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Who else likes the idea of players able to attack anyone attacking an npc?

  • STEVIL
    STEVIL
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    @Riejael

    you quoted my passage from a post that was not quoting ot citing you and that was two posts after a post from someone else specifically talking about immersion and then...and then went off with...

    "Nowhere did I ever indicate anything I've said was for immersion. If a guard doesn't care about a transformed werewolf or a stage iv vampire, neither should a player. Don't be facetious. I haven't attacked you, I've engaged you fairly, and haven't entirely disagreed with you".

    So, why post into a response that was dealing directly with our interchange a section of another post that wasn't directed to you and respond as if it was directed at you?

    Seems off to do so while at the same time crying foul and talking about how fair you have been.

    Two posts above my immersion cloaks post was: "It really does break immersion and some people just do not get that, I am just sitting there turning in a quest and bam someone just walks up and starts attacking everyone.:"

    Three above was this: "Because if you go around ruining the game for other people by killing NPCs and breaking their immersion then you deserve to be punished by getting killed, honestly the only people who would try to defend this justice system as it is now are the same people who are going around killing NPCs and not giving a damn what their bounty is, maybe they are just afraid they wouldn't beable to do it without a care since others players aren't as stupid as the NPC guards are."

    My "immersion cloak" post you partially quoted did not refer to you, did it? Even once? At all?

    But you took part of that and tossed it into a post where you did inlcude direct exchanges from me and you and then played the fairly card with "Nowhere did I ever indicate anything I've said was for immersion. If a guard doesn't care about a transformed werewolf or a stage iv vampire, neither should a player. Don't be facetious. I haven't attacked you, I've engaged you fairly"




    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • STEVIL
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    @Riejael
    My intent is not to bring immersion. Quests do that already (and quite well compared to other MMOs).
    My intent is not to punish players for crime. We're playing a game, its meant to be fun.
    My intent isn't to force players into a playstyle that even PVPers couldn't handle.
    My intent is to provide options for players who want to utilize it.
    My intent is to add a level of risk, on top of the levels we already have. NOT a replacement.


    As stated, i am all for adding more options.

    But they key place we seem to disagree on systematically is the idea that there is a heat/bounty level that can be used as a play-in for PVP consequences.

    i strongly urge you to use search on pvp justice and other such terms. There are threads many many pages long with extensive systems back and forth which hash thru this several times.

    But if by "add another level of risk on top of" you mean deciding that at a certain combo of heat/bounty etc the pvp kicks in whether you want it or not (non-consensual in spite of some folks inability to accept that term) you are heading towards a brick wall that already has lotsa dints and stains.



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • STEVIL
    STEVIL
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    CosmicSoul wrote: »
    STEVIL wrote: »
    CosmicSoul wrote: »
    STEVIL wrote: »
    CosmicSoul wrote: »
    STEVIL wrote: »
    I love the PVPers in immersion cloaks.

    How about the immersion of seeing vampires walking around unattackable? Shouldn't a char devoted to killing undead get to pvp them in auridon?

    What about my vamp in east March seeing murderous thugs killing my vamp telatives? Shouldn't I be allowed to pvp them?

    What about my law and order character seeing a pc choose to execute someone in custody instead of turning them over to authorities? Why not let me pvp them.

    The "I get to pvp folks playing content a way I don't like" immersion fails to apply if you accept that what other pcs do in pve is not yours to judge and it turns the game world into open pvp if you don't accept it because in this game world that is so rich and varied there are many many "offenses" one can take within "immersive" reason.

    All those points are simply reaching and just shows how much you want your one sided justice system, no one said they wanted those things to stay the same, we are simply discussing one thing at a time here so your point is completely void.

    I do want the current injustice system, one sided as you say, or as I say - pve. It's somewhat unique content and on par with the other casual play options.

    I also want a robust pve justice system, with a full dlc level justice pve addition with main quests, delves, dens/world bosses, skill line, etc etc for players taking the role of Enforcers going after NPC criminals and organizations. I want two sets of dailies - one escorting convoys across tamriel and one hunting down criminals in towns. All pve.

    I don't want but don't care if a pvp-only justice was added at the same time or later. I suggested a guild based cops-robbers group play model using dueling.

    All this you could have known had you bothered.

    That brings us to a key point: None of what I want requires taking anything away, stopping any current play, but adds to and expands what is there.

    It's a different outlook from taking pve content others run and turning it to pvp whether they like it or not.

    And you tred again familiar well worn rhetorical paths... your specific immersive issue deserves pvp addition but every other is to be deemed completely void.

    But the "Immersion demands pvp vs pve but only for one cause" position lacks any credible foundation in this very rich game.

