BenLocoDete wrote: »I'd really ask for people to restrain themselves from posting "I'll quit if it happens" because none of you know if I haven't quit already because that didn't happen, and I know that you couldn't care less about it.
@BenLocoDete
I would suggest the insistence on forcing pvp into pve at all, here seen in discussion of justice expansion, that is the lock step blockage of creative development, if there is one.
I think an expansion of justice content pve would be quite popular and could fuel a wonderful dlc. Have seen and participated in threads about such. Even got mails trying to figure it out before official changes.
But those ideas dont hinder themselves with baggage such as unsubstantiated claims about how broken pve justice currently is or that it must have a pvp fix.
Also, let me say this, i got characters running quests across tamriel top level, lower zones, newbies across all factions.
"I do not support grind and exploits like auto-loot and wiping a whole town as the means to make starting new characters more viable. "
I have not been seeing this hapoen, really ever in any of the towns with guards or realky anywhere. So, can you tell us where these hoardes of town wasters have been running rampant and even if they exist are they mostly pve players choosing a very inefficient grind strategy or pvpers there for other reasons.
Seems like pvp-takeover-ransom is a cure for problems like how profit vs risk is off for crime (truth lower than other options) and preventing whole town slaughters by newbies? The pvp-Dr.Goode-Elixir?
BenLocoDete wrote: »
I'd really ask for people to restrain themselves from posting "I'll quit if it happens" because none of you know if I haven't quit already because that didn't happen, and I know that you couldn't care less about it.
People can post here if they will quit the game if this specific concept gets implemented.
And don't generalize, talk for yourself - would you quit if this got to see the light of day?
Because the current PvE penalties do not do the job right. Yes, even if there are no PC to chase you, this system has penalties for failure ranging from easy to less easy, but players always find a way to aviod them. People tend to forget that - penalties are already present, just not executed by PCs.
The System was never intended to be played the way some players currently play it - mindlessly killing everyone without even trying to be stealthy.
I mean, what is the point in having three levels of heat or bounty if 99 out of 100 times they will result the same: escaping a guard? And that is IF the player gets caught, which is a feat in itself.
I am not going to go into details here, but the current Justice System is being heavily abused/exploited. Some might even know that already, and deliberately want to boycott PvP Justice to keep exploiting.
Most of the participants in this thread (if not all) agree that the current PvE part of the Justice System is in need of improvement.
This is where the player base tends to gravitate to one of two solutions:
- Players Enforcers - A simple solution, all the restrictions and hoops to prevent grieving are presented in this concept.
- Some kind of a massive PvE overhaul that does not involve PC Enforcers.
I am obviously more in favor of the first option. However, I have been contemplating on a system that would include a "complete opt-out" as some like to call it, but fail to come up with a workable solution. The only person so far that has PMed me with extensive research and testing he did to come up with feasible PvE system and Guard AI improvements is @IndyWendieGo and she is not even opposed to the PvP implementation. The rest of you provide no workable solution to PvE Justice improvement, you just like to hate the PvP solution.
And let me be perfectly clear:
A rework of the Justice System in which an opt-out will leave players playing the exact same Justice system that is currently live will never get incorporated into my concept.
So here's a wild suggestion: instead of simply giving your opinions as to why you would not want to see option 1, why don't you become more constructive in terms of creating a workable option 2?
Do you find guards any more easily "broken" as you call it by players using cover etc than say bears or mudcrabs or various varmints and adversaries in delves?
The fact that tactics and maneuvers for thwarting the guard and beating the Ai (or you cal, it "breaking") are being developed and used isn't a flaw, its a difference.
the guard then goes red and attacks "my" mudcrabs. thats ok as long as i tag them too - cuz i get the loot still. However, once in a great while within this once in a great while, the guard delivers the killing blow on the last crab while i am launching an attack against that crab. The death of the last crab turns the guard to "civilian gray" and now my orphaned attack strikes the guard.
