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.
Giles.floydub17_ESO wrote: »Works fine in a game designed for that. This game would require an opt out and would mostly render the idea moot. Devs have made this clear that it will not happen as described in the OP and likely not at all.
It would be horrible for this game since it was not designed or billed as such.
CosmicSoul wrote: »
Haha shadowbane anyone? I just think the justice system is very one sided.
CosmicSoul wrote: »
Haha shadowbane anyone? I just think the justice system is very one sided.
Shadowbane was, at it's heart, a PvP game. There were no quests, missions, etc.. that required PvE. In fact, you could easily level to cap without ever having to kill an NPC/Mob of any sort.
You're comparing apples and oranges here.
CosmicSoul wrote: »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.
Look I'm still new to the game its just a flaw I have noticed and was thinking of a creative way to make it different, also if someone proposed a way pve wise it would likely sound boring to people and most would be against it, I think adding the pvp thing is way more interesting and by the way I am mostly a pver I'm just being objective about it.
FoolishHuman wrote: »Maybe the guards should then arrest duelers in cities for "disturbing the peace"?
CosmicSoul wrote: »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.
Look I'm still new to the game its just a flaw I have noticed and was thinking of a creative way to make it different, also if someone proposed a way pve wise it would likely sound boring to people and most would be against it, I think adding the pvp thing is way more interesting and by the way I am mostly a pver I'm just being objective about it.
Its a touchy subject. Originally there was supposed to be a pvp part of the justice system along with more pve elements. They only released about 1/3 of what they intended. A lot of us want a more interactive justice system. What we have is rather lame and without consequence. Honestly, the Savior of Nirn should be able to save an npc from a thief or murderer, its just plain silly we can't. Mention it on the forums though and some people lose their minds.
Vipstaakki wrote: »They just get sneakier with trying to force their PvP in our PvE, eh?
Your plot has failed.
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. The problem? Do that, and other players get to kill you for a monetary reward; there's a real incentive to slay criminals, and if you're a criminal, you get right buggered over.
The result? No chaos in the cities, but the potential of getting held up by a bandit gang is there.
Black Desert Online had a more barebones system. Hit level 50, then you can participate in no holds barred, open world PvP. The only safe zones are the cities and towns; everywhere else, you're fair game. To be able to enter/exit the open world PvP, you just click a wee button that has a ten minute cooldown; the open world PvP is completely optional.
Give me that. Give me the possibility of laying siege to Wayrest. Gimme the possibility of committing genocide on the Bosmer. And hell, if we are able to siege...Oh my.
Oh aye, another great game with open world PvP was Ultima Online, before it was butchered later in it's development. Felucca was an anything-goes land, and oh boy oh boy was it good.
Vipstaakki wrote: »They just get sneakier with trying to force their PvP in our PvE, eh?
Your plot has failed.
Honestly, the Savior of Nirn should be able to save an npc from a thief or murderer, its just plain silly we can't. Mention it on the forums though and some people lose their minds.
CosmicSoul wrote: »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.
Look I'm still new to the game its just a flaw I have noticed and was thinking of a creative way to make it different, also if someone proposed a way pve wise it would likely sound boring to people and most would be against it, I think adding the pvp thing is way more interesting and by the way I am mostly a pver I'm just being objective about it.
Its a touchy subject. Originally there was supposed to be a pvp part of the justice system along with more pve elements. They only released about 1/3 of what they intended. A lot of us want a more interactive justice system. What we have is rather lame and without consequence. Honestly, the Savior of Nirn should be able to save an npc from a thief or murderer, its just plain silly we can't. Mention it on the forums though and some people lose their minds.
*sigh* people wanting an easy pve when there skyrim for $9
FoolishHuman wrote: »Honestly, the Savior of Nirn should be able to save an npc from a thief or murderer, its just plain silly we can't. Mention it on the forums though and some people lose their minds.
Just face it - you can't mix PvP and PvE like that in this game. Open world PvP is in Cyrodiil and the Imperial City, the opt-out is to not go there.
Two of the big DLCs require you to commit crimes, who would buy that if all the quest locations were camped by PvPers to kill you the instant you show up?
This is a dumb question, but just for the sake of argument, how much bounty do some of you normally run around with? Specifically those who do crime sprees? How high do you let it get before holding back on more actions? Do any of you just let it run up and avoid guards entirely? Think of this as a bit of a focus group thing, I'm not judging anyone and these are not rhetorical questions.
This is a dumb question, but just for the sake of argument, how much bounty do some of you normally run around with? Specifically those who do crime sprees? How high do you let it get before holding back on more actions? Do any of you just let it run up and avoid guards entirely? Think of this as a bit of a focus group thing, I'm not judging anyone and these are not rhetorical questions.
I've gotten to kill on sight levels on more than one character.
I try not to, too many things I want to do in town to run around with a huge bounty. If players could take potshots at me because of it, it would totally kill the game for me.
This is a dumb question, but just for the sake of argument, how much bounty do some of you normally run around with? Specifically those who do crime sprees? How high do you let it get before holding back on more actions? Do any of you just let it run up and avoid guards entirely? Think of this as a bit of a focus group thing, I'm not judging anyone and these are not rhetorical questions.
What does it matter?
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.
This is a dumb question, but just for the sake of argument, how much bounty do some of you normally run around with? Specifically those who do crime sprees? How high do you let it get before holding back on more actions? Do any of you just let it run up and avoid guards entirely? Think of this as a bit of a focus group thing, I'm not judging anyone and these are not rhetorical questions.
What does it matter?
I'm looking for actual numbers to put in a amicable proposal to everyone. Something that would be more of a feature than a punishment.
I made a post earlier in the thread suggesting a system where you would flag for PVP, but only in such a case if you racked up enough bounty. Furthermore it would ONLY be in affect till a certain level of 'heat' I think its referred to. In other words if you managed to get enough bounty, for the next couple of minutes you'd be attackable, but not after. Furthermore it would only be in areas where bounties could accrue anyway.
If there is NO witnesses. Then no bounty. Which means no PVP at all. The other suggestion was to lower the stats of guards to elite type mobs (basically 130-150k health) to compensate for the fact that there would be so many 'deputies' on standby. You'd still need a high enough bounty level (again no one is giving numbers to what is 'normal' so I can't give a good place to start) to be attackable.
So in essence you could keep your bounty down, have a better chance of escaping guards, and possibly make illicit activity a little more lucrative. With the caveat that you need to keep your bounty in check so you don't get player attention.
To put it shortly, you'd be able to keep your playstyle (in fact it might even be a bit more rewarding over time), not have to engage in PVP. But you'd have the option to push your luck if you're feeling lucky or greedy.
Personally I wish I could just heal the NPC and prevent the player from being able to kill them.
You can actually. The Templar healing abilities also affect NPCs. I realized this early on in Stonefalls, during a quest there's a group of injured NPCs by default in a ruined home , they have like 10% of their health gone. Fired off a Breath of Life and I healed them all to full.
I've also tried hiding up in a Resource Tower in Cyrodiil and heal the Mage Guard while an enemy player attacked it.