Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »So then make the bounties at least double that. There's this assumption that owing gold would somehow be irrelevant, however it would get pretty annoying if your character was always an outlaw.
Well, the guards cant take the gold from your bank if they kill you, can they?
It might work if they could...
Otherwise people would just put all their money in their banks.
You keep asking the same question. Crime... Bounty... Guards attack you until clear... That's the point. Characters continue to be attacked. Until you pay, you are always wanted, and you must always defend yourself. If someone chooses to continue this, so what? Let them stay an outlaw. You act as though is is essential for players to always be forced to clear their bounty. Let them stay criminals and be forced to defend themselves against boss level guards.
Thats because you didnt answer what would make the guards a threat in that case.
Mobs are attacking us everywhere and its not like they are very dangerous. Worldbosses are being zerged easily.
The thing is, in your scenario being a criminal wont be a "risk vs reward" thing, it would be just a "win-win" gold farming thing and there wont be any incentive to play a "lawful" character.
And yeah, like in real life, killing everyone on sight should be punished.
What makes a Dolmen a threat?
Umm... Nothing?
Or bad rng on bosses? XD
P.S.
Actually when there's multiple players fighting at the dolmen youre lucky if you can land a hit on all mobs. Theyre certainly not a threat.
So Dolmen monsters should be invincible?
No, they're just regular mobs. Wouldnt mind if they would be a bit stronger though.
And your argument is absurd. Killing monsters is not the same as killing citizens, and it never was, in any TES game.
But wait a second, if the monsters are not a threat, why have them at all? By your own logic, the entire game is pointless merely because the player can win. And only certain defeat is enough incentive to deter from crime. What if the Dark Brotherhood started paying you to murder guards? Would it make sense if it was an objective? Your logic is simply terrible.
Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Bryanonymous wrote: »What's the risk for attacking a Dolmen?
KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk?
KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk?
Ive explained my opinion already, you're just keep spamming your silly dolmen questions.
Yes, most of solo pve content is very easy. But this content wasnt made as a way to limit players.
Guards, on the other hand, are essentialy a mechanic that prevents players from commiting crimes openly. And it should stay this way. You can call it "bad logic" or whatever, but it was like this in previous TES titles - you could play as mass murderer, but it wasnt encouraged. And it had much more consequences than, for example, attacking a giant (your dolmen analogy).
Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »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.
The purpose is FOR GUARDS TO ATTACK YOU.
So what? Mobs in wilderness also attack me, but theyre weak and useless. Mobs in dungeons attack me, but they arent a threat either. Only a few raid bosses are actually dangerous, but if guards would be that strong and would respawn immediately/summon more guards, they might as well be invincible.
No, 'they might as well be invincible' is not an acceptable response. Invincible is not the same as super hard.
But what is actually super hard? For players with optimized builds and gear only a few raid bosses are hard, and even then, most of difficulty comes from mechanics. And in trials you cant have more than 12 players in group, whihc is not the case in cities. So, to make the guards actually dangerous for anyone who is not a lvl 3 newbie, those guards must be borderline invincible and extremely hard-hitting. Otherwise they will be just zerged and looted, like every other npc in the town.
And this wont be much more immersive than invincible guards. They would still be one man armies.
Depends on how they scale the enemies when One Tamriel hits.
Its not an answer... A regular enemy or a worldboss is not a threat at all, even if we're speaking about dlc worldbosses (cause normal ones, with 50-100k hp are a joke). Havent you seen, for example, minotaur boss from the Gold Coast killed in ~10 seconds? Or Orsinium bosses zerged down in the same way?
If guards will be like this, there wont be any consequences of racking up millions of bounty and just farming gold by killing everyone in towns and selling the loot to a fence. Dont tell me it wont happen - it already happens in some locations (most notably a camp near Dragonstar arena).
Is there really that much gold in town to begin with? Seems like farming alchemy mats would be faster for gold.
Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk? Why do group dungeons exist? Why do quests exist? What is the risk in those?
AdamBourke wrote: »I think that we should be able to kill guards.
I don't think it should be easy. I don't think it should be too hard either They should be tough enemies, but not as tough as bosses. The blade of woe SHOULD work on guards.
On a guards death, another guard should spawn immediately, but at a guard house or something, and walk towards the patrol position of the dead guard.
This means that a sneak option is to take out the guard to get to where you want to go, but it won't ruin the game for others because the guard will be replaced as soon as the new one arrives.
Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk? Why do group dungeons exist? Why do quests exist? What is the risk in those?
Insulting all your conversation partners won't make them see things your way.
Guards are in place to balance the entire justice system, in particular the way thieving works. There is a lot of gold to be made in crime for little effort without guards.