I've seen this happen in front of captain Rana's office, the little farm with cows and farmers just outside the building. In that same area crafting building, just a little ahead as well.@BenLocoDete
I would suggest the insistence on forcing pvp into pve at all, here seen in discussion of justice expansion, that is the lock step blockage of creative development, if there is one.
I think an expansion of justice content pve would be quite popular and could fuel a wonderful dlc. Have seen and participated in threads about such. Even got mails trying to figure it out before official changes.
But those ideas dont hinder themselves with baggage such as unsubstantiated claims about how broken pve justice currently is or that it must have a pvp fix.
Also, let me say this, i got characters running quests across tamriel top level, lower zones, newbies across all factions.
"I do not support grind and exploits like auto-loot and wiping a whole town as the means to make starting new characters more viable. "
I have not been seeing this hapoen, really ever in any of the towns with guards or realky anywhere. So, can you tell us where these hoardes of town wasters have been running rampant and even if they exist are they mostly pve players choosing a very inefficient grind strategy or pvpers there for other reasons.
Seems like pvp-takeover-ransom is a cure for problems like how profit vs risk is off for crime (truth lower than other options) and preventing whole town slaughters by newbies? The pvp-Dr.Goode-Elixir?
BenLocoDete wrote: »
I'd really ask for people to restrain themselves from posting "I'll quit if it happens" because none of you know if I haven't quit already because that didn't happen, and I know that you couldn't care less about it.
But the OP specifically asked us to post here if we will quit the game if this specific concept gets implemented!
People can post here if they will quit the game if this specific concept gets implemented.
And don't generalize, talk for yourself - would you quit if this got to see the light of day?
IndyWendieGo wrote: »I definitely have to agree with @BenLocoDete on the principle that ZoS has backtracked quite a few times in regards to promised systems and then backing out of them completely without an in depth explanation. It's kind of looking like Spellcrafting will be getting the same treatment, which would be pretty sad as that's another thing I was expecting.
IndyWendieGo wrote: »I definitely have to agree with @BenLocoDete on the principle that ZoS has backtracked quite a few times in regards to promised systems and then backing out of them completely without an in depth explanation. It's kind of looking like Spellcrafting will be getting the same treatment, which would be pretty sad as that's another thing I was expecting.
They've been very open about dropping spellcrafting from their foreseeable plans from very early on in the game's launch.
Unlike single player games, MMOs are very evolutionary and are subject to continual change. People are very happy when something they want that was never promised is adopted, like small-scale PvP for example, but very unhappy when something they want that was promised is dropped. I guess that's human nature.
IndyWendieGo wrote: »I can also confirm that I'm one of those people that lays waste to pretty much most NPCs in Wayrest, especially after I've been testing the guard AI for the OP and playing with the Blade of Woe. Lately I've been doing it in Daggerfall to basically test more in terms of what I can get away with (since it's easier than just going at them with a weapon that may or may not kill them just yet, she's barely level 32 and I'm lazy). My mindless fun with slaughtering though, I generally try to steer away from the RP crowd, because I -do- know that that (that being the mindless maiming for tests or just in general) can be disrupting even though they know that not everyone RPs all the time. However others aren't so considerate and do it right in the middle of an RP guild event.Regardless of RPing or not, there's loops I (and others) can do that have no challenge or skill what so ever. So again, I can see where BenLocoDete and Dubhliam are coming from in that sense. They also don't make it easy to NOT be conspicuous with doing it either, which is kind of sad when you think about it. You see all these people in stealth, maiming 90% of the town population and the guards are just oblivious. So are the people around NPCs you kill. By the dye station in Wayrest, you can kill two NPCs and they aren't the wiser. Walk behind the building and you can get the Khajiit by the dog. All of them are in clear line of sight and they just don't even react. I know they shouldn't see me, but should they be seeing the person I'm stabbing over and over in the chest, while choking on their own blood right -in front- of them? Something has to give somewhere.
