The justice system is mingled with the thiefs guild and dark brotherhood. What is proposed still requires PVP to do PVE content. Not interested.
I'm not even interested in saturating the developers time with this feature that most people will leave disabled. I'd rather them fix the issues on the consoles, audio on the Mac and get more PVE content out.
I'm not interested in it being completely redone in PVP. I like it as it is so NO.
Samuel_Bantien wrote: »@Niatissa
Just because you say my argument is invalid does not mean you're right nor does it mean my argument is actually invalid.
Yes, the PvE zones have always been PvE, but the original concept for Outlaws vs Enforcers changed that (watch QuakeCon2014 when the Justice System was also announced along with Outlaws vs Enforcers). Originally PvE zones would be changed into PvE/ Optional PvP zones in a later Justice System update.
As I recall PvP players opposed having any type of PvE in the Imperial City, everyone though the Imperial City would bring Arenas into ESO, but then... The Imperial City came to PTS and we found the exact opposite of everything. It was infact PvE content disguised as PvP content (in which I said this exact same line when it came into PTS: also look at White Gold Tower and Imperial City Prison). Enough with the history lesson. Now you also complained about wanting more PvE content and look at the next update: Shadows of the Hist - 2 New PvE Dungeons.
I still do not understand your concept of the Optional PvP in the Justice System affecting you if, again, you can completely opt out of it. Now if you can explain why you don't want a completely Optional PvP concept without insulting anyone i'm sure people would be willing to listen to you.
Now as I said about your quote:
The justice system is mingled with the thiefs guild and dark brotherhood. What is proposed still requires PVP to do PVE content. Not interested.
I'm not even interested in saturating the developers time with this feature that most people will leave disabled. I'd rather them fix the issues on the consoles, audio on the Mac and get more PVE content out.I'm not interested in it being completely redone in PVP. I like it as it is so NO.
I'm still dumbfounded where the first came from and now where did the second one come from? No one has said anything like this. This is pointless bickering at this point because you refuse to read anything that anyone has said.
OK, so I finally had the time to read through the new Opt-Out plan that @Dubhliam has been working on.
There's a lot to sift through, but let me see if I understand the idea:
So to opt-in to the PvP system, a player has to chose the option at a fence, and only when they have no current bounty. That's good, since it severely limits how and when a person can toggle the setting.
With it toggled "off" there's absolutely no way for a person to get flagged for PvP, no matter what they do. Correct?
There are some additional Justice elements incorporated, like the dogs and such, but as long as they are pure PvE elements, that's fine -- welcome even.
And if a person chooses to NOT be an Outlaw (leaves the option toggled "off") there are no restrictions to what he is allowed to do, compared to what can be done now? Can still choose to flee from guards, or fight them (and their dogs now), everything that can be done now could still be done under the new system (even if it's a bit more challenging) without any PvP?
Samuel_Bantien wrote: »
Kalifas wrote:The only thing worse than a grandiose idea, is a grandiose idea that turns into a mediocre implementation.
I have never in my history of mmo gaming read a majority wish for PvP and PvE to exist in one world. Unless the game was created towards PvP centric first. Here it PvE oriented with an option to PvP in a consensual area. The one area they mixed it up in Imperial City has drawn major flack from PvErs.
Not knocking your hope and beliefs. Just saying it won't work in this game.
It's not about my faith. My faith is in ZoS overall since I am playing this mmo over others and it provides a PvE centric progression, which Is what I came to the game for and play offline Elder Scrolls for.Tipsy wrote:Do you have so little faith in the way they implement things,when you know how far the game has come?
Balance is always an ongoing process.An mmo changes over the years & I believe with the way it is going with One Tamriel where all players of any alliance play together ,its for the better.
"It just won't work" is easy to say,but try to look at the bigger picture.
OK, so I finally had the time to read through the new Opt-Out plan that @Dubhliam has been working on.
There's a lot to sift through, but let me see if I understand the idea:
So to opt-in to the PvP system, a player has to chose the option at a fence, and only when they have no current bounty. That's good, since it severely limits how and when a person can toggle the setting.