    Speaking of one-sided... in your self-proclaimed "creative" just let players attack those killing npcs for 5min or so, I notice no option to attack those do-gooder enforcers. Why not let pcs kill other pcs who might be in position to witness the crime? Your courageous PVPers wanting to jump pve players also need first strike?









    If you want the current system changed then why not tell us your suggestion you had before? And I did not try that, there you go assuming again about someone you do not know. And I never suggested anything against it and your still avoiding the fact that all these other points you keep trying to bring up are void since they have nothing to do with the topic and justice system itself, we are simply talking about the one sidedness to the system here, and yes there could be something for do gooders, but then again your the one attacking an npc within that city or in that area, therefor the do gooders are already there protecting the innocent.


    Also why do you keep calling them do gooders? It sounds a little like your trying to be insulting, this is just a game after all, its a bit silly to have some bias against what you call do gooders.

    Not sure if your non-specificity is intentional tactic or just accidental.

    its makes it tough to reply accurately.

    First bold: And you did not try that... what is that? hard to tell what part of the reply you are referring to so hey cannot easily respond.

    Second bold, top be clear, yes MY CHARACTER is attacking NPCs.

    In case you dont know, PVE is about attacking NPCs. practically every quest in the game that is PVE is involving attacking NPCs. Sometimes they are giants, sometimes they are dominion, sometimes they are undead, sometimes they are merchants, sometimes they are sacrifices. The game system is built around that and outside of cyrodil there are never ever any PC on PC attacks allowed for killing NPCs. Whether you like the NPCs i kill or not. whether you think the killing is justified or not, whether you think its good or evil - you dont get to attack my PC with your PC over it.

    You seem to have an idea that because i attack an NPC I deserve to be attacked by PVPers. But in this game with multiple DLCs and many many quests with shades of gray good and bad make your choice options and none of them opening you up for PVP attacks - that conclusion seems out of place and lacking foundation.

    PVP is not about good vs evil, right vs wrong, justice vs injustice - its simply player-vs-player. Whatever roleplaying you want to wrap it in thats between you and the other players who want to play that game with you.


    I am done trying to help you understand it is pointless with you, I am aware of the questing, and I am simply talking about murder sprees, anyways not need to continue with this further agree to disagree.

    You can claim to just be talking about murder sprees and not quests or anything else but allowing folks to attack other pcs for attacking npcs runs headlong into quests and current pve play options.

    Its easy to just say imagine a system where it all works out... its harder to actually work thru one - as you would know had you taken a little time to explore the topic by looking at the prior discussions.

    We dont have to agree to disagree - it can just happen on its own.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Tannus15
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    Yeah, nah. Bad plan.

    Dark brotherhood quests send you out to murder people.
    For a start you'll have people camping Anvil for the DB intro kill.
    Then the priests in Kvatch.
    Then the killing spree quests. Murder that guy in Rawl'ka? uh huh, sure.

    I don't want to deal with your leet pvp wannabe ***.
    I just want to do my dailies and have some fun.

    Basically every time you give players the opportunity to screw up someone else's day a chunk of the player base will consider it "fun" to do so.
    This is why any open world PVP is ALWAYS bad in an MMO.
  • DragonBound
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    STEVIL wrote: »
    CosmicSoul wrote: »
    STEVIL wrote: »
    CosmicSoul wrote: »
    STEVIL wrote: »
    CosmicSoul wrote: »
    STEVIL wrote: »
    I love the PVPers in immersion cloaks.

    How about the immersion of seeing vampires walking around unattackable? Shouldn't a char devoted to killing undead get to pvp them in auridon?

    What about my vamp in east March seeing murderous thugs killing my vamp telatives? Shouldn't I be allowed to pvp them?

    What about my law and order character seeing a pc choose to execute someone in custody instead of turning them over to authorities? Why not let me pvp them.

    The "I get to pvp folks playing content a way I don't like" immersion fails to apply if you accept that what other pcs do in pve is not yours to judge and it turns the game world into open pvp if you don't accept it because in this game world that is so rich and varied there are many many "offenses" one can take within "immersive" reason.

    All those points are simply reaching and just shows how much you want your one sided justice system, no one said they wanted those things to stay the same, we are simply discussing one thing at a time here so your point is completely void.

    I do want the current injustice system, one sided as you say, or as I say - pve. It's somewhat unique content and on par with the other casual play options.

    I also want a robust pve justice system, with a full dlc level justice pve addition with main quests, delves, dens/world bosses, skill line, etc etc for players taking the role of Enforcers going after NPC criminals and organizations. I want two sets of dailies - one escorting convoys across tamriel and one hunting down criminals in towns. All pve.

    I don't want but don't care if a pvp-only justice was added at the same time or later. I suggested a guild based cops-robbers group play model using dueling.

