I think it should be allowed. I don't think it's fair that they're the invulnerable. I mean everything else can be killed. Why not add guards? And everything respawns. Just don't have so many guards join in on the fight to kill you for not paying your bounty
Yes.
But once you initiate combat with a guard, reinforcements come once every 5 seconds. So basically they won't leave you alone until you leave the area or get killed. They should be tough enough that you can't kill them in 5 seconds.
Oh, and the more players that are attacking guards, the more reinforcements that come (one for each player fighting guards).
This could actually lead to rioting in the streets which would be something to see for sure!
https://youtu.be/S4rXsrZRchQKoshkaMurka wrote: »Tbh would be nice if they just allowed players to use doors while theyre chased by guards.Its easy enough to escape them in the city, but not in banks or any other buildings.
@GreenhaloX wrote: »Damn 6 millions health bar guards.. sheesh
KoshkaMurka wrote: »Tbh would be nice if they just allowed players to use doors while theyre chased by guards.Its easy enough to escape them in the city, but not in banks or any other buildings.
You can do it. I've done it. Keep rapid maneuvers on your bar. Carry invisibility pots. If the building is big enough, get them all to chase you to the farthest point away from the door, then use rapid maneuvers and sprint for the door. If that doesn't work, try using invisibility potions after you get a ways from them then try the door.
It only works in bigger structures, but it does work.
KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
AClockworkLime wrote: »To be honest, the real issue is one of "lore" and in-game logic.
Why the hell are these countless, unstoppable supersoldiers just milling around Davon's Watch and the like (and even less threatening locations like Khenrathi's Roost or Betnikh) rather than being out there single-handedly saving the world? Watch out for those level 3-5 threats guys! Better make sure there's twenty supermen around to protect the people from them! (Even though they don't, especially since the introduction of the Blade of Woe.)
It just doesn't make any sense whatsoever.
Bryanonymous wrote: »KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Every TES before this had mortal guards. Smh...Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
K.
KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Every TES before this had mortal guards. Smh...Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
K.
Every TES game had consequenses of killing everyone. Sure, you could do that... But all npcs except guards didnt respawn so it was effectivey the best way to screw up your game.
Also all previous TES games were single player, so no matter what you did in your own game, it could not affect other player's performance and immersion.
KoshkaMurka wrote: »@GreenhaloX wrote: »Damn 6 millions health bar guards.. sheesh
Trash mobs in vMoL have 2 million hp, and some trial bosses have 60-80. So 6 is not that much.
Bryanonymous wrote: »FortheloveofKrist wrote: »@Bryanonymous
You can keep arguing with everyone, but it's not going to change. Guards are going to stay unkillable for good reason.
Yea, the reason being MEMORY LEAK. All other opinions are not reasons, they are preferences.
Bryanonymous wrote: »I'm also a huge TES fan, who remembers killing guards and bounties still mattering.
anitajoneb17_ESO wrote: »Bryanonymous wrote: »FortheloveofKrist wrote: »@Bryanonymous
You can keep arguing with everyone, but it's not going to change. Guards are going to stay unkillable for good reason.
Yea, the reason being MEMORY LEAK. All other opinions are not reasons, they are preferences.
Anything to back up your "memory leak theory" ?
No ? That's what I thought.
PvP justice system would have been fun. But killable guards would just be a burden.
Yes it makes little sense that we can kill Molag Bal and all kind of badass stuff, but not simple guards. I built up a "story" according to which we kill all this stuff with the background help of Meridia, but when we steal or kill Meridia isn't happy so we're left weak when we commit crimes and have bounties.
Bryanonymous wrote: »
It is necessary because: A. If they were dead, there would be no NPC's around. B. There would be no point to paying bounties. C. The justice system would be too easy.
A. Simple fix is to increase the speed of respawns.
B. Wrong. Being attacked on site is still a consequence for being a criminal.
C. No one said the guards should be weak. Make them as strong as group bosses.
Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Every TES before this had mortal guards. Smh...Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
K.
Every TES game had consequenses of killing everyone. Sure, you could do that... But all npcs except guards didnt respawn so it was effectivey the best way to screw up your game.
Also all previous TES games were single player, so no matter what you did in your own game, it could not affect other player's performance and immersion.
Now NPC's can die and respawn. Not sure how that has any relevance as the consequences would be identical.
Single player... MMO... makes no difference. You're arguing with very irrelevant substance.
GreenhaloX wrote: »KoshkaMurka wrote: »@GreenhaloX wrote: »Damn 6 millions health bar guards.. sheesh
Trash mobs in vMoL have 2 million hp, and some trial bosses have 60-80. So 6 is not that much.
Ha ha.. yeah, but for one person, it is just a tiny bitsy too much. You have what, 12 high level players going at it in a trial run.. and yes, those 60-80 million heath bosses are ridiculous. I thought when we first encountered that 25 million health final boss in the Maw was just ridiculous. Yeah, so holy crap.. 60-80 millions!
Bryanonymous wrote: »
It is necessary because: A. If they were dead, there would be no NPC's around. B. There would be no point to paying bounties. C. The justice system would be too easy.
A. Simple fix is to increase the speed of respawns.
B. Wrong. Being attacked on site is still a consequence for being a criminal.
C. No one said the guards should be weak. Make them as strong as group bosses.
I'll concentrate on this part of your post. Because in my opinion you failed to supply effective counter arguments.