With it toggled "off" there's absolutely no way for a person to get flagged for PvP, no matter what they do. Correct?
There are some additional Justice elements incorporated, like the dogs and such, but as long as they are pure PvE elements, that's fine -- welcome even.
And if a person chooses to NOT be an Outlaw (leaves the option toggled "off") there are no restrictions to what he is allowed to do, compared to what can be done now? Can still choose to flee from guards, or fight them (and their dogs now), everything that can be done now could still be done under the new system (even if it's a bit more challenging) without any PvP?
Yes.
While I have not explicitly stated you would have to have your bounty cleared before changing the opt status, I think it is a good idea, and I will change the text to mirror it, thanks for the suggestion.
- Criminals can toggle the Outlaw status by interacting with a Fence. This toggle is available to players without an active bounty and can happen once every 20 hours. Outlaws are "opted-in" for PvP Justice. Pirharri the Smuggler assistant cannot be used to toggle this status.
Everything else you said is correct.
The only content that you would not be able to participate in is the new content, proposed in this thread - Outlaw Prison, Veteran Heists and Sacraments; since those can ultimately lead you to PvP penalties.
EDIT: Opted out players would still fight immortal guards, only the dogs would be killable. So the Flee process shuld be: try to survive until the Guard resets, then fight the mortal dog. Or one could try to kill the dog first, then escape the Guard, but it all depends on how well equipped the player is. Note: static Guards should never be accompanied by dogs, only patrolling ones, and even then, not every patrolling Guard would have one.
I_killed_Vivec wrote: »A couple of questions...
PvP justice depends on the idea of "goodies" and "baddies" - the goodies are enforcers, the baddies are thieves/murderers.
In Cyrodiil we already have a similar idea of "baddies" - gankers (mainly waiting for unsuspecting PvEers). How come all those crying out for an enforcing role aren't being the "goodies" in Cyrodiil - clearing out the gankers?
Could it be that most PvPers aren't that interested in going one-on-one against a ganker?
Secondly...
How many PvPers would take an active role in PvP Justice? How many would be enforcers? Tamriel is a big place, I can see enforcers hanging out in the major towns waiting to jump on criminals... while the criminals are running round the countryside, going on gleeful robbing sprees!
And if enforcers and criminals do reach a critical mass in Tamriel, then Cyrodiil is going to be empty!
Or maybe not... it might be full of PvEers looking for a bit of piece and quiet
As someone in this thread already noticed, the "baddies" as you call them in Cyrodiil (gankers) are in the low 0.1 percentile.
But that is not even relevant since ganking (term that is used for attacking unsuspecting targets) is not possible in my proposed concept. It never was, even more so with the addition of a complete opt-out.
I am genuinely amazed at how many people come here claiming some system (that was initially planned as PvPvE) should only be reserved for players that don't want anything to do with PvP.
It is an MMO for god's sake!
Instead of limiting player interaction, there should be more content for all playstyles, while having in mind not to seriously impact on other people's playstyle.
If you think town camping and "jumping" on players would be rampant, you obviously have not read the concept yet.
I am sick of reminding people to go read it, but it sickens me even more that people come here and comment on something they have absolutely no clue about.
All the arguments I'm hearing here fall down to: "I'll be having none of this! This is MY toy, and I'm not sharing!
Here are some questions for every player that participates in this thread:
- How many of your playtime do you spend actively doing criminal activities?
- Do you own TG and DB DLCs?
- Have you finished those storylines?
- Have you maxed out TG, DB and Legerdemain skill lines?
- How many skill points do you have invested in TG, DB and Legerdemain passives, and which ones?
- Which Justice achievements have you unlocked?
- If you haven't unlocked certain Justice achievements, what is your progression towards completing them?
- Do you think Guards are currently balanced?
I am just trying to put some perspective on who I am conversing with.
, I have now re-read your answer, and I see AD bounties can be collected anywhere, but only by AD Enforcers. This would, in effect, mean that a player can have at least three separate bounties on his head at any time.
