Taternater wrote: »Killing a single player guard and killing a mmo guard are different things. In the mmo, all the fighting could cause quest npcs to become non-responsive while they're running, fighting, or dead. Same with the shop npcs. Players who can't kill the guards might accidently get a bounty because they're too close to the action and an aoe effect hits them. It might restrict access to guild store npcs if they're caught up in it all. Killing a guard in single player means loot and maybe a bounty.
UltimaJoe777 wrote: »Are people really arguing over guards being unkillable? Look, we all hate the Guards but we also know exactly WHY they cannot die.
Player wants to commit crimes, but fears the Guards.
Player kills the Guards.
Player is free to commit crimes without fear of penalty.
Get it now? If Guards could be slain there'd be nothing to stop players from casually committing crimes, thus the Justice System would fail.
Ethromelb14_ESO wrote: »Just because too many people lack the imagination to figure out how to make the guard system better doesn't mean there isn't a better well-rounded way.
For example: Why is there not an elite guard? So when a regular guard is defeated, that player's name becomes well-known throughout all regions? There would be an achievement involved, and the bounty being most likely huge, the player during PvP that defeats this wanted player gets paid the reward for stopping the culprit.
There are many other ideas, but why should I do all the work? I'm not getting paid for this.
Use your imagination people. Too few of you do. It's a game for a reason, where anything is possible. All it takes is some ingenuity and desire. Most want to tell about why it won't work, instead of how it could work. Lazy! It's easy to turn down something, but harder to help it flourish.