CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands,
it would be cool seeing raids of people fighting each other over this.
CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands, it would be cool seeing raids of people fighting each other over this.
uh oh! you made the PVE players angry with the idea of Open world pvp; and summoned the" Im a PVE player and I want no consequences for my actions response". Tread carefully you should of made a trigger warning.
CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands, it would be cool seeing raids of people fighting each other over this.
Being able to attack other players without the need to accept a Duel request would result in complete and utter chaos in the streets everywhere. All you'd need to do is turn your "prevent attack innocents" off, fire a light attack at an NPC and then it's a giant free for all. And I'm certain a majority would do this, even if they later come onto the forum to complain about it they'd just head right back in and take part. Hypocrites everywhere.
It's a good idea nonetheless though OP. One I've made myself before once, after getting sick and tired of seeing people going on Murder sprees in broad daylight cause they're able to escape the Guards. But it's just something we have to deal with.
CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands,
I think something like this would be interesting. It'd have to be limited to a timeframe right after the deed. And perhaps only after a certain level of bounty. However I think they should tone down the guards to normal elite status if they do this. Since you'd have droves of player 'guards' on standby.
As for incentives.. the players who participate in taking down the wanted criminal get an equal share of the bounty. Since this is taken directly from the criminal, there's no way to glitch the system to produce gold. For example if someone's bounty is 2000, they have 1000 gold, and 4 people help take him down. Each gets 250 (not 500). And then the target moves to a level where he's not attackable (prevent camping).
Making it to an area with fences makes the target unattackable.it would be cool seeing raids of people fighting each other over this.
Unfortunately this level of PVP doesn't happen in MMORPGs anymore. It was a cultural-social shift among the gaming community around 2006 that changed.
Bouldercleave wrote: »uh oh! you made the PVE players angry with the idea of Open world pvp; and summoned the" Im a PVE player and I want no consequences for my actions response". Tread carefully you should of made a trigger warning.
Wrong - There are already consequences to getting caught. PvE consequences in an PvE environment. Invincible guards and bounties are more than enough. I don't need you or your ganking friends camping everything just waiting for someone trying to complete the thieves guild questline so they can "pwn a noob".
Keep that in PvP zones.
Personally I wish I could just heal the NPC and prevent the player from being able to kill them.
CosmicSoul wrote: »Bouldercleave wrote: »uh oh! you made the PVE players angry with the idea of Open world pvp; and summoned the" Im a PVE player and I want no consequences for my actions response". Tread carefully you should of made a trigger warning.
Wrong - There are already consequences to getting caught. PvE consequences in an PvE environment. Invincible guards and bounties are more than enough. I don't need you or your ganking friends camping everything just waiting for someone trying to complete the thieves guild questline so they can "pwn a noob".
Keep that in PvP zones.
Those consequences are crap sorry but you can easily pay money.
CosmicSoul wrote: »CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands,
I think something like this would be interesting. It'd have to be limited to a timeframe right after the deed. And perhaps only after a certain level of bounty. However I think they should tone down the guards to normal elite status if they do this. Since you'd have droves of player 'guards' on standby.
As for incentives.. the players who participate in taking down the wanted criminal get an equal share of the bounty. Since this is taken directly from the criminal, there's no way to glitch the system to produce gold. For example if someone's bounty is 2000, they have 1000 gold, and 4 people help take him down. Each gets 250 (not 500). And then the target moves to a level where he's not attackable (prevent camping).
Making it to an area with fences makes the target unattackable.it would be cool seeing raids of people fighting each other over this.
Unfortunately this level of PVP doesn't happen in MMORPGs anymore. It was a cultural-social shift among the gaming community around 2006 that changed.
Haha shadowbane anyone? I just think the justice system is very one sided.
With all of it's faults, Age Of Wulin did this right. http://www.ageofwushu.com/material/view/37
That MMO has open world PvP, where you can attack other players anywhere.
CosmicSoul wrote: »CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands,
I think something like this would be interesting. It'd have to be limited to a timeframe right after the deed. And perhaps only after a certain level of bounty. However I think they should tone down the guards to normal elite status if they do this. Since you'd have droves of player 'guards' on standby.
As for incentives.. the players who participate in taking down the wanted criminal get an equal share of the bounty. Since this is taken directly from the criminal, there's no way to glitch the system to produce gold. For example if someone's bounty is 2000, they have 1000 gold, and 4 people help take him down. Each gets 250 (not 500). And then the target moves to a level where he's not attackable (prevent camping).
Making it to an area with fences makes the target unattackable.it would be cool seeing raids of people fighting each other over this.
Unfortunately this level of PVP doesn't happen in MMORPGs anymore. It was a cultural-social shift among the gaming community around 2006 that changed.
Haha shadowbane anyone? I just think the justice system is very one sided.
That's easily fixed by balancing the penalty side of the equation. Making the PvE Justice System tougher so that crime doesn't pay so easily and adding PvP to the Justice System are two entirely different matters.