This still leaves one question that I have an issue with:
If that is true, then my question is: what happens to those alliance specific bounties when I go to Craglorn? Who can collect it? And which bounty gets increased when I get a bounty in Craglorn?
what happens when a player has AD and DC alliance bounties on his head, and a DC and and AD Enforcers engage him at the same time? The AD Enforcer might have accosted him right before the DC one, and the Outlaw decides to Flee, triggering PvP and raising the AD bounty and heat to Wanted (PvP), does that mean that the DC Enforcer can now also kill on sight, without the DC bounty actually increasing?
As I mentioned before, if getting a bounty inside a neutral zone would mean that bounty can be collected by ALL Enforcers, instead of just one alliance, then it puts all neutral zones (including DLCs) at a disadvantage.
, I have now re-read your answer, and I see AD bounties can be collected anywhere, but only by AD Enforcers. This would, in effect, mean that a player can have at least three separate bounties on his head at any time.
This still leaves one question that I have an issue with:
If that is true, then my question is: what happens to those alliance specific bounties when I go to Craglorn? Who can collect it? And which bounty gets increased when I get a bounty in Craglorn?
There are multiple suggestions I'd like to make for this since I wouldn't know which one would be best.
1-The most logical would be another neutral organization like the fighter guild doing the contracts for murderers
perhaps for the dark brotherhood will get pvp option added too where enforces become targets.
2-The bordering alliance :so for craglorn it would be Daggerfall,for the soon to release DLC Vvaderfell would be seen as bordering to EP so EP enforcers would collect it
3 A new faction within that new region where players can either become allied or enemy with ,depending on their reputation and deeds.what happens when a player has AD and DC alliance bounties on his head, and a DC and and AD Enforcers engage him at the same time? The AD Enforcer might have accosted him right before the DC one, and the Outlaw decides to Flee, triggering PvP and raising the AD bounty and heat to Wanted (PvP), does that mean that the DC Enforcer can now also kill on sight, without the DC bounty actually increasing?
As I mentioned before, if getting a bounty inside a neutral zone would mean that bounty can be collected by ALL Enforcers, instead of just one alliance, then it puts all neutral zones (including DLCs) at a disadvantage.
An interesting question ,most welcomed.
Logically opposing npc forcers would attack each other.Perhaps some players would even enjoy the chaos they'd cause.
Then maybe fugitives who are tagged by enforcers have more chance to get away(or it even reduces the duration of the tag when they manage to pit two opposing groups of agents against each other)
Maybe contracts of the fighters guild(enforcers chasing down murderers) and dark brotherhood (pvp option where assassins can accept contracts against enforcers)
In this case suggestion 1 would be best? or maybe a combination of 1 & 2 ?
@STEVIL
If a PVP flee is optional,then its the player's choice .As it is the choice of the player who enlisted himself "bounty hunter"
So it is consensual:both parties agree to indulge in pvp activities.
I made a suggestion earlier to make the new pvp justice level fully consensual
And it got burried in the many mosterposts here.(not only yours although they are extremely long and i don't have that much time)
https://forums.elderscrollsonline.com/en/discussion/comment/3190209/#Comment_3190209
I don't like going back and forth with things we've said many times on the past pages.
You know I don't agree that it would be a takeover or ransom.There are solutions.
But you keep to the talking points which I disagree with.
So if you're not going to suggest something to help find solutions we'll best leave it at that
I_killed_Vivec wrote: »A couple of questions...
PvP justice depends on the idea of "goodies" and "baddies" - the goodies are enforcers, the baddies are thieves/murderers.
In Cyrodiil we already have a similar idea of "baddies" - gankers (mainly waiting for unsuspecting PvEers). How come all those crying out for an enforcing role aren't being the "goodies" in Cyrodiil - clearing out the gankers?
Could it be that most PvPers aren't that interested in going one-on-one against a ganker?
Secondly...
How many PvPers would take an active role in PvP Justice? How many would be enforcers? Tamriel is a big place, I can see enforcers hanging out in the major towns waiting to jump on criminals... while the criminals are running round the countryside, going on gleeful robbing sprees!