A: Increasing the speed in which NPCs spawn would not fix this. All it would do is make the job of murderous criminals easier as they would not have to wait as long to resume their killing sprees.
B: Right. Being attacked on site is not a sufficient consequence to pay bounties if you can just kill what attacks you. Why waste your gold?
C: It doesn't matter how much stronger you make the guards so long as they can be killed. Because so long as they can be killed there is less incentive to sneak around or avoid towns while you have a bounty out on your head. This makes the Justice System easier (and less interesting IMHO).
They should be killable for the sake of realism and choice, with the following rules
- Guards are extremely difficult (like a world boss)
- XP and loot gains are minimal, if anytning at all
- Killing a guard adds a lot of bounty
- Killing a guard summons other guards who will gang up on you
KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Every TES before this had mortal guards. Smh...Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
K.
Every TES game had consequenses of killing everyone. Sure, you could do that... But all npcs except guards didnt respawn so it was effectivey the best way to screw up your game.
Also all previous TES games were single player, so no matter what you did in your own game, it could not affect other player's performance and immersion.
Now NPC's can die and respawn. Not sure how that has any relevance as the consequences would be identical.
Single player... MMO... makes no difference. You're arguing with very irrelevant substance.
Umm... No?
How it will be identical if even if you killed everyone, they will still respawn? It wont affect your gameplay in any negative way, you will be able to just kill a guard if he respawns. Now there is at least one consequence - you cant walk around in cities with high bounty. If they would remove guard immunity, you can just kill a guard and proceed. Seriously, name at least one reason to avoid bounties if guards would be killable.
In Morrowind though, you could screw up your entire main quest during a killing spree. Not really comparable.
They should be killable for the sake of realism and choice, with the following rules
- Guards are extremely difficult (like a world boss)
- XP and loot gains are minimal, if anytning at all
- Killing a guard adds a lot of bounty
- Killing a guard summons other guards who will gang up on you
They should be killable for the sake of realism and choice, with the following rules
- Guards are extremely difficult (like a world boss)
- XP and loot gains are minimal, if anytning at all
- Killing a guard adds a lot of bounty
- Killing a guard summons other guards who will gang up on you
Realism went out the window a long time ago as it relates to this game.
It seems most of your suggestions -to make them extremely difficult, to make them summon more guards to gang up on you - are basically steps in the direction of making them unkillable.
So why complicate the system with a lot of indirect solutions to achieve something that this game does not and will not ever have anyway - i.e. realism?
Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Every TES before this had mortal guards. Smh...Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
K.
Every TES game had consequenses of killing everyone. Sure, you could do that... But all npcs except guards didnt respawn so it was effectivey the best way to screw up your game.
Also all previous TES games were single player, so no matter what you did in your own game, it could not affect other player's performance and immersion.
Now NPC's can die and respawn. Not sure how that has any relevance as the consequences would be identical.
Single player... MMO... makes no difference. You're arguing with very irrelevant substance.
Umm... No?
How it will be identical if even if you killed everyone, they will still respawn? It wont affect your gameplay in any negative way, you will be able to just kill a guard if he respawns. Now there is at least one consequence - you cant walk around in cities with high bounty. If they would remove guard immunity, you can just kill a guard and proceed. Seriously, name at least one reason to avoid bounties if guards would be killable.
In Morrowind though, you could screw up your entire main quest during a killing spree. Not really comparable.
The negative impact is a bounty which continues to grow and never goes away. How is that so hard to misunderstand? And until it's paid off, you have super guards attacking you on sight.
KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »2)Immersion.
Yes, people bought a TES game, not a GTA game.
Every TES before this had mortal guards. Smh...Giles.floydub17_ESO wrote: »So in the end, the biggest lol ever. Seriously. You don't went Discussion. You just want all to fall in line with you.
K.
Every TES game had consequenses of killing everyone. Sure, you could do that... But all npcs except guards didnt respawn so it was effectivey the best way to screw up your game.
Also all previous TES games were single player, so no matter what you did in your own game, it could not affect other player's performance and immersion.
Now NPC's can die and respawn. Not sure how that has any relevance as the consequences would be identical.
Single player... MMO... makes no difference. You're arguing with very irrelevant substance.
Umm... No?
How it will be identical if even if you killed everyone, they will still respawn? It wont affect your gameplay in any negative way, you will be able to just kill a guard if he respawns. Now there is at least one consequence - you cant walk around in cities with high bounty. If they would remove guard immunity, you can just kill a guard and proceed. Seriously, name at least one reason to avoid bounties if guards would be killable.
In Morrowind though, you could screw up your entire main quest during a killing spree. Not really comparable.
The negative impact is a bounty which continues to grow and never goes away. How is that so hard to misunderstand? And until it's paid off, you have super guards attacking you on sight.
But what would be the purpose of that bounty? It will be jsut red numbers on your char screen.
If anything is killable, people will just team up and kill it. With insane dps builds many players have, it will be just a matter of seconds.
Imo the only way to make guards killable and keep bounties meaningful would be justice system pvp. So if you would kill a guard, it would respawn normally, without over 9000 buddies, but this would make you pvp flagged for some time.