BenLocoDete wrote: »I've seen this happen in front of captain Rana's office, the little farm with cows and farmers just outside the building. In that same area crafting building, just a little ahead as well.
Have witnessed mass murder on the shores of Vulkhel Guard.
So far Khenarti's Roost is the worst case, with dozens of wounded NPCs lying on the beach, and including the ones around the Morning stone, and the ones taken care by that town's healer.
And at the Glenumbra plaza, I've seen piles of bodies and one player respawning constantly and going on the spree.
Note that in none of these cases it happened only once. In fact, they are a big let down for my starting characters as I focus on RP and have to deal with such an unjustified and game-breaking behavior.
You mention using blade of woe (stealth approach from behind), having cased out loops to run to (i presume) eliminate interference chances and either a bunch of single folks taken out (like the behind building dog khajit) or ones outside the perception range of the guards (or maybe blocked not sure) and toss those under the banner of "no challenge or skill" whatsoever.
Well, we will have to agree to disagree on that characterization. I would judge stealth from behind attacks, casing out timing routes, hitting targets specifically out of sight of potential adversaries as SKILL related operations. When i approach raider camps, i can either choose to rush right in and take on a half dozen or more at once, or take time and pick off the exteriors one (or one group) at a time and work my way in. Sometimes that means being slower but sometimes it just means chosing a path that lets one fight resolve befort the others notice and so it doesn't slow things down.
You can "exploit their weaknesses" which in NOT THE SAME as a game exploit.
As i noted, while that challenge is easy to beat the methods for beating it often involve STEALTH, POSITION and TIMING which serve to make it as i have described a "speedbump" affecting how fast you can rack up kills.
So @IndyWendieGo will you agree with me that on the whole:
Running bounty free guard avoidance patterns like you describe produces less gain over time in rewards (sometimes due to the need for slower setups and waiting for things to clear maybe) when compared to grinding in well selected sites or even doing a good delve rotation between 3-4 delves (mmmm...pricey motif drops)?
Don't have time to read everything you wrote, but you have clearly put a lot of thought into this.
I just want to say that I for one am disappointed that there is no world PvP in Tamriel.
I remember back in Vanilla WoW the fear of getting slaughtered at any time added an exciting (if stressful!) element to the game.
Nowadays all online games like this are too sterilized for us special little snowflakes so that nothing bad ever happens. It's a shame.
I hope they can implement something that can really shake things up in the world!
IndyWendieGo wrote: »Do you find guards any more easily "broken" as you call it by players using cover etc than say bears or mudcrabs or various varmints and adversaries in delves?
@STEVIL Yes, I do. Being the fact that there are mechanics involved that cause them to break doesn't involve mudcrabs. So that's kind of irrelevant. It's not the subject of how much gold you can get either. It's about people glitching the guards where the guards do NOT work as intended to get that gold with no penalties involved. That's considered exploitation. If you think that glitching the guards isn't exploiting, then there's clearly a disconnect here. Don't know why you think that mudcrab farming and guard glitching are the same thing, but they're not. I promise they're not.Getting into a spot where the guard doesn't recognize where it stalls for a few minutes, clearly trying to keep engaging the player, and then it just stops. No stealth, no skill required. To me, yeah, that's definitely something that's broken. Instead of casting Talons, they should have been casting Chains.
IThe fact that tactics and maneuvers for thwarting the guard and beating the Ai (or you cal, it "breaking") are being developed and used isn't a flaw, its a difference.
The problem with this statement is that I don't think you understand what I mean, so I have to disagree. AI is a very finicky thing. In ESO there's barely any conditionals with the guards (or what it seems like), especially in terms on how to exploit them. I do expect them to change something they say is finished, which it feels like it's clearly not. How in depth have you gone into the justice system with the guards? Legitimate question. Because I've been gathering bounties like crazy purposely, having players send me tells that I'm a terrible player for getting them, and noting down the flaws I've experienced.
