About this:
Decoy Chest Trap - Enforcers may place decoy chests anywhere in the open world. Once unlocked, the chest explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
So now opening chests can lead to bounty for those opted in if they happen on a chest placed by an enforcer?
Dear enforcers in the interest of "upholding the law""
go to a regular spawn site for chest that is relatively near people
pick its lock and take its stuff.
replace it with trap chest.
wait.
if outlaw comes by, bam, bounty granted -have fun
if no outlaw comes, grab real chest when it respawns and take its stuff... repeat.
Likely serves them right for turning on the outlaw status.
About this:
Decoy Chest Trap - Enforcers may place decoy chests anywhere in the open world. Once unlocked, the chest explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
So now opening chests can lead to bounty for those opted in if they happen on a chest placed by an enforcer?
Dear enforcers in the interest of "upholding the law""
go to a regular spawn site for chest that is relatively near people
pick its lock and take its stuff.
replace it with trap chest.
wait.
if outlaw comes by, bam, bounty granted -have fun
if no outlaw comes, grab real chest when it respawns and take its stuff... repeat.
Likely serves them right for turning on the outlaw status.
Yet again you show 0 knowledge of my concept.Basically, Enforcers cannot do anything that would be classified as a crime.
- Enforcers cannot turn off the "prevent attacking innocents option" and cannot loot stolen goods, pickpocket, and enter any Trespassing area, as well as Outlaw refuges, the Thieves Den or Dark Brotherhood Sanctuary.
Please check with the concept if there is already a solution to your proposed grieving situation.
There most likely is.
If there isn't, I'll gladly consider reworking any idea to prevent player on player grief.
I actually meant safeboxes, the wording was wrong.
- changed this line in the General section:
- Decoy Chest Safebox Trap - Enforcers may place decoy chests safeboxes anywhere in the open world. Once unlocked, the chest safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
I actually meant safeboxes, the wording was wrong.
- changed this line in the General section:
- Decoy Chest Safebox Trap - Enforcers may place decoy chests safeboxes anywhere in the open world. Once unlocked, the chest safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
and yet again your answer was that others didnt know what they were talking about...
- changed this line in the General section:- duplicated this line from the PvP Justice Rewards into the General section:
- Guards now have the Dawnbreaker of Smiting ultimate and Silver Leash skill added to their skill pool.
EDIT:
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- changed this line in the General section:
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. Once unlockedIf forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
Glad to see you came around on the wisdom of this.
But really, for the bold, thru this thread and others there have been plenty of responses saying we want more added to the PVE justice system, we want more fun and more interesting and so on and so forth. i dont knw if i have seen anyone say the current system is perfect and should not be changed.
i nknow it stings to have your ideas rejected, just like getting rejected in social situations does too, but while its easy to dismiss it as "they wont accept any change" or "she is just not into guys" and those rationalization might mitigate the sting... the truth is sometimes an idea is rejected because of the idea being worthy of rejection not because the others are against ANY change... just like sometimes, she is just not into you or me.
Dismissing the rejections doesn't lead one to make changes that lead to acceptance... like the opt-out means opt-out.
As i have said, i am all for more justice player and even adding more jusitce play of harder level. many others have too.
but props to you for taking the step you just did even with the parting shots.
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
Glad to see you came around on the wisdom of this.
But really, for the bold, thru this thread and others there have been plenty of responses saying we want more added to the PVE justice system, we want more fun and more interesting and so on and so forth. i dont knw if i have seen anyone say the current system is perfect and should not be changed.
i nknow it stings to have your ideas rejected, just like getting rejected in social situations does too, but while its easy to dismiss it as "they wont accept any change" or "she is just not into guys" and those rationalization might mitigate the sting... the truth is sometimes an idea is rejected because of the idea being worthy of rejection not because the others are against ANY change... just like sometimes, she is just not into you or me.
Dismissing the rejections doesn't lead one to make changes that lead to acceptance... like the opt-out means opt-out.
As i have said, i am all for more justice player and even adding more jusitce play of harder level. many others have too.
but props to you for taking the step you just did even with the parting shots.
Thanks for the praise, but I don't think we are any closer to a solution.
People are bitter creatures, and they will always choose to fight over opinions and beliefs rather than working together to find a reasonable, tangible compromise.
Just take a look at how thriving the other thread is, where the debate is mostly boiled down to semantics.
The problem is... even with such a concept like this one, both "sides" of the community will still have something to complain about.