    All this you could have known had you bothered.

    That brings us to a key point: None of what I want requires taking anything away, stopping any current play, but adds to and expands what is there.

    It's a different outlook from taking pve content others run and turning it to pvp whether they like it or not.

    And you tred again familiar well worn rhetorical paths... your specific immersive issue deserves pvp addition but every other is to be deemed completely void.

    But the "Immersion demands pvp vs pve but only for one cause" position lacks any credible foundation in this very rich game.

    Speaking of one-sided... in your self-proclaimed "creative" just let players attack those killing npcs for 5min or so, I notice no option to attack those do-gooder enforcers. Why not let pcs kill other pcs who might be in position to witness the crime? Your courageous PVPers wanting to jump pve players also need first strike?









    If you want the current system changed then why not tell us your suggestion you had before? And I did not try that, there you go assuming again about someone you do not know. And I never suggested anything against it and your still avoiding the fact that all these other points you keep trying to bring up are void since they have nothing to do with the topic and justice system itself, we are simply talking about the one sidedness to the system here, and yes there could be something for do gooders, but then again your the one attacking an npc within that city or in that area, therefor the do gooders are already there protecting the innocent.


    Also why do you keep calling them do gooders? It sounds a little like your trying to be insulting, this is just a game after all, its a bit silly to have some bias against what you call do gooders.

    Not sure if your non-specificity is intentional tactic or just accidental.

    its makes it tough to reply accurately.

    First bold: And you did not try that... what is that? hard to tell what part of the reply you are referring to so hey cannot easily respond.

    Second bold, top be clear, yes MY CHARACTER is attacking NPCs.

    In case you dont know, PVE is about attacking NPCs. practically every quest in the game that is PVE is involving attacking NPCs. Sometimes they are giants, sometimes they are dominion, sometimes they are undead, sometimes they are merchants, sometimes they are sacrifices. The game system is built around that and outside of cyrodil there are never ever any PC on PC attacks allowed for killing NPCs. Whether you like the NPCs i kill or not. whether you think the killing is justified or not, whether you think its good or evil - you dont get to attack my PC with your PC over it.

    You seem to have an idea that because i attack an NPC I deserve to be attacked by PVPers. But in this game with multiple DLCs and many many quests with shades of gray good and bad make your choice options and none of them opening you up for PVP attacks - that conclusion seems out of place and lacking foundation.

    PVP is not about good vs evil, right vs wrong, justice vs injustice - its simply player-vs-player. Whatever roleplaying you want to wrap it in thats between you and the other players who want to play that game with you.


    I am done trying to help you understand it is pointless with you, I am aware of the questing, and I am simply talking about murder sprees, anyways not need to continue with this further agree to disagree.

    You can claim to just be talking about murder sprees and not quests or anything else but allowing folks to attack other pcs for attacking npcs runs headlong into quests and current pve play options.

    Its easy to just say imagine a system where it all works out... its harder to actually work thru one - as you would know had you taken a little time to explore the topic by looking at the prior discussions.

    We dont have to agree to disagree - it can just happen on its own.


    Whatever helps you sleep at night, clearly you always need some kind of last word in this thread lol.
  • xXSilverDragonXx
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    Given I was just doing the DB quests and there were too few NPCs I was supposed to kill and too many people doing the same quest... this ability would have been mighty handy to off the competition so I could get my dang quests done.
  • FoolishHuman
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    This is so crazy, now people talk about immersion. What's immersive about a story where you are the "chosen one", but there are hundreds more that do the same quest? Where enemies respawn after a few seconds. Invincible guards, unattackable merchants and quest givers? (You can't even do a "murder spree" in this game) And vigilante justice is immersive then? The guards should arrest you too for interfering with their business.
    And if you just want an option where nobody is forced to participate, just challenge the criminal to a duel, they can accept or decline and you have your fight or not. That is already in the game.
  • Enslaved
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    I would love to see an option in gameplay section that also prevents attacking critters. Too many times I killed a rat/lizard or similar with aoe or even worse, gapcloser while trying to attack something else. Complete BS if you ask me.
  • Arundo
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    Would like the idea, some bit of world PVP but yeah this might turn into a gankfest for those who need to kill an NPC for a quest.
  • Glurin
    Glurin
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    Arundo wrote: »
    Would like the idea, some bit of world PVP but yeah this might turn into a gankfest for those who need to kill an NPC for a quest.

    "Might?" I guarantee you that it will. That's basically what every call for anything open world PvP boils down to. They want the ability to arbitrarily block whole sections of content by ganking anyone who isn't capable of handily beating them to a bloody pulp each and every time they show up.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • I_killed_Vivec
    I_killed_Vivec
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    Glurin wrote: »
    Arundo wrote: »
    Would like the idea, some bit of world PVP but yeah this might turn into a gankfest for those who need to kill an NPC for a quest.