I'm no stranger to AI. I've had to fix terrible AI in the past with other TES games and other games not related to it. From my experience, it's not so easy. If you have any constructive alternatives (seriously, this isn't a jab at you or anyone else, because I'll throw it on my list of things to test out), I'm all ears. How would you keep the guards able to apply fair and standard attacks on the player without them glitching out when you're somewhere where obviously it's navigation doesn't understand/reach/recognize? What happens when the guard can 'get stuck' on a clutter item (furniture, crates, barrels), causing a clean escape where you know you wouldn't have escaped? What happens when you can replicate both of those with just a little setup? All these things are something that's concerning the OP (along with a lot of other things that he's disclosed in this thread). It's also something that concerns me regardless of if this idea by the OP was posted or not. It's an issue that needs addressed, probably better suited in it's own topic, but it's just as relevant here.
However if you're saying I'm holding PvEers ransom because I'm talking about the awareness of guard AI, that's simply preposterous. I've stated from the beginning that I've been for an opt-out function, I even added an idea to one of your posts, and it's clearly in the PMs I've had with the OP. However it's his idea and I'm not going to force him to use something I suggest or not. I just provide him with the feedback this thread is extremely lacking. Tandor had a good start with the function he first suggested, so I've been running ideas about that with Dubhliam in PMs. I haven't completely 'jumped' on board with PvP in the Justice System. I'm just choosing to remain unbiased in the conversation (PvP/PvE) from here on out other than talking about how to make PvE guards suitable enough for the OP to add opting-out into the idea. I hope that you can understand where I'm coming from in that sense. If not, after the topic gets back to it's relevancy I can pick this part of the conversation back up at a later time. But right now, I'm more focused on trying to explain to you that'm working on possible solutions to the opting out. That starts with the guard AI.
As for your second post, let me make sure I'm getting this right and correct me if I'm wrong or not.the guard then goes red and attacks "my" mudcrabs. thats ok as long as i tag them too - cuz i get the loot still. However, once in a great while within this once in a great while, the guard delivers the killing blow on the last crab while i am launching an attack against that crab. The death of the last crab turns the guard to "civilian gray" and now my orphaned attack strikes the guard.
So you're farming mudcrabs. You get too close to a guard and the guard charges the mudcrabs, it gets the last hit, and your hit that was meant for the mudcrab goes onto the guard. Honestly, that's sort of a grey area though I'd say that's pretty buggy to say the least. Depending how far out you are from civilians, Guards imo shouldn't be attacking mudcrabs the player (any player) has aggro'ed let alone any enemy NPC (unless it's zones like Cyrodiil) especially if they're not close to any other civilian NPCs.As far as fixing it, it fits into a lot of the ideas I've been talking about with guard AI and conditionals. If the AI in ESO does have conditionals in place, they're pretty flimsy with the way they feel. For instance when I'm on an elevated surface, the guard should be able to detect it. In a really watered down, simple explanation (closest thing people here will get to me 'showing my work' being that the mod I've been working on is going to be worked on more in depth after Skyrim SE comes out); If the player isn't on or near (specific set of coordinates/location) on x/y/z axes, Then use Chains. Else if player is in or near (specific set of coordinates/location) on x/y/z axes, use A,B, or C (a, b, c being other abilities that can be used). However in a lot of places I've been able to get to in ESO, this doesn't happen. They'll sit there, spamming Talons and then after a few minutes of that, they'll go back to their pre-determined path. While what happens to me is entirely different, it sounds like the conditions behind the mudcrab vs the guard was skewed.