I've yet to see anyone who claims simply to be motivated by a desire to see the PvE Justice System toughened up a bit put forward a proposal for that, if they did so I've no doubt it would get a lot of support. Instead, all we see is an endless series of doomed proposals for open world PvP masquerading as an extension of the Justice System so that PvPers can gank PvEers who are ill-equipped in PvE areas to take on experienced PvPers who've got bored with Cyrodiil and Imperial City, and who are probably already bored with dueling, just as they'd soon be bored with playing Enforcers v Criminals.
Bouldercleave wrote: »CosmicSoul wrote: »Bouldercleave wrote: »uh oh! you made the PVE players angry with the idea of Open world pvp; and summoned the" Im a PVE player and I want no consequences for my actions response". Tread carefully you should of made a trigger warning.
Wrong - There are already consequences to getting caught. PvE consequences in an PvE environment. Invincible guards and bounties are more than enough. I don't need you or your ganking friends camping everything just waiting for someone trying to complete the thieves guild questline so they can "pwn a noob".
Keep that in PvP zones.
Those consequences are crap sorry but you can easily pay money.
It doesn't matter if they are crap, they are PvE consequences in a PvE environment. PvP doesn't belong there.
CosmicSoul wrote: »CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands,
I think something like this would be interesting. It'd have to be limited to a timeframe right after the deed. And perhaps only after a certain level of bounty. However I think they should tone down the guards to normal elite status if they do this. Since you'd have droves of player 'guards' on standby.
As for incentives.. the players who participate in taking down the wanted criminal get an equal share of the bounty. Since this is taken directly from the criminal, there's no way to glitch the system to produce gold. For example if someone's bounty is 2000, they have 1000 gold, and 4 people help take him down. Each gets 250 (not 500). And then the target moves to a level where he's not attackable (prevent camping).
Making it to an area with fences makes the target unattackable.it would be cool seeing raids of people fighting each other over this.
Unfortunately this level of PVP doesn't happen in MMORPGs anymore. It was a cultural-social shift among the gaming community around 2006 that changed.
Haha shadowbane anyone? I just think the justice system is very one sided.
That's easily fixed by balancing the penalty side of the equation. Making the PvE Justice System tougher so that crime doesn't pay so easily and adding PvP to the Justice System are two entirely different matters.
I've yet to see anyone who claims simply to be motivated by a desire to see the PvE Justice System toughened up a bit put forward a proposal for that, if they did so I've no doubt it would get a lot of support. Instead, all we see is an endless series of doomed proposals for open world PvP masquerading as an extension of the Justice System so that PvPers can gank PvEers who are ill-equipped in PvE areas to take on experienced PvPers who've got bored with Cyrodiil and Imperial City, and who are probably already bored with dueling, just as they'd soon be bored with playing Enforcers v Criminals.
Bouldercleave wrote: »CosmicSoul wrote: »Bouldercleave wrote: »uh oh! you made the PVE players angry with the idea of Open world pvp; and summoned the" Im a PVE player and I want no consequences for my actions response". Tread carefully you should of made a trigger warning.
Wrong - There are already consequences to getting caught. PvE consequences in an PvE environment. Invincible guards and bounties are more than enough. I don't need you or your ganking friends camping everything just waiting for someone trying to complete the thieves guild questline so they can "pwn a noob".
Keep that in PvP zones.
Those consequences are crap sorry but you can easily pay money.
It doesn't matter if they are crap, they are PvE consequences in a PvE environment. PvP doesn't belong there.
Actually, it does matter. The current pve injustice difficulty/consequences is on par with the other casual pve play including overland grinding, questing, delving. If you make it harder you affect greatly the casual play side of it.
Adding more difficult content is fine, but most of the time i see this dubjects its more sbout msking pve injustice harder to encourage a pvp justice option.
CosmicSoul wrote: »CosmicSoul wrote: »I think the there should be more consequences but also incentive to attack an opposing city or defending your home city/lands,
I think something like this would be interesting. It'd have to be limited to a timeframe right after the deed. And perhaps only after a certain level of bounty. However I think they should tone down the guards to normal elite status if they do this. Since you'd have droves of player 'guards' on standby.
As for incentives.. the players who participate in taking down the wanted criminal get an equal share of the bounty. Since this is taken directly from the criminal, there's no way to glitch the system to produce gold. For example if someone's bounty is 2000, they have 1000 gold, and 4 people help take him down. Each gets 250 (not 500). And then the target moves to a level where he's not attackable (prevent camping).
Making it to an area with fences makes the target unattackable.it would be cool seeing raids of people fighting each other over this.
Unfortunately this level of PVP doesn't happen in MMORPGs anymore. It was a cultural-social shift among the gaming community around 2006 that changed.
Haha shadowbane anyone? I just think the justice system is very one sided.
That's easily fixed by balancing the penalty side of the equation. Making the PvE Justice System tougher so that crime doesn't pay so easily and adding PvP to the Justice System are two entirely different matters.
I've yet to see anyone who claims simply to be motivated by a desire to see the PvE Justice System toughened up a bit put forward a proposal for that, if they did so I've no doubt it would get a lot of support. Instead, all we see is an endless series of doomed proposals for open world PvP masquerading as an extension of the Justice System so that PvPers can gank PvEers who are ill-equipped in PvE areas to take on experienced PvPers who've got bored with Cyrodiil and Imperial City, and who are probably already bored with dueling, just as they'd soon be bored with playing Enforcers v Criminals.