Those opposing the PvP Justice implementation won't be happy with the difference in incentives.
Those embracing the PvP Justice implementation won't be happy with unresolved murder rampages.
Just to name a few.
And the debate will spin on and on. With no real progress.
But hey, I tried my best.
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
Glad to see you came around on the wisdom of this.
But really, for the bold, thru this thread and others there have been plenty of responses saying we want more added to the PVE justice system, we want more fun and more interesting and so on and so forth. i dont knw if i have seen anyone say the current system is perfect and should not be changed.
i nknow it stings to have your ideas rejected, just like getting rejected in social situations does too, but while its easy to dismiss it as "they wont accept any change" or "she is just not into guys" and those rationalization might mitigate the sting... the truth is sometimes an idea is rejected because of the idea being worthy of rejection not because the others are against ANY change... just like sometimes, she is just not into you or me.
Dismissing the rejections doesn't lead one to make changes that lead to acceptance... like the opt-out means opt-out.
As i have said, i am all for more justice player and even adding more jusitce play of harder level. many others have too.
but props to you for taking the step you just did even with the parting shots.
Thanks for the praise, but I don't think we are any closer to a solution.
People are bitter creatures, and they will always choose to fight over opinions and beliefs rather than working together to find a reasonable, tangible compromise.
Just take a look at how thriving the other thread is, where the debate is mostly boiled down to semantics.
The problem is... even with such a concept like this one, both "sides" of the community will still have something to complain about.
Those opposing the PvP Justice implementation won't be happy with the difference in incentives.
Those embracing the PvP Justice implementation won't be happy with unresolved murder rampages.
Just to name a few.
And the debate will spin on and on. With no real progress.
But hey, I tried my best.
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
Glad to see you came around on the wisdom of this.
But really, for the bold, thru this thread and others there have been plenty of responses saying we want more added to the PVE justice system, we want more fun and more interesting and so on and so forth. i dont knw if i have seen anyone say the current system is perfect and should not be changed.
i nknow it stings to have your ideas rejected, just like getting rejected in social situations does too, but while its easy to dismiss it as "they wont accept any change" or "she is just not into guys" and those rationalization might mitigate the sting... the truth is sometimes an idea is rejected because of the idea being worthy of rejection not because the others are against ANY change... just like sometimes, she is just not into you or me.
Dismissing the rejections doesn't lead one to make changes that lead to acceptance... like the opt-out means opt-out.
As i have said, i am all for more justice player and even adding more jusitce play of harder level. many others have too.
but props to you for taking the step you just did even with the parting shots.
Thanks for the praise, but I don't think we are any closer to a solution.
People are bitter creatures, and they will always choose to fight over opinions and beliefs rather than working together to find a reasonable, tangible compromise.
Just take a look at how thriving the other thread is, where the debate is mostly boiled down to semantics.
The problem is... even with such a concept like this one, both "sides" of the community will still have something to complain about.
Those opposing the PvP Justice implementation won't be happy with the difference in incentives.
Those embracing the PvP Justice implementation won't be happy with unresolved murder rampages.
Just to name a few.
And the debate will spin on and on. With no real progress.
But hey, I tried my best.
To be fair, these debates always end up as a division between those who want to impose their playstyle on others, and those who seek to preserve their playstyle against imposed changes. There is absolutely no reason why those proposing such changes cannot look to advance their cause further by making it clear at the outset that the changes they propose would be entirely optional. The evidence on this forum, however, is that they never do and that any concession on this point only comes, if at all, after many, many, pages of dialogue.
Besides which, these sorts of proposals are always about adding PvP to a PvE system. If someone started a proper discussion about how to improve a PvE system by PvE enhancements, I think they'd end up with both a better discussion and, in the present context, a markedly better Justice System than the one we have now.
[*] Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. Once unlockedIf forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
Daemons_Bane wrote: »[*] Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. Once unlockedIf forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
This made me giggle a bit, since you say that enforcers, in your system, can't do crimes.. I'm pretty sure that using bombs against other people counts as crimes
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
Glad to see you came around on the wisdom of this.
But really, for the bold, thru this thread and others there have been plenty of responses saying we want more added to the PVE justice system, we want more fun and more interesting and so on and so forth. i dont knw if i have seen anyone say the current system is perfect and should not be changed.
i nknow it stings to have your ideas rejected, just like getting rejected in social situations does too, but while its easy to dismiss it as "they wont accept any change" or "she is just not into guys" and those rationalization might mitigate the sting... the truth is sometimes an idea is rejected because of the idea being worthy of rejection not because the others are against ANY change... just like sometimes, she is just not into you or me.