And if enforcers and criminals do reach a critical mass in Tamriel, then Cyrodiil is going to be empty!
Or maybe not... it might be full of PvEers looking for a bit of piece and quiet
As someone in this thread already noticed, the "baddies" as you call them in Cyrodiil (gankers) are in the low 0.1 percentile.
But that is not even relevant since ganking (term that is used for attacking unsuspecting targets) is not possible in my proposed concept. It never was, even more so with the addition of a complete opt-out.
I am genuinely amazed at how many people come here claiming some system (that was initially planned as PvPvE) should only be reserved for players that don't want anything to do with PvP.
It is an MMO for god's sake!
Instead of limiting player interaction, there should be more content for all playstyles, while having in mind not to seriously impact on other people's playstyle.
If you think town camping and "jumping" on players would be rampant, you obviously have not read the concept yet.
I am sick of reminding people to go read it, but it sickens me even more that people come here and comment on something they have absolutely no clue about.
All the arguments I'm hearing here fall down to: "I'll be having none of this! This is MY toy, and I'm not sharing!
Here are some questions for every player that participates in this thread:
- How many of your playtime do you spend actively doing criminal activities?
- Do you own TG and DB DLCs?
- Have you finished those storylines?
- Have you maxed out TG, DB and Legerdemain skill lines?
- How many skill points do you have invested in TG, DB and Legerdemain passives, and which ones?
- Which Justice achievements have you unlocked?
- If you haven't unlocked certain Justice achievements, what is your progression towards completing them?
- Do you think Guards are currently balanced?
I am just trying to put some perspective on who I am conversing with.
Being a MMO doesn't mean it is PVPVE. Really stop and think about it it's a player against a player playing against the environment. It has gank baked into the name you used.
not willing to consider & don't care?Means done discussing this subject.I don't care to consider it for a moment. I'm not willing to let PVP players have their foot in the door so they can wedge it wide open down the road.
Where did I erver say it would be fully converted to PVP..The addition of a new level with pvp option ,is that converted to pvp?
But yea,just so you know.We are certainly done
I_killed_Vivec wrote: »A couple of questions...
PvP justice depends on the idea of "goodies" and "baddies" - the goodies are enforcers, the baddies are thieves/murderers.
In Cyrodiil we already have a similar idea of "baddies" - gankers (mainly waiting for unsuspecting PvEers). How come all those crying out for an enforcing role aren't being the "goodies" in Cyrodiil - clearing out the gankers?
Could it be that most PvPers aren't that interested in going one-on-one against a ganker?
Secondly...
How many PvPers would take an active role in PvP Justice? How many would be enforcers? Tamriel is a big place, I can see enforcers hanging out in the major towns waiting to jump on criminals... while the criminals are running round the countryside, going on gleeful robbing sprees!
And if enforcers and criminals do reach a critical mass in Tamriel, then Cyrodiil is going to be empty!
Or maybe not... it might be full of PvEers looking for a bit of piece and quiet
As someone in this thread already noticed, the "baddies" as you call them in Cyrodiil (gankers) are in the low 0.1 percentile.
But that is not even relevant since ganking (term that is used for attacking unsuspecting targets) is not possible in my proposed concept. It never was, even more so with the addition of a complete opt-out.
I am genuinely amazed at how many people come here claiming some system (that was initially planned as PvPvE) should only be reserved for players that don't want anything to do with PvP.
It is an MMO for god's sake!
Instead of limiting player interaction, there should be more content for all playstyles, while having in mind not to seriously impact on other people's playstyle.
If you think town camping and "jumping" on players would be rampant, you obviously have not read the concept yet.
I am sick of reminding people to go read it, but it sickens me even more that people come here and comment on something they have absolutely no clue about.
All the arguments I'm hearing here fall down to: "I'll be having none of this! This is MY toy, and I'm not sharing!
Here are some questions for every player that participates in this thread:
- How many of your playtime do you spend actively doing criminal activities?
- Do you own TG and DB DLCs?