    "Might?" I guarantee you that it will. That's basically what every call for anything open world PvP boils down to. They want the ability to arbitrarily block whole sections of content by ganking anyone who isn't capable of handily beating them to a bloody pulp each and every time they show up.

    It is the ultimate gankfest.

    What the gankers are looking for is the opportunity to decide whether or not to gank, from a position of complete safety.

    Hiding to lay in wait for someone handing in a quest in Cyrodiil is just too risky - they might be seen and attacked before they can catch someone by surprise as they hand in their quests.

    Far too risky. They want a guaranteed first shot. And they want to pick and choose targets. 561CP killing an npc? Too risky, leave him be. Level 30 newbie? Perfect... now let me go into stealth, and stand still while I wind up a two-handed heavy attack... and land an ultimate on your head...

    And there's nothing you can do about it because until I attack you for being a criminal I haven't entered into PvP Justice.
  • JKorr
    JKorr
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    CosmicSoul wrote: »
    STEVIL wrote: »
    CosmicSoul wrote: »
    STEVIL wrote: »
    I love the PVPers in immersion cloaks.

    How about the immersion of seeing vampires walking around unattackable? Shouldn't a char devoted to killing undead get to pvp them in auridon?

    What about my vamp in east March seeing murderous thugs killing my vamp telatives? Shouldn't I be allowed to pvp them?

    What about my law and order character seeing a pc choose to execute someone in custody instead of turning them over to authorities? Why not let me pvp them.

    The "I get to pvp folks playing content a way I don't like" immersion fails to apply if you accept that what other pcs do in pve is not yours to judge and it turns the game world into open pvp if you don't accept it because in this game world that is so rich and varied there are many many "offenses" one can take within "immersive" reason.

    All those points are simply reaching and just shows how much you want your one sided justice system, no one said they wanted those things to stay the same, we are simply discussing one thing at a time here so your point is completely void.

    I do want the current injustice system, one sided as you say, or as I say - pve. It's somewhat unique content and on par with the other casual play options.

    I also want a robust pve justice system, with a full dlc level justice pve addition with main quests, delves, dens/world bosses, skill line, etc etc for players taking the role of Enforcers going after NPC criminals and organizations. I want two sets of dailies - one escorting convoys across tamriel and one hunting down criminals in towns. All pve.

    I don't want but don't care if a pvp-only justice was added at the same time or later. I suggested a guild based cops-robbers group play model using dueling.

    All this you could have known had you bothered.

    That brings us to a key point: None of what I want requires taking anything away, stopping any current play, but adds to and expands what is there.

    It's a different outlook from taking pve content others run and turning it to pvp whether they like it or not.

    And you tred again familiar well worn rhetorical paths... your specific immersive issue deserves pvp addition but every other is to be deemed completely void.

    But the "Immersion demands pvp vs pve but only for one cause" position lacks any credible foundation in this very rich game.

    Speaking of one-sided... in your self-proclaimed "creative" just let players attack those killing npcs for 5min or so, I notice no option to attack those do-gooder enforcers. Why not let pcs kill other pcs who might be in position to witness the crime? Your courageous PVPers wanting to jump pve players also need first strike?

    If you want the current system changed then why not tell us your suggestion you had before? And I did not try that, there you go assuming again about someone you do not know. And I never suggested anything against it and your still avoiding the fact that all these other points you keep trying to bring up are void since they have nothing to do with the topic and justice system itself, we are simply talking about the one sidedness to the system here, and yes there could be something for do gooders, but then again your the one attacking an npc within that city or in that area, therefor the do gooders are already there protecting the innocent.


    Also why do you keep calling them do gooders? It sounds a little like your trying to be insulting, this is just a game after all, its a bit silly to have some bias against what you call do gooders.

    What would you call an undeputized, non-law enforcement random person who suddenly jumps into a fight on the side of "justice"? Vigilante? Superhero? Person interfering with law enforcement? Person who should be arrested for assault committed in front of the guards because they have no authorization to attack anyone? "Do-gooder" fits. Guards are there to protect the "innocent". Too bad for the npc innocent that the devs made content that requires murder periodically. You're ignoring the fact its the players who are abusing the system and killing randoms not needed for a quest. Guess who would be abusing the system if they were allowed to attack other players "in the name of JUSTICE"? Hint: not the npcs.

  • Riejael
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    STEVIL wrote: »
    But if by "add another level of risk on top of" you mean deciding that at a certain combo of heat/bounty etc the pvp kicks in whether you want it or not (non-consensual in spite of some folks inability to accept that term) you are heading towards a brick wall that already has lotsa dints and stains.