Dismissing the rejections doesn't lead one to make changes that lead to acceptance... like the opt-out means opt-out.
As i have said, i am all for more justice player and even adding more jusitce play of harder level. many others have too.
but props to you for taking the step you just did even with the parting shots.
Thanks for the praise, but I don't think we are any closer to a solution.
People are bitter creatures, and they will always choose to fight over opinions and beliefs rather than working together to find a reasonable, tangible compromise.
Just take a look at how thriving the other thread is, where the debate is mostly boiled down to semantics.
The problem is... even with such a concept like this one, both "sides" of the community will still have something to complain about.
Those opposing the PvP Justice implementation won't be happy with the difference in incentives.
Those embracing the PvP Justice implementation won't be happy with unresolved murder rampages.
Just to name a few.
And the debate will spin on and on. With no real progress.
But hey, I tried my best.
To be fair, these debates always end up as a division between those who want to impose their playstyle on others, and those who seek to preserve their playstyle against imposed changes. There is absolutely no reason why those proposing such changes cannot look to advance their cause further by making it clear at the outset that the changes they propose would be entirely optional. The evidence on this forum, however, is that they never do and that any concession on this point only comes, if at all, after many, many, pages of dialogue.
Besides which, these sorts of proposals are always about adding PvP to a PvE system. If someone started a proper discussion about how to improve a PvE system by PvE enhancements, I think they'd end up with both a better discussion and, in the present context, a markedly better Justice System than the one we have now.
I have made extensive changes to the concept that reverts any changes made to the "opted-out" part of the Justice System.
With these changes, players will be able to continue playing the Justice system as it currently is.
No interference from Enforcers, and no changes to the base system.- changes in the Becoming an Outlaw section:If you do find something in the concept that still impacts your opted-out gameplay in a way that it is different from what you currently play live, please let me know.- changes in the General section:
- On-Duty Enforcers have an icon above their heads that Outlaws can easily identify them by.
- changes in the Heat Levels section:
- Guards and Enforcers cannot be attacked unless getting attacked by them.
- Outlaws cannot start a duel while in PvP Justice combat. If an Outlaw with a bounty is in a Duel, and gets accosted or becomes Wanted, the Duel is forfeited.
- Every other patrolling Guard comes with a Hound and they share aggro. Hounds chase players without resetting, but are killable. Hounds can also swim, and attack players in deep water.
- Guards now have the Silver Leash skill added to their skill pool.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he or she is then presented to the Court. Criminals have the choice to Withdraw Funds from Bank to pay the bounty, go to the Solitary Cell to wait out the bounty, or erase their bounty via the Bail Bondsman. Outlaws have the option to fight for their freedom in the Arena, Withdraw Fund from Bank, or go to Prison.
- When choosing the Bail Bondsman option, the bounty is then increased by 5% and transformed into "debt". The Criminal is then considered Upstanding, and is unable to perform any criminal activities (just like Enforcers) until the debt is paid. While in debt, players have the option to do the Community Service repeatable quests to reduce the debt. Otherwise, any gold is automatically detracted from the inventory.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Enforcers may buy and place Traps. Only Outlaw Criminals may see an interact with Enforcer traps.
- Oil Slick Trap - Causes Outlaws with bounties to slip, knocking them down and stunning for 4 seconds. While in the AoE, movement speed is decreased by 70%. Crouching Outlaws with bounties may disarm it.
- Trip Explosive Trap - Outlaws with bounties are able to trigger an explosion dealing fire damage and additional fire damage over time. Also inflict Major Defile. Crouching Outlaws with bounties may disarm it.
- Decoy Safebox Trap - Enforcers may place decoy safeboxes anywhere in the open world. If forcing the lock or when a lockpick would break, the safebox explodes, dealing fire damage, breaking the Outlaws stealth and preventing him from entering stealth for 3 seconds. This will trigger a bounty if seen by an NPC.
- Outlaws are able to quickslot and use a Smoke Bomb - Grants Vanish to the user. Also blinds and silences any Enforcers in the radius for 3 seconds.
- changes in the Enforcer Activities section:
- Heat levels now apply a bounty modifier similar to Tel Var modifier.
- The multipliers for the Disreputable, Notorious, Fugitive and Wanted heats are 1,2,3 and 4 respectively.