- Have you finished those storylines?
- Have you maxed out TG, DB and Legerdemain skill lines?
- How many skill points do you have invested in TG, DB and Legerdemain passives, and which ones?
- Which Justice achievements have you unlocked?
- If you haven't unlocked certain Justice achievements, what is your progression towards completing them?
- Do you think Guards are currently balanced?
I am just trying to put some perspective on who I am conversing with.
Being a MMO doesn't mean it is PVPVE. Really stop and think about it it's a player against a player playing against the environment. It has gank baked into the name you used.
Dont forget the enforcer also gets the first shot cuz the enforcer cant get attacked unless attacking. Thats not a guarantee one gets 8n pvp zones. So that might well attract certain types of pvpers.
OK, so I finally had the time to read through the new Opt-Out plan that @Dubhliam has been working on.
There's a lot to sift through, but let me see if I understand the idea:
So to opt-in to the PvP system, a player has to chose the option at a fence, and only when they have no current bounty. That's good, since it severely limits how and when a person can toggle the setting.
With it toggled "off" there's absolutely no way for a person to get flagged for PvP, no matter what they do. Correct?
There are some additional Justice elements incorporated, like the dogs and such, but as long as they are pure PvE elements, that's fine -- welcome even.
And if a person chooses to NOT be an Outlaw (leaves the option toggled "off") there are no restrictions to what he is allowed to do, compared to what can be done now? Can still choose to flee from guards, or fight them (and their dogs now), everything that can be done now could still be done under the new system (even if it's a bit more challenging) without any PvP?
Yes.
While I have not explicitly stated you would have to have your bounty cleared before changing the opt status, I think it is a good idea, and I will change the text to mirror it, thanks for the suggestion.
- Criminals can toggle the Outlaw status by interacting with a Fence. This toggle is available to players without an active bounty and can happen once every 20 hours. Outlaws are "opted-in" for PvP Justice. Pirharri the Smuggler assistant cannot be used to toggle this status.
Everything else you said is correct.
The only content that you would not be able to participate in is the new content, proposed in this thread - Outlaw Prison, Veteran Heists and Sacraments; since those can ultimately lead you to PvP penalties.
EDIT: Opted out players would still fight immortal guards, only the dogs would be killable. So the Flee process shuld be: try to survive until the Guard resets, then fight the mortal dog. Or one could try to kill the dog first, then escape the Guard, but it all depends on how well equipped the player is. Note: static Guards should never be accompanied by dogs, only patrolling ones, and even then, not every patrolling Guard would have one.
Ah you see there it is. The take over where the PVE justice system is taken over by PVP and new features to it become PVP only and as time goes on in order to get meaningful rewards people will have to do PVP in the open world.
This is the wedge I'm talking about. NO NO NO NO NO NO NO NO NO NO
OK, so I finally had the time to read through the new Opt-Out plan that @Dubhliam has been working on.
There's a lot to sift through, but let me see if I understand the idea:
So to opt-in to the PvP system, a player has to chose the option at a fence, and only when they have no current bounty. That's good, since it severely limits how and when a person can toggle the setting.
With it toggled "off" there's absolutely no way for a person to get flagged for PvP, no matter what they do. Correct?
There are some additional Justice elements incorporated, like the dogs and such, but as long as they are pure PvE elements, that's fine -- welcome even.
And if a person chooses to NOT be an Outlaw (leaves the option toggled "off") there are no restrictions to what he is allowed to do, compared to what can be done now? Can still choose to flee from guards, or fight them (and their dogs now), everything that can be done now could still be done under the new system (even if it's a bit more challenging) without any PvP?
Yes.
While I have not explicitly stated you would have to have your bounty cleared before changing the opt status, I think it is a good idea, and I will change the text to mirror it, thanks for the suggestion.
- Criminals can toggle the Outlaw status by interacting with a Fence. This toggle is available to players without an active bounty and can happen once every 20 hours. Outlaws are "opted-in" for PvP Justice. Pirharri the Smuggler assistant cannot be used to toggle this status.