    I disagree. World of Warcraft has a much stricter system that is simpler. Simply attacking certain NPCs flags you for five minutes. I'm going for something a bit more dynamic. And being as it worked in WoW for the last 12 years, I doubt it would hit a 'brick wall' here.

    Well, players who don't want to see PVP at all, whether they are in it or not. Those people who hate seeing duels for example.. I can't please them. I don't have any intent to please them. Their desires are just a bit selfish and petty IMO.

    I'll be posting some details later today.
  • Glurin
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    Riejael wrote: »
    STEVIL wrote: »
    But if by "add another level of risk on top of" you mean deciding that at a certain combo of heat/bounty etc the pvp kicks in whether you want it or not (non-consensual in spite of some folks inability to accept that term) you are heading towards a brick wall that already has lotsa dints and stains.

    I disagree. World of Warcraft has a much stricter system that is simpler. Simply attacking certain NPCs flags you for five minutes. I'm going for something a bit more dynamic. And being as it worked in WoW for the last 12 years, I doubt it would hit a 'brick wall' here.

    Well, players who don't want to see PVP at all, whether they are in it or not. Those people who hate seeing duels for example.. I can't please them. I don't have any intent to please them. Their desires are just a bit selfish and petty IMO.

    I'll be posting some details later today.

    You neglected to mention that those NPCs are generally aligned with the other faction and in areas where you have no business being in the first place unless you're specifically looking to annoy, gank, and generally be an *** to players in that other faction. Even the neutral factions have no reason to be attacked unless, again, you are just looking to annoy, gank and generally be an ***.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • JKorr
    JKorr
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    Riejael wrote: »
    STEVIL wrote: »
    But if by "add another level of risk on top of" you mean deciding that at a certain combo of heat/bounty etc the pvp kicks in whether you want it or not (non-consensual in spite of some folks inability to accept that term) you are heading towards a brick wall that already has lotsa dints and stains.

    I disagree. World of Warcraft has a much stricter system that is simpler. Simply attacking certain NPCs flags you for five minutes. I'm going for something a bit more dynamic. And being as it worked in WoW for the last 12 years, I doubt it would hit a 'brick wall' here.

    Well, players who don't want to see PVP at all, whether they are in it or not. Those people who hate seeing duels for example.. I can't please them. I don't have any intent to please them. Their desires are just a bit selfish and petty IMO.

    I'll be posting some details later today.

    I don't care about seeing pvp in pve areas. Really. Whatever reason people have for wanting to fight is their issue. However, it isn't the "seeing" that causes me and possibly other players to have problems with it. Ever try to craft gear with the pvp anywhere duelers are parked so the duel circle goes over the crafting stations? Also so nice to try to use a wayshrine that is included in the dueling circle, with meteors and caltrops appearing everywhere. Don't forget attempting to use the bank when WE IS DUELING players decide to do that in the bank. Oh yes, the people who are in pve areas are totally selfish for not wanting to have to deal with pvp. Let me guess; the WE WANNA DUEL WHERE EVER WE PLEASE CAUSE WE CAN players are totally selfless, out for the good of all players everywhere and not petty at all. [I'm sure the discussion I saw in chat between people organizing duels in the bank in Rawl'kha were just helping the devs test lag and totally not trying to grief pve players at all.]

    Sure you can please everyone that isn't a self-centered selfish git. Ask for a special area to go duel. Make it a separate place, call on Boethiah to teleport the people who want to duel to his/her Proving Ground. All those who want to duel will able to do that to their heart's content, and never have to hear a word from the people who don't want to pvp/duel. The people who don't want to have to deal with dueling/pvp in pve areas won't have to deal with it at all, and won't bother to say a word.
  • stevenbennett_ESO
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    Sigh... This keeps coming up again and again. Actually, until recently, I was okay with the idea that this could be done IF AND ONLY IF it was a 100% active Opt-In system -- the player committing the crimes must have a flag they deliberately set which allows them to be the target of PvP - otherwise they cannot be involved in PvP, period. That said, since dueling was implemented, I'm now no longer in favor of ANY activity which adds more PvP to PvE areas -- dueling is hugely disruptive enough as it is.

    That said, IF your actual stated goal is to have more consequences for crimes, I'll make a counter offer -- a player concerned with justice can talk to a guard and join the "Town Watch" which allows them to become a *witness* to a crime, causing the player who did it to earn heat and bounty as if an NPC had see it. Of course, if they're in that state, the player ought to be flagged clearly as a member of the Town Watch, and the Hidden indicator should reflect their presence as well. Also, I think there ought to be consequences if they're a Thieves Guild or Dark Brotherhood member.