But this is also why I say it's a grey area, if there's a guard on the beach close to a town, it's probable that the boundary for that town is quite close. Regardless of proximity of civilian NPCs, it could see hostile enemies as a threat and kill them because it's possible that they're also part of some 'Protector faction'? Or it may be simply because they're scripted to attack all enemy hostiles. Which for a mudcrab, I really think they should ignore those if the player attacks the crabs. Does it happen often? Like every time that guard's close? Because as it stands, when they added the guards (to my knowledge) they were put there to accost the player. Not mudcrabs. So that too, would definitely be something to throw on the AI list of problems. If I were to fix it, I'd have it detect if they were a target-able player. If enemy hostile is PC (player character), then initiate attack. Else if enemy hostile is not a PC, then disengage and act accordingly.
Obviously I'm using butchered half-arsed psuedocode, but you get the idea. However the problem again, is that when you apply too many checks, performance can and probably will come into question. If too many people are causing a lot of checks at once that's where we can run into lag, abnormal pings, slideshow gameplay, and a slew of other issues. It could even stall the checks in place on what they're supposed to gather, and simply not work at all. That's something that ZoS has to figure out if they choose to revamp the guard AI, and again I really think they should regardless if this idea was made or not. I was pretty bummed when I could stand in a certain spot and the guards just simply ignored me. Not because I got caught with a bounty, but because I was expecting more to happen and it didn't. Especially after how much was hyped about it. It turned me off of DB and TG all together. When I got access to them, it felt the same way. I feel like I'm wasting 4000someodd crowns for two DLCs that didn't add anything to the Justice System in terms of skill. Heists and dailies? Sure. But it didn't really add much to the base-game patch in regards to the base guards that COULD be better.
I have seen folks kill NPCs with abandon usually in out of the way places where there aren't guards however. they accrue bounty that they then either wait out doing non-guard areas or log-out. Either way, no runs into towns and merchants for a while unless they expend resources. But... that doesn't make them more profit over time than grinding or delving in similarly favorable setups?
Are you describing higher level PCs runni9ng back to lower level zones and mowing down under-levelled opposition?
because, if so, that skews my assessment of how much the gains are by a great bit. The XP gains from the killing and stacks of bodies would be next to nothing. That cuts the already subpar payout when compared to grinding or delving against leveled targets even further.
The first and second bold in consecutive sentences shows part of my issue with your position. in one sentence you absolutely affirm its not about gold, then you tie in getting the gold without penalties in the equally unambiguous statement of the not as intended problem in the very next sentence in the same graph.
So, sorry i dont see taking your exact statement getting the gold without penalties by waiting out a guard in a terrain blockage situation i engineered as an exploit. i see it as paying less penalty of one penalty (loot loss) by expending a different resource (more precious time) due to having planned out (or lucked into) a counter.
I strongly disagree with this, and this position you're taking. It's simply not constructive. If you have a better alternative, we're all ears. Seriously. Help us, help you.But i am sure there are some who see this as another opportunity for a PVP-ransom-takeover solution.
To me it resembles far more an angry figure in uniform banging the table while yelling "NEIM NEIM NEIM NEIM NEIM!!"IndyWendieGo wrote: »I have seen folks kill NPCs with abandon usually in out of the way places where there aren't guards however. they accrue bounty that they then either wait out doing non-guard areas or log-out. Either way, no runs into towns and merchants for a while unless they expend resources. But... that doesn't make them more profit over time than grinding or delving in similarly favorable setups?
I can answer this. Daggerfall, PC-NA over on DC's alliance. Pre-TG, Pre-DB. People were slaughtering the group of NPCs that are around the town crier. Just because you don't experience it, doesn't mean that it doesn't happen. You could be on a different server (EU), a different alliance, on at different times in which it's quite common, and Daggerfall certainly isn't the only place. Wayrest, Stormhaven people tend to kill people in front of guards, again Pre-Stealth DLCs, right near the tavern, inside the tavern, even in small places like Koe there's a maiming or two within it's walls. Shornhelm, Rivenspire again there were people killing people right in front of guards and when the guards didn't notice, they sure as heck made them notice. Bangkorai? Evermore tended to have quite a few NPCs murdered, however people were more concerned with selling their bites than toying with the Justice System there, however I wouldn't put it past people to go on slaughtering escapades. Sentinal in Alik'r Desert tends to have some lulz in terms of players toying with guards, NPCs, and your general shenanigans there too.