- Hounds can "sniff out" Notorious Criminals from greater distances (they have a larger detection radius than Guards). They trigger the "pay bounty", but their accompanied Guard provides the dialogue.
- Whenever a Fugitive Criminal gains a bounty, there is a chance that a Guard accompanied by two Hounds will be spawned and engage the Criminal. The chance is proportional to the heat (higher heat will have a higher chance). This cannot be triggered by Outlaws (opted-in players) or in Trespassing areas.
- The highest heat level- Wanted can be only triggered by Outlaw Criminals in two ways: either by attacking an On-Duty Enforcer or Guard, or by choosing the "Flee dialogue" when accosted by a Guard or Enforcer. This does not apply in Outlaw Prison, which is the only Trespassing area accessible by Enforcers - where Outlaws are constantly marked as Wanted.
- A Wanted can only attack Guards and/or Enforcers that have dealt damage to him/herare marked "On-Duty".
- changes in the Iron Wheel skill line section:
- At a certain level of the Iron Wheel skill line, Enforcers are able to mark themselves as "On-Duty" in the Activity Finder from the Group Menu. This puts them in a queueenables them to participate in Justice System activities and queues them for PvP Justice instances.
- Enforcers cannot mark themselves as On-Duty while in a Duel, in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arena, and entering any of those will unmark them.
- changes in the PvP Justice rewards section:
- Enforcers cannot use their Accost skill while in Cyrodiil, Imperial City, or any Group dungeon, Trial or Arenaunless they are On-Duty.
- The Haggling passive from TG skill line now grants 10/20/30/40% bonus (from 2/4/6/8%).
- Outlaws have increased chances of obtaining stolen loot of higher quality by means of pickpocketing or looting dead NPCs.
This now leaves opted out players to continue slaughtering whole city populations, but hey...
I guess it's just something that we'll have to accept and live with.
Because God forbid anything from the current (perfect) system gets changed.
Glad to see you came around on the wisdom of this.
But really, for the bold, thru this thread and others there have been plenty of responses saying we want more added to the PVE justice system, we want more fun and more interesting and so on and so forth. i dont knw if i have seen anyone say the current system is perfect and should not be changed.
i nknow it stings to have your ideas rejected, just like getting rejected in social situations does too, but while its easy to dismiss it as "they wont accept any change" or "she is just not into guys" and those rationalization might mitigate the sting... the truth is sometimes an idea is rejected because of the idea being worthy of rejection not because the others are against ANY change... just like sometimes, she is just not into you or me.
Dismissing the rejections doesn't lead one to make changes that lead to acceptance... like the opt-out means opt-out.
As i have said, i am all for more justice player and even adding more jusitce play of harder level. many others have too.
but props to you for taking the step you just did even with the parting shots.
Thanks for the praise, but I don't think we are any closer to a solution.
People are bitter creatures, and they will always choose to fight over opinions and beliefs rather than working together to find a reasonable, tangible compromise.
Just take a look at how thriving the other thread is, where the debate is mostly boiled down to semantics.
The problem is... even with such a concept like this one, both "sides" of the community will still have something to complain about.
Those opposing the PvP Justice implementation won't be happy with the difference in incentives.
Those embracing the PvP Justice implementation won't be happy with unresolved murder rampages.
Just to name a few.
And the debate will spin on and on. With no real progress.
But hey, I tried my best.
To be fair, these debates always end up as a division between those who want to impose their playstyle on others, and those who seek to preserve their playstyle against imposed changes. There is absolutely no reason why those proposing such changes cannot look to advance their cause further by making it clear at the outset that the changes they propose would be entirely optional. The evidence on this forum, however, is that they never do and that any concession on this point only comes, if at all, after many, many, pages of dialogue.
Besides which, these sorts of proposals are always about adding PvP to a PvE system. If someone started a proper discussion about how to improve a PvE system by PvE enhancements, I think they'd end up with both a better discussion and, in the present context, a markedly better Justice System than the one we have now.
This is exactly the reason I removed all and any changes that effect opted out players.
So that they can continue playing the same system they play today.
No imposing of any sorts. I just want what I want. PvP Justice.
Also, note that the Enforcer part can also be played in a fully PvE manner (albeit lacking details in this thread). I mentioned an Enforcer storyline and several examples of repeatable PvE quests.
The "On-Duty" actually serves as a PvP flag.
All the PvE Enforcer activities can be done without any Outlaw interference.
I can only talk for myself, but I for one, would be outraged if they added Enforcers without adding the PvP element.