    There won't be any PvP involved, but you can protect those helpless NPCs by organizing Town Watch patrols for their safety.

    If that's not appealing to you, then I have to assume you're really just hoping for Open World PvP and using "justice" as a thin excuse to justify it, to which I say, loudly, No Thank You.


  • JKorr
    JKorr
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    Sigh... This keeps coming up again and again. Actually, until recently, I was okay with the idea that this could be done IF AND ONLY IF it was a 100% active Opt-In system -- the player committing the crimes must have a flag they deliberately set which allows them to be the target of PvP - otherwise they cannot be involved in PvP, period. That said, since dueling was implemented, I'm now no longer in favor of ANY activity which adds more PvP to PvE areas -- dueling is hugely disruptive enough as it is.

    That said, IF your actual stated goal is to have more consequences for crimes, I'll make a counter offer -- a player concerned with justice can talk to a guard and join the "Town Watch" which allows them to become a *witness* to a crime, causing the player who did it to earn heat and bounty as if an NPC had see it. Of course, if they're in that state, the player ought to be flagged clearly as a member of the Town Watch, and the Hidden indicator should reflect their presence as well. Also, I think there ought to be consequences if they're a Thieves Guild or Dark Brotherhood member.

    There won't be any PvP involved, but you can protect those helpless NPCs by organizing Town Watch patrols for their safety.

    If that's not appealing to you, then I have to assume you're really just hoping for Open World PvP and using "justice" as a thin excuse to justify it, to which I say, loudly, No Thank You.

    Good idea. I have the feeling it will go over like a solid lead Hindenburg. "Justice" doesn't really appear to be what is wanted by some of the most vocal advocates for player participation in a "justice" system.
  • nexxus_ESO
    nexxus_ESO
    ✭✭✭
    Something I haven't seen brought up:

    1: ZOS saw fit to include achievements in-game for mass murder; Murderer (1 citizen), Serial Killer (50 citizens), and Mass Murderer (100 citizens.) And this is ignoring the achievements for killing critters!

    2: ZOS also saw fit to include achievements for paying bounty; Felonious Recompense (100,000g), Make Amends (1,000g)

    These achievements existed before DB, before TG DLC, so it's safe to assume ZOS has zero interest in discouraging, no concerns over, players killing NPCs or even killing lots and lots of NPCs all at once while running drunk and naked through the streets. These murder sprees are not new, nor are they likely to stop so long as new players log on and decide to go achievement hunting. Can these achievements be unlocked by killing an NPC here and there, slowly over time? Yes. But nobody gets to dictate how another player goes about accomplishing the unlock.

    The only way to 100% keep your immersion is to not play a game where other people are also playing, i.e., a single-player game. That's just reality, whether you're logged into a game, or out in the real world; you cannot control another person, their actions, or reactions. It sucks, and for those affected, I sympathize. There's nothing more annoying than relaxing with a favorite pastime or hobby and having it interrupted when you're in the zone. I'm not particularly disturbed by it, and even think it's funny if the perpetrator takes the time to dress up (or strip down, as the case may be) to play out a scene.

    I would 100% advocate for a PVP world server. I hate PVP, do not get the appeal, the point, or any sort of enjoyment from it, but I do sympathize with the state of PVP, the lag, the imbalance, and overall neglect that those who enjoy it must be dealing with right now. I see no reason why PVPrs shouldn't have the fun of their own world server. It would make grinding for gear more enjoyable, and give them so much more to play with. (I also advocate for a single instance of PVE Cyro, so people can go grab skyshards, dolmens, fish etc. and not be ganked and/or underfoot and adding to the lag.)

    That being said, I will never advocate for forced mixing of PVE and PVP. Ever. The two do not mix; the individual communities are of two vastly different play styles, attitudes, skillsets, goals, sources of enjoyment, philosophies. There will always be players who oppose killing other players (the reasons are varied and completely irrelevant), and there will always be players who only want to/enjoy killing other players (their reasons are also varied and completely irrelevant.) There's also a certain subset of a**hats in both communities who only enjoy making everyone miserable (trolls, gankers, scammers.)

    TLDR; No. I don't trust ZOS to prevent abuse of PVP in PVE, nor should the two be mixing anyway. There are achievements for Mass Murder and bounties!
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    Sigh... This keeps coming up again and again. Actually, until recently, I was okay with the idea that this could be done IF AND ONLY IF it was a 100% active Opt-In system -- the player committing the crimes must have a flag they deliberately set which allows them to be the target of PvP - otherwise they cannot be involved in PvP, period. That said, since dueling was implemented, I'm now no longer in favor of ANY activity which adds more PvP to PvE areas -- dueling is hugely disruptive enough as it is.