Everything else you said is correct.
The only content that you would not be able to participate in is the new content, proposed in this thread - Outlaw Prison, Veteran Heists and Sacraments; since those can ultimately lead you to PvP penalties.
EDIT: Opted out players would still fight immortal guards, only the dogs would be killable. So the Flee process shuld be: try to survive until the Guard resets, then fight the mortal dog. Or one could try to kill the dog first, then escape the Guard, but it all depends on how well equipped the player is. Note: static Guards should never be accompanied by dogs, only patrolling ones, and even then, not every patrolling Guard would have one.
Ah you see there it is. The take over where the PVE justice system is taken over by PVP and new features to it become PVP only and as time goes on in order to get meaningful rewards people will have to do PVP in the open world.
This is the wedge I'm talking about. NO NO NO NO NO NO NO NO NO NO
Honestly, I'm ok with NEW content being for PvP players. They got the whole IC DLC, and I was ok with that. I didn't buy it, and never go there, but that's fine. It's the same to me as if it was never added.
@Dubhliam I would like to applaud you for considering and implementing a system that doesn't take anything away from PvE players that don't want to PvP, adds additional (new) content for those that do want PvP, and even adds some new mechanics to PvE justice.
There might still be ways of abusing the system (in unintended ways) for players to harass others, and those would obviously need to be worked out. But that's not directly related to PvP, and is something to be addressed in even the purest PvE activity.
So you'd want the pve player that does not choose to enlist as enforcer/bounty hunter to become complicit when they see a crime happen but do nothing about it?@Tipsy
If a PVP flee is optional,then its the player's choice .As it is the choice of the player who enlisted himself "bounty hunter"
So, one player consents when having the option to accept various penalties imposed OR take the pvp.
The other consents when they decide on its own to go into the enforcer mode with NO PENALTIES for saying no.
if they don't want to its simple :pick the non pvp mode where a bounty hunter can only tag you.
So infact the bounty hunter just tips the npc enforcers if a player decides to pick the non-pvp option.
"Resist all" would be the more exciting and rewarding option(and pvp option)
for either the fugitive that is able to go unnoticed long enough or the bounty hunter catching the fugitive player.
Its weird that this upsets you because its an option,a choice.
Not mandatory to participate in PVP
OK, so I finally had the time to read through the new Opt-Out plan that @Dubhliam has been working on.
There's a lot to sift through, but let me see if I understand the idea:
So to opt-in to the PvP system, a player has to chose the option at a fence, and only when they have no current bounty. That's good, since it severely limits how and when a person can toggle the setting.
With it toggled "off" there's absolutely no way for a person to get flagged for PvP, no matter what they do. Correct?
There are some additional Justice elements incorporated, like the dogs and such, but as long as they are pure PvE elements, that's fine -- welcome even.
And if a person chooses to NOT be an Outlaw (leaves the option toggled "off") there are no restrictions to what he is allowed to do, compared to what can be done now? Can still choose to flee from guards, or fight them (and their dogs now), everything that can be done now could still be done under the new system (even if it's a bit more challenging) without any PvP?
Yes.
While I have not explicitly stated you would have to have your bounty cleared before changing the opt status, I think it is a good idea, and I will change the text to mirror it, thanks for the suggestion.
- Criminals can toggle the Outlaw status by interacting with a Fence. This toggle is available to players without an active bounty and can happen once every 20 hours. Outlaws are "opted-in" for PvP Justice. Pirharri the Smuggler assistant cannot be used to toggle this status.
Everything else you said is correct.
The only content that you would not be able to participate in is the new content, proposed in this thread - Outlaw Prison, Veteran Heists and Sacraments; since those can ultimately lead you to PvP penalties.
EDIT: Opted out players would still fight immortal guards, only the dogs would be killable. So the Flee process shuld be: try to survive until the Guard resets, then fight the mortal dog. Or one could try to kill the dog first, then escape the Guard, but it all depends on how well equipped the player is. Note: static Guards should never be accompanied by dogs, only patrolling ones, and even then, not every patrolling Guard would have one.