So much so that it would certainly be the straw that broke the camel's back.
Introduction
My opinion is that the Iron Wheel guild story line and skill line should come as an extension of the Dark Brotherhood DLC, since it is lacking true endgame content. It is ultimately to ZOS to look at the revenue of each particular DLC, and decide whether they will upgrade some of the past DLC, or sell it as a part of a new DLC.
I am using names like Outlaw, Enforcer, the Iron Wheel guild, Prison etc. as general terms that most forum users will recognize and understand instantly. That does not mean some other names could not be given that are more appropriate.
Enforcer activities
- There is an extensive Iron Wheel storyline, during which you will encounter many new NPC characters, along with some TG and DB NPCs like Walks Softly, Silver Claw, Kor and Hildegard.
- Certain repeatable quests send the Enforcer in search of missing persons (NPCs) or wanted criminals (NPCs) that the Enforcer must find with vague descriptions and sketches. Note: some of those NPCs will turn aggressive when interacted with. Finding two or three missing persons before handing in will grant better rewards.
- There are also different kinds of repeatable quests called "Community Service" quests. Those include anything from escorting Merchants, delivering crafting crates, finding lost pets and other.
Introduction
My opinion is that the Iron Wheel guild story line and skill line should come as an extension of the Dark Brotherhood DLC, since it is lacking true endgame content. It is ultimately to ZOS to look at the revenue of each particular DLC, and decide whether they will upgrade some of the past DLC, or sell it as a part of a new DLC.
I am using names like Outlaw, Enforcer, the Iron Wheel guild, Prison etc. as general terms that most forum users will recognize and understand instantly. That does not mean some other names could not be given that are more appropriate.Enforcer activities
- There is an extensive Iron Wheel storyline, during which you will encounter many new NPC characters, along with some TG and DB NPCs like Walks Softly, Silver Claw, Kor and Hildegard.
- Certain repeatable quests send the Enforcer in search of missing persons (NPCs) or wanted criminals (NPCs) that the Enforcer must find with vague descriptions and sketches. Note: some of those NPCs will turn aggressive when interacted with. Finding two or three missing persons before handing in will grant better rewards.
- There are also different kinds of repeatable quests called "Community Service" quests. Those include anything from escorting Merchants, delivering crafting crates, finding lost pets and other.
I hope you can see our proposals are not that dissimilar. The only difference is that I propose adding PvP options alongside it.
Whatzituyah wrote: »The problem is that there is not going to be a compromise here because people will always find a way to grief players and if you have an opt out noone would want to risk goods over PvP. No win scenario here because its better off half baked with the said problems of cooking it to "perfection" which I don't think is possible.
You can be a condescending as you want about players not liking npcs being murdered in front of them or bodies lying in the street.
Introduction
My opinion is that the Iron Wheel guild story line and skill line should come as an extension of the Dark Brotherhood DLC, since it is lacking true endgame content. It is ultimately to ZOS to look at the revenue of each particular DLC, and decide whether they will upgrade some of the past DLC, or sell it as a part of a new DLC.
I am using names like Outlaw, Enforcer, the Iron Wheel guild, Prison etc. as general terms that most forum users will recognize and understand instantly. That does not mean some other names could not be given that are more appropriate.Enforcer activities
- There is an extensive Iron Wheel storyline, during which you will encounter many new NPC characters, along with some TG and DB NPCs like Walks Softly, Silver Claw, Kor and Hildegard.
- Certain repeatable quests send the Enforcer in search of missing persons (NPCs) or wanted criminals (NPCs) that the Enforcer must find with vague descriptions and sketches. Note: some of those NPCs will turn aggressive when interacted with. Finding two or three missing persons before handing in will grant better rewards.
- There are also different kinds of repeatable quests called "Community Service" quests. Those include anything from escorting Merchants, delivering crafting crates, finding lost pets and other.
I hope you can see our proposals are not that dissimilar. The only difference is that I propose adding PvP options alongside it.
So is that a YES, adding the content i describe would cause you outrage maybe to straw break levels if it was not paired with a PVP justice inclusion?
Remember, it is fully optional for both sides, and consentual.
MercyKilling wrote: »
Remember, it is fully optional for both sides, and consentual.
So what happens when nobody opts in to this proposed sytem, or the numbers are so unfairly balanced, it kills said system?
No, far better to just work on a non-PvP solution to a botched attempt. I'd even go so far as to say scrap the entire thing and start over, from scratch.