    That said, IF your actual stated goal is to have more consequences for crimes, I'll make a counter offer -- a player concerned with justice can talk to a guard and join the "Town Watch" which allows them to become a *witness* to a crime, causing the player who did it to earn heat and bounty as if an NPC had see it. Of course, if they're in that state, the player ought to be flagged clearly as a member of the Town Watch, and the Hidden indicator should reflect their presence as well. Also, I think there ought to be consequences if they're a Thieves Guild or Dark Brotherhood member.

    There won't be any PvP involved, but you can protect those helpless NPCs by organizing Town Watch patrols for their safety.

    If that's not appealing to you, then I have to assume you're really just hoping for Open World PvP and using "justice" as a thin excuse to justify it, to which I say, loudly, No Thank You.


    this enables the basic breaking of two DLCs.

    i pay for a thieving quest.
    i get assigned quests.
    i go on quests that involve stealing or killing certain npcs or certain items in pre-set places with guards and such on rotations to make it tough...
    only to find a half dozen guys PCs now tagged as watch sitting in the "kill zones" formerly put there to enable a successful quest completion.
    I ask for a refund paid by the coder who enabled PC spotters.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Bobby_V_Rockit
    Bobby_V_Rockit
    ✭✭✭✭✭
    Nah, thats what gank city sewers are for
  • Riejael
    Riejael
    ✭✭✭✭✭
    Alright here's the system I'm able to come up with, with the data available. Numbers can be tweaked if needed, but they'll work for the sake of argument.

    First thing's first. We need a PVP hook in the system that allows for a player to be attackable, and able to attack back ONLY those who attack them. We don't need players to rack up bounties to attack people, it has to be regular people INITIATING the conflict. Not the other way around.

    Crime system would otherwise work how it does. You commit a crime, no NPC witness (PCs don't count), no bounty, no heat. Continue as normal. The difference is when you accrue bounty and heat. This would work normally until you reach 5,000 bounty AND have a heat level of fugitive (when guards kill you on sight, not merely accost you).

    When this happens, players may engage you as well. If they engage you, you may fight back. But only on those who engage you first. I'm thinking that any other criminals who have the same criteria would be able to aid fellow criminals as well. Making attacking a criminal somewhat of a risky thing.

    Guards would be slayable. They would have around 120-150k HP and have states like a normal 'elite' named boss of a quest type. Killing guards racks up alot more bounty than normal innocents. Though to balance this a bit, remote regions that have less players could possibly see guards scale up a tad. That way people can't go too crazy in remote areas.

    If you reach an area that crimes do not accrue bounty (such as outlaw's refuge and other similar sanctuaries) you CANNOT be attacked. And your 'flag' falls off regardless of your heat/bounty level. That is unless you exit and immediate commit another witnessed crime.

    The incentive for players to attack and take down a dastardly criminal is the bounty is split between the players who take them down. If the criminal has 6000 bounty and three take them down, each is awarded 2000 gold. If the criminal only had 3000 gold, each is awarded 1000 instead and the bounty is cleared to 3000 (and heat reduced to disreputable). Flag removed.

    Bounty is NOT increased from killing players who try to kill the criminal. Its a risk entirely on the player who decides to jump in. To reiterate however, players cannot be witnesses. Only NPCs like normal.

    What does this do?

    1. Players who currently keep their bounties low will NOT be affected. They'll simply steal, kill, and pillage like normal.
    2. Newer players figuring out the system will no longer be met with super strong guards. Better chance of escape.
    3. Players who want a bit of an excitement can push their bounty up and see what happens.
    4. With weaker guards, players can continue to accrue bounties and heat to levels they wouldn't have thought of doing before. With the risk of players getting greedy and taking them on.

    Some of you may have qualms about number 4. But understand this is a level of play NOT currently available. It would take active effort on your part to reach this point. If you play as conservatively as you do now, you won't have to contend with other players. Some of you have been worried about a feature that should be opting in. That's your Opt-in feature. Pushing the limits beyond what you think about doing now.

    Some of you are going to think this system is too light. That no one would ever get flagged. You might be right. But at the end of the day, its not meant to punish players. I said that right from the get go that any system implemented would NOT be a punishment. We're playing a game, it should be fun. There should be risk if we choose to take it. But at the end of the day, it should be a choice. And I had NO intention of changing the game as it is now. Only adding a layer on top.
  • hingarthuub17_ESO
    hingarthuub17_ESO
    ✭✭✭
    Please just move this thread to the PvP forum. Kthxbye.
  • DragonBound
    DragonBound
    ✭✭✭✭✭
    Riejael wrote: »
    Alright here's the system I'm able to come up with, with the data available. Numbers can be tweaked if needed, but they'll work for the sake of argument.