In regards to this;Are you describing higher level PCs runni9ng back to lower level zones and mowing down under-levelled opposition?
because, if so, that skews my assessment of how much the gains are by a great bit. The XP gains from the killing and stacks of bodies would be next to nothing. That cuts the already subpar payout when compared to grinding or delving against leveled targets even further.
It's really not just about the gains, gold, or the angle that you're trying to come through with. It's about how easy it is to exploit subpar AI that tends to glitch. It's about how easy it is to kill someone directly IN the line of sight to an NPC who should see another NPC you kill less than 10 meters away. Nothing happens when we expect them to, especially in regards to immersive gameplay. They range from straight out of Coldharbour, to at the time VR 16 with trying to beat up invincible guards after a good mindless mass slaughtering.
In your next post;The first and second bold in consecutive sentences shows part of my issue with your position. in one sentence you absolutely affirm its not about gold, then you tie in getting the gold without penalties in the equally unambiguous statement of the not as intended problem in the very next sentence in the same graph.
Did you read the part where I mentioned that they are exploiting it with the potential to abuse the justice system? If you're one to encourage that, I don't think we'll be agreeing on anything at this point. Because that's either willful ignorance, or blatant disregard for the mechanics that aren't working as intended. Because right here, you admit it;So, sorry i dont see taking your exact statement getting the gold without penalties by waiting out a guard in a terrain blockage situation i engineered as an exploit. i see it as paying less penalty of one penalty (loot loss) by expending a different resource (more precious time) due to having planned out (or lucked into) a counter.
Using a place where a guard spams one single ability and then walks away is NOT how the guard should be reacting. Especially if they're spamming an ability, the effects appear around your character, and then it's NOT logged into FTC. Do you understand the problem with that? You're purposely circumventing line of sight, which is no different than when Templars were abusing similar glitches in PvP. PvE is no exception to that rule. So I definitely will continue to disagree with you on that. My mind's not changing on that any time soon.I strongly disagree with this, and this position you're taking. It's simply not constructive. If you have a better alternative, we're all ears. Seriously. Help us, help you.But i am sure there are some who see this as another opportunity for a PVP-ransom-takeover solution.
Edit; Furthermore, if it's not constructive or concise, I cannot help your case. No offense, but using PvP-Ransom-Takeover seems like a passive aggressive jab at anyone who disagrees with you. I'm all for a PvE option to flee. However I'm not going to be guilted into agreeing with someone based on findings that I've taken quite a few hours in various mediums to create constructive feedback to the OP. If you don't want to do that, then I suggest this is where we part ways, friend.
IndyWendieGo wrote: »I have seen folks kill NPCs with abandon usually in out of the way places where there aren't guards however. they accrue bounty that they then either wait out doing non-guard areas or log-out. Either way, no runs into towns and merchants for a while unless they expend resources. But... that doesn't make them more profit over time than grinding or delving in similarly favorable setups?
I can answer this. Daggerfall, PC-NA over on DC's alliance. Pre-TG, Pre-DB. People were slaughtering the group of NPCs that are around the town crier. Just because you don't experience it, doesn't mean that it doesn't happen. You could be on a different server (EU), a different alliance, on at different times in which it's quite common, and Daggerfall certainly isn't the only place. Wayrest, Stormhaven people tend to kill people in front of guards, again Pre-Stealth DLCs, right near the tavern, inside the tavern, even in small places like Koe there's a maiming or two within it's walls. Shornhelm, Rivenspire again there were people killing people right in front of guards and when the guards didn't notice, they sure as heck made them notice. Bangkorai? Evermore tended to have quite a few NPCs murdered, however people were more concerned with selling their bites than toying with the Justice System there, however I wouldn't put it past people to go on slaughtering escapades. Sentinal in Alik'r Desert tends to have some lulz in terms of players toying with guards, NPCs, and your general shenanigans there too.
