolls Online again.
There is no justification just because you don't want it. It is not only completely acceptable as it even inspires me to spend more time replaying the game and having varied experiences in places I'd be sick of already.@STEVIL
I don't see how anyone who suggest the inclusion of pvp is automatically trying to find justification "to take it out on someone else"?Its nothing personal..
Its just that a "friendly" tag on a mob (or player,all the same to me) would need to make sense in the game.There is nothing more to it for me.
The hero characters are in natural conflict with the killers who make you watch an allied target being killed in your alliance
For those who do their best to aid the alliance ,roleplay the hero,the killing of allied targets within their alliance is bothersome and even a form of griefing as it can disrupt their serious gameplay while roleplaying.
What I see as significant is that a friendly or hostile target makes sense,I don't care if its an npc or another player:for one that show to be hostile towards the alliance a friendly tag is misplaced.
That's still no justification for someone else's actions in PvE to lead you to take PvP action against that person.Most of us can distinguish between what happens in relation to alliances in PvE and what happens in relation to them in PvP. Cadwell's muddies the waters a little, and One Tamriel will do so even more to the point where there won't really be any effective distinction between the alliances outside of Cyrodiil and Imperial City given that everyone will be moving freely throughout all the alliance areas from character creation onwards. In any event, none of this is related in any way to the Justice System.
@STEVIL
I don't see how anyone who suggest the inclusion of pvp is automatically trying to find justification "to take it out on someone else"?Its nothing personal..
Its just that a "friendly" tag on a mob (or player,all the same to me) would need to make sense in the game.There is nothing more to it for me.
The hero characters are in natural conflict with the killers who make you watch an allied target being killed in your alliance
For those who do their best to aid the alliance ,roleplay the hero,the killing of allied targets within their alliance is bothersome and even a form of griefing as it can disrupt their serious gameplay while roleplaying.
What I see as significant is that a friendly or hostile target makes sense,I don't care if its an npc or another player:for one that show to be hostile towards the alliance a friendly tag is misplaced.
stevenbennett_ESO wrote: »@STEVIL
So... you seem to be arguing the idea that a PvE action (killing NPCs) has a role playing reason to need a mechanism for players to induce a PvP element to address it.
I therefore assume you'd also be thrilled with the idea of any Imperial race character having an ability in the Imperial City to cast an area effect on the zergs running around the city
Well,there certainly is something good in that idea
But i'd link it to catapults & warmachines at strategic points who's aoe is multiplied by the density of the zerg
@Tandor
Agree with Benlocodete there:there is no justification because you don't want it
While ingame,there is justification because the heroes and the killers naturally oppose each other & the friendly tag is thus misplaced
Infact my proposal for a new justice level on top of the already existing PVe justice levels stll keeps pve and pvp separated.
Its just that some want to avoid justice if it entails pvp(while at that point you absolutely deserve it since you went through all the pve justice levels)
AmberLaTerra wrote: »Okay let me ask the supports of this idea one thing. If you think it is just fine to force PVP and the ability to grief players in PVE into the justice system how about this as a compromise to prevent griefing.
Anytime any player sees an enforce either camping an area or attacking a player 5 levels or 50 CP below their level/cp they can immediately send that griefing enforcer to vMA where they will be locked until they clear all the waves.
You want to force PVP onto those who are doing PVE actions, then it only fair you can be forced into a PVE situation you must complete by those same PVE players.
I am sure none of you will agree with this as you want to have your cake of easy kills of people not geared for PVP and eat it too with making it a ransom for them to avoid PVP. Gods would it be awful for your griefing to actually have a risk as well.
All I have seen on the side of supporting this is people wanting all the reward with absolutely no risk, and taking away all much of the rewards from PVE's who do these activities while adding massively higher risk for them.
I myself like things as they are when I want to PVP with guild mates I go to cyro or imperial city and we have a blast. When I want to PVE I can do so solo or with guild mates.
As for those complaining about killing in your own alliance ruining your RP? I am a player who is loyal to the pact, I have an alt in AD and an alt in DC who I mostly just run cyro treasure maps with, but time to time I RP them as spys working for the pact and avoiding being seen while murdering NPCs to weaken the enemies of the pact.
Does your form of RP outweigh mine just because you do not like it? Absolutely not. In an MMO we all have the right to play our characters How we ourselves want to. Not how you or anyone else wants us to. You want a game where how other players choose to play their characters cannot effect you play a single player game. Do not try to force your choices and your play style on me or anyone else.
It seems @STEVIL is the only other one left really active in this thread who can understand that we can only control and influence our own choices in an MMO and not force them on others. Everyone else still posting just wants to force how they want the game to be on others no matter if those others want it or not.
AmberLaTerra wrote: »Okay let me ask the supports of this idea one thing. If you think it is just fine to force PVP and the ability to grief players in PVE into the justice system how about this as a compromise to prevent griefing.
Anytime any player sees an enforce either camping an area or attacking a player 5 levels or 50 CP below their level/cp they can immediately send that griefing enforcer to vMA where they will be locked until they clear all the waves.
You want to force PVP onto those who are doing PVE actions, then it only fair you can be forced into a PVE situation you must complete by those same PVE players.
I am sure none of you will agree with this as you want to have your cake of easy kills of people not geared for PVP and eat it too with making it a ransom for them to avoid PVP. Gods would it be awful for your griefing to actually have a risk as well.
All I have seen on the side of supporting this is people wanting all the reward with absolutely no risk, and taking away all much of the rewards from PVE's who do these activities while adding massively higher risk for them.
I myself like things as they are when I want to PVP with guild mates I go to cyro or imperial city and we have a blast. When I want to PVE I can do so solo or with guild mates.
As for those complaining about killing in your own alliance ruining your RP? I am a player who is loyal to the pact, I have an alt in AD and an alt in DC who I mostly just run cyro treasure maps with, but time to time I RP them as spys working for the pact and avoiding being seen while murdering NPCs to weaken the enemies of the pact.
Does your form of RP outweigh mine just because you do not like it? Absolutely not. In an MMO we all have the right to play our characters How we ourselves want to. Not how you or anyone else wants us to. You want a game where how other players choose to play their characters cannot effect you play a single player game. Do not try to force your choices and your play style on me or anyone else.
It seems @STEVIL is the only other one left really active in this thread who can understand that we can only control and influence our own choices in an MMO and not force them on others. Everyone else still posting just wants to force how they want the game to be on others no matter if those others want it or not.