When guards become killable, there will be farm trains within the week. This is an MMO, reality won't be as romantic as you portray it. Groups of 20 people will run around town killing guards and get their fence quota filled in 15 minutes and never pay their bounty. Inflation incoming.
The gameplay will add nothing. It will be just fighting another boss, for which there are many alternatives, yet this time in urban setting, disrupting the criminal system as it is now and all the other functions towns serve in this game (as hubs for trade and crafting).
I could see something like this in a new PvP Zone where Justice PvP is enabled, but not across Tamriel.
Bryanonymous wrote: »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.
CromulentForumID wrote: »Bryanonymous wrote: »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.
Except it makes all the difference in the world.
In a single player game, you can only waste your time or screw up your game. You can also just revert to a previous save.
In an MMO, you can screw it up for many others or ruin their play time. They can't just go back to a previous save.
When other people are around, you do have to account for those other people. Just because this game plays like a single-player game doesn't mean it is one.
Bryanonymous wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk? Why do group dungeons exist? Why do quests exist? What is the risk in those?
Insulting all your conversation partners won't make them see things your way.
Guards are in place to balance the entire justice system, in particular the way thieving works. There is a lot of gold to be made in crime for little effort without guards.
When guards become killable, there will be farm trains within the week. This is an MMO, reality won't be as romantic as you portray it. Groups of 20 people will run around town killing guards and get their fence quota filled in 15 minutes and never pay their bounty. Inflation incoming.
The gameplay will add nothing. It will be just fighting another boss, for which there are many alternatives, yet this time in urban setting, disrupting the criminal system as it is now and all the other functions towns serve in this game (as hubs for trade and crafting).
I could see something like this in a new PvP Zone where Justice PvP is enabled, but not across Tamriel.
Debunking bad logic is not an insult. The insult was the waste of time it took of mine. This guys logic is terrible, and yet he keeps replying with more terrible nonsense about the necessity for risk, however where is that necessity in the rest of the game then? It's a terrible argument, and I'm sorry if pointing out the truth was offensive. If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over, but the replies continued coming with more vague and illogical statement about why they have to be invincible for risk, even though that logic fails when you apply it to the rest of the game. Just face the reality, it's a phony consequence for a lazy system that could not implement actual combat for technical performance reason, and it will be over at that.
Bryanonymous wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk? Why do group dungeons exist? Why do quests exist? What is the risk in those?
Insulting all your conversation partners won't make them see things your way.
Guards are in place to balance the entire justice system, in particular the way thieving works. There is a lot of gold to be made in crime for little effort without guards.
When guards become killable, there will be farm trains within the week. This is an MMO, reality won't be as romantic as you portray it. Groups of 20 people will run around town killing guards and get their fence quota filled in 15 minutes and never pay their bounty. Inflation incoming.
The gameplay will add nothing. It will be just fighting another boss, for which there are many alternatives, yet this time in urban setting, disrupting the criminal system as it is now and all the other functions towns serve in this game (as hubs for trade and crafting).
I could see something like this in a new PvP Zone where Justice PvP is enabled, but not across Tamriel.
Debunking bad logic is not an insult. The insult was the waste of time it took of mine. This guys logic is terrible, and yet he keeps replying with more terrible nonsense about the necessity for risk, however where is that necessity in the rest of the game then? It's a terrible argument, and I'm sorry if pointing out the truth was offensive. If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over, but the replies continued coming with more vague and illogical statement about why they have to be invincible for risk, even though that logic fails when you apply it to the rest of the game. Just face the reality, it's a phony consequence for a lazy system that could not I plane t actual combat for technical performance reason, and it will be over at that.
Bryanonymous wrote: »Bryanonymous wrote: »KoshkaMurka wrote: »Bryanonymous wrote: »What's the risk for attacking a Dolmen?
Are you even reading my posts? I doubt that at this point, sorry.
Your analogy is just absurd. Hostile guards are designed as a penalty for players (for being bad thieves or assassins, or for being mass murderers). Dolmen is just a common ingame event.
But you said that you need some risk, so why do dolmens even exist at all? Your logic is so bad, you can't even give a solid answer and all you can fall back to is that they are different. They are not different. Why do dolmens exist at all if there is no risk? Why do group dungeons exist? Why do quests exist? What is the risk in those?
Insulting all your conversation partners won't make them see things your way.
Guards are in place to balance the entire justice system, in particular the way thieving works. There is a lot of gold to be made in crime for little effort without guards.
When guards become killable, there will be farm trains within the week. This is an MMO, reality won't be as romantic as you portray it. Groups of 20 people will run around town killing guards and get their fence quota filled in 15 minutes and never pay their bounty. Inflation incoming.