In regards to this;Are you describing higher level PCs runni9ng back to lower level zones and mowing down under-levelled opposition?
because, if so, that skews my assessment of how much the gains are by a great bit. The XP gains from the killing and stacks of bodies would be next to nothing. That cuts the already subpar payout when compared to grinding or delving against leveled targets even further.
It's really not just about the gains, gold, or the angle that you're trying to come through with. It's about how easy it is to exploit subpar AI that tends to glitch. It's about how easy it is to kill someone directly IN the line of sight to an NPC w*** should see another NPC you kill less than 10 meters away. Nothing happens when we expect them to, especially in regards to immersive gameplay. They range from straight out of Coldharbour, to at the time VR 16 with trying to beat up invincible guards after a good mindless mass slaughtering.
In your next post;The first and second bold in consecutive sentences shows part of my issue with your position. in one sentence you absolutely affirm its not about gold, then you tie in getting the gold without penalties in the equally unambiguous statement of the not as intended problem in the very next sentence in the same graph.
Did you read the part where I mentioned that they are exploiting it with the potential to abuse the justice system? If you're one to encourage that, I don't think we'll be agreeing on anything at this point. Because that's either willful ignorance, or blatant disregard for the mechanics that aren't working as intended. Because right here, you admit it;So, sorry i dont see taking your exact statement getting the gold without penalties by waiting out a guard in a terrain blockage situation i engineered as an exploit. i see it as paying less penalty of one penalty (loot loss) by expending a different resource (more precious time) due to having planned out (or lucked into) a counter.
Using a place where a guard spams one single ability and then walks away is NOT how the guard should be reacting. Especially if they're spamming an ability, the effects appear around your character, and then it's NOT logged into FTC. Do you understand the problem with that? You're purposely circumventing line of sight, which is no different than when Templars were abusing similar glitches in PvP. PvE is no exception to that rule. So I definitely will continue to disagree with you on that. My mind's not changing on that any time soon.I strongly disagree with this, and this position you're taking. It's simply not constructive. If you have a better alternative, we're all ears. Seriously. Help us, help you.But i am sure there are some who see this as another opportunity for a PVP-ransom-takeover solution.
Edit; Furthermore, if it's not constructive or concise, I cannot help your case. No offense, but using PvP-Ransom-Takeover seems like a passive aggressive jab at anyone who disagrees with you. I'm all for a PvE option to flee. However I'm not going to be guilted into agreeing with someone based on findings that I've taken quite a few hours in various mediums to create constructive feedback to the OP. If you don't want to do that, then I suggest this is where we part ways, friend.
My not seeing it or 99% of the playbase seeing it doesnt mean it doesnt happen at all, but does speak to how prevalent it is and that points to whether it is a problem or not and how serious it is.
Will you agree that once you remove gains over time from the issue as you keep trying to insist we must, then your how easy it is to succeed is then only a subjective preference not a quantifiable identifiable game error? Without a metric such as gains over time to enable comparing injustice activities to other accepted in game activities we are left with "how hard do you like it to be to succeed at this"!?
Yet when i raise that repeatedly here, it keeps getting dismissed as not the point, then odfly included as part of the definition.
I get its something you dont like. I get its something some folks may prtend to not like to push a pvp-ransom-takeover agenda.
It is unclear what the "that" pronoun refers to in your sentence.