The gameplay will add nothing. It will be just fighting another boss, for which there are many alternatives, yet this time in urban setting, disrupting the criminal system as it is now and all the other functions towns serve in this game (as hubs for trade and crafting).
I could see something like this in a new PvP Zone where Justice PvP is enabled, but not across Tamriel.
Debunking bad logic is not an insult. The insult was the waste of time it took of mine. This guys logic is terrible, and yet he keeps replying with more terrible nonsense about the necessity for risk, however where is that necessity in the rest of the game then? It's a terrible argument, and I'm sorry if pointing out the truth was offensive. If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over, but the replies continued coming with more vague and illogical statement about why they have to be invincible for risk, even though that logic fails when you apply it to the rest of the game. Just face the reality, it's a phony consequence for a lazy system that could not I plane t actual combat for technical performance reason, and it will be over at that.
What do you want from us? Only state facts? The sky is blue and cogito ergo sum? You don't limit yourself to facts. The only fact you keep coming up with is the unsubstantiated 'memory leak' - yours is the burden to proof this is the cause behind all this, since you introduced it.
You asked for opinions, you got many. They are necessarily subjective, that does not mean they are unreasonable. Many have very reasonable fears about how killable guards would influence the game, and they have eloquently portrayed those fears. I for one understood perfectly well what KoshkaMurka was trying to say. These opinions portray preferences, which sometimes are opposite to your own professed preference of killable player guards, as shown by your opening posts.
That they are opposite preferences does not mean they are meaningless or can be dismissed as irrelevant. In doing so you have been quite rude, and have already lead to some saying you're only here to argue. That can't be why you opened this poll, surely.
Bryanonymous wrote: »If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over
vonScuzzman wrote: »Bryanonymous wrote: »If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over
I love how he starts a thread based on his own opinion; but discounts everyone's response because it is their opinion.
Bryanonymous wrote: »
Still not relevant to consequences. What are the consequences for doing a group dungeon or a Dolmen?
CromulentForumID wrote: »Bryanonymous wrote: »
Still not relevant to consequences. What are the consequences for doing a group dungeon or a Dolmen?
Do you work on the grounds crew of a football stadium? I ask because you are extremely proficient at moving goalposts around.
What I replied to was your comment about: It does not matter if it is a single-player game or MMO.
That was my point.
It had nothing to do with consequences.
Your point was the type of game does not matter. I addressed that point. Group Dungeons or Dolmens are completely irrelevant to what I responded to.
But here is an answer: Neither of those activities can be exploited to lag someone out of the game, make their time in a town miserable, or otherwise ruin someone's non-combat activities. If a player is at a Dolmen or in a dungeon, they have signed-on for combat and fighting.
Bryanonymous wrote: »vonScuzzman wrote: »Bryanonymous wrote: »If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over
I love how he starts a thread based on his own opinion; but discounts everyone's response because it is their opinion.
That simply makes no sense. That's not what is happening here, and you just made up some random nonsense to jump on board the derail topic attempt.
vonScuzzman wrote: »Bryanonymous wrote: »vonScuzzman wrote: »Bryanonymous wrote: »If he just admits his opinion is not a necessary fact, but just a simple preference, then it would be over
I love how he starts a thread based on his own opinion; but discounts everyone's response because it is their opinion.
That simply makes no sense. That's not what is happening here, and you just made up some random nonsense to jump on board the derail topic attempt.
No, that is exactly what is happening here. You give your Opinion in a thread post, you post no actual facts to support it, and then you ask everyone else to give facts to support their opinions. Just because it is your idea or your opinion does not make it a fact.
Your entire string of responses "simply make no sense" and "you just made up some random nonsense" (dolmans) to derail the topic.
Bryanonymous wrote: »
Perhaps because that statement was regarding the statement which I had quoted, where the argument was made that because this is an MMO, guards are some how different than the single player guards. Even though you could get a bounty in previous games and kill the guards, because this is online, it is somehow changing the consequence. This argument makes zero sense, because what really was the consequence in single player? And if consequence is so important, what is the consequence in the rest of this game for doing anything at all? Perhaps you should read what I am replying to before assuming I am generalizing every aspect of the game as a whole.
Bryanonymous wrote: »Having no choice but to run is not only unrealistic, it is degrading to a character who pretty much helps everyone they meet fight everything from monsters to Daedric Princes.
Ethromelb14_ESO wrote: »
So I can't play as the brave bandit that can beat the odds in battle, because the developers say I'm suppose to run like a coward from anyone representing justice, and there is no hope of me defeating them. This implies that a player is really only allowed to be upright and just. Yet we can don the appearance of a Dremora, some of the most fierce-like warrior creatures?