Are you requiring to continue that i:
Shorten my responses (ref concise)
Restrict my responses to only parts you deem constructive (ref constructive)
Cease referring to pvp cases STILL SUPPORTED in the current adjusted proposal in the heart of this thread and pretend that had been removed (ref pvp-ransom-takeover)
Go spend even more time doing injustice activities until i have met some minimum level you require (ref hours spent)
Broad isdue question for @IndyWendieGo and @BenLocoDete and anyone else not locking themselves behind a self-impised wont accept if no sacrifice limitation...
Since "too easy" keeps coming up, we should i think try to understand our starting points on this, where we are coming from.
If the current payout for injutice activities stay as they are then what success rate for knowledgable players would you find acceptable and reasonable within the context of the game?
99% (some say this is current)
75%
50%
25%
5%
1%
0%
DEFINITIONS
injustice activity - pickpocket, stealing, break enter, murder, trespass.
Success - getting away with loot and gold. Not paying bounty. Not expending consumables such as leniency or escape essenses. Success does not require no bounty, so even though you may be hindered in option for a while with bounty, we will consider that success for this task.
Knowledgable - has prior experience with these, has done homework, scouted and cased the area, appropriated geared, equipoed etc for this task and of same or higher level? Note that it is understtod this is not the same as the average player and is likely that aferage or below average woukd succeed less often than this.
My answer would be that 99% is ok but still leaves injustice subpar compared to alternatives.
IndyWendieGo wrote: »My not seeing it or 99% of the playbase seeing it doesnt mean it doesnt happen at all, but does speak to how prevalent it is and that points to whether it is a problem or not and how serious it is.
You can't possibly be everywhere at once. It doesn't make a difference that it 'doesn't happen that much' around you. The fact that there are loads of people like myself who are nightly maiming NPCs (and them moreso than I) is something that you can find even in YouTube videos. There's people that even -stream- it. Come on, you can't possibly expect me to take your word, despite the evidence to the contrary.. Let's be serious about it.Will you agree that once you remove gains over time from the issue as you keep trying to insist we must, then your how easy it is to succeed is then only a subjective preference not a quantifiable identifiable game error? Without a metric such as gains over time to enable comparing injustice activities to other accepted in game activities we are left with "how hard do you like it to be to succeed at this"!?
You keep going into gold which is just irrelevant to what I specifically addressed. If you don't believe it's an exploit, there's no real point in discussing it because people clearly think otherwise.Yet when i raise that repeatedly here, it keeps getting dismissed as not the point, then odfly included as part of the definition.
And I feel you're putting words in my mouth here. I'm stating it's just as much as an exploit as the other abused abilities when dealing specifically with line of sight. You're deflecting in this case, sooo I can't explain it any plainer than what I have already. Take from that what you will.I get its something you dont like. I get its something some folks may prtend to not like to push a pvp-ransom-takeover agenda.
But see, this bolded statement? I get that some folks like to pretend an exploit isn't an exploit, but it's nonetheless an exploit.
It is unclear what the "that" pronoun refers to in your sentence.
Are you requiring to continue that i:
Shorten my responses (ref concise)
Restrict my responses to only parts you deem constructive (ref constructive)
Cease referring to pvp cases STILL SUPPORTED in the current adjusted proposal in the heart of this thread and pretend that had been removed (ref pvp-ransom-takeover)
Go spend even more time doing injustice activities until i have met some minimum level you require (ref hours spent)
I'm saying that if you're going to call everything a PvP ransom agenda, that's not being constructive. That literally tells me no information other than the fact that you simply disagree. Unless you have a solution, I can't help your case any and you're making the cause for an opt to PvE flee an inconsequential, feeble task. Because the way it sounds if it's not exactly to -your- liking, rather than something that can be compromised with, it's a PvP ransom agenda and it's derailing the topic.
Edit; As to your post under your other post, no offense, but I'm really more of an AI person. Payouts and gold aren't my concern at the moment as AI is the more complex problem at hand. After I find a compromise for the OP to add an opt out system into his idea, THEN you and I can talk about payouts and gold. But right now, it's not a top concern of mine.