    First thing's first. We need a PVP hook in the system that allows for a player to be attackable, and able to attack back ONLY those who attack them. We don't need players to rack up bounties to attack people, it has to be regular people INITIATING the conflict. Not the other way around.

    Crime system would otherwise work how it does. You commit a crime, no NPC witness (PCs don't count), no bounty, no heat. Continue as normal. The difference is when you accrue bounty and heat. This would work normally until you reach 5,000 bounty AND have a heat level of fugitive (when guards kill you on sight, not merely accost you).

    When this happens, players may engage you as well. If they engage you, you may fight back. But only on those who engage you first. I'm thinking that any other criminals who have the same criteria would be able to aid fellow criminals as well. Making attacking a criminal somewhat of a risky thing.

    Guards would be slayable. They would have around 120-150k HP and have states like a normal 'elite' named boss of a quest type. Killing guards racks up alot more bounty than normal innocents. Though to balance this a bit, remote regions that have less players could possibly see guards scale up a tad. That way people can't go too crazy in remote areas.

    If you reach an area that crimes do not accrue bounty (such as outlaw's refuge and other similar sanctuaries) you CANNOT be attacked. And your 'flag' falls off regardless of your heat/bounty level. That is unless you exit and immediate commit another witnessed crime.

    The incentive for players to attack and take down a dastardly criminal is the bounty is split between the players who take them down. If the criminal has 6000 bounty and three take them down, each is awarded 2000 gold. If the criminal only had 3000 gold, each is awarded 1000 instead and the bounty is cleared to 3000 (and heat reduced to disreputable). Flag removed.

    Bounty is NOT increased from killing players who try to kill the criminal. Its a risk entirely on the player who decides to jump in. To reiterate however, players cannot be witnesses. Only NPCs like normal.

    What does this do?

    1. Players who currently keep their bounties low will NOT be affected. They'll simply steal, kill, and pillage like normal.
    2. Newer players figuring out the system will no longer be met with super strong guards. Better chance of escape.
    3. Players who want a bit of an excitement can push their bounty up and see what happens.
    4. With weaker guards, players can continue to accrue bounties and heat to levels they wouldn't have thought of doing before. With the risk of players getting greedy and taking them on.

    Some of you may have qualms about number 4. But understand this is a level of play NOT currently available. It would take active effort on your part to reach this point. If you play as conservatively as you do now, you won't have to contend with other players. Some of you have been worried about a feature that should be opting in. That's your Opt-in feature. Pushing the limits beyond what you think about doing now.

    Some of you are going to think this system is too light. That no one would ever get flagged. You might be right. But at the end of the day, its not meant to punish players. I said that right from the get go that any system implemented would NOT be a punishment. We're playing a game, it should be fun. There should be risk if we choose to take it. But at the end of the day, it should be a choice. And I had NO intention of changing the game as it is now. Only adding a layer on top.

    See this is kind of what I was thinking but I basically gave up and did not want to explain, I did not even think about the concept of hunting down a player that is a really neat concept, I love it, this sounds like it could be allot of fun and not be used in an abusive way, you really improved the hek out of my idea thank you for sharing this.
    Edited by DragonBound on November 29, 2016 8:23PM
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    Riejael wrote: »
    Alright here's the system I'm able to come up with, with the data available. Numbers can be tweaked if needed, but they'll work for the sake of argument.

    First thing's first. We need a PVP hook in the system that allows for a player to be attackable, and able to attack back ONLY those who attack them. We don't need players to rack up bounties to attack people, it has to be regular people INITIATING the conflict. Not the other way around.

    Crime system would otherwise work how it does. You commit a crime, no NPC witness (PCs don't count), no bounty, no heat. Continue as normal. The difference is when you accrue bounty and heat. This would work normally until you reach 5,000 bounty AND have a heat level of fugitive (when guards kill you on sight, not merely accost you).

    When this happens, players may engage you as well. If they engage you, you may fight back. But only on those who engage you first. I'm thinking that any other criminals who have the same criteria would be able to aid fellow criminals as well. Making attacking a criminal somewhat of a risky thing.

    Guards would be slayable. They would have around 120-150k HP and have states like a normal 'elite' named boss of a quest type. Killing guards racks up alot more bounty than normal innocents. Though to balance this a bit, remote regions that have less players could possibly see guards scale up a tad. That way people can't go too crazy in remote areas.

    If you reach an area that crimes do not accrue bounty (such as outlaw's refuge and other similar sanctuaries) you CANNOT be attacked. And your 'flag' falls off regardless of your heat/bounty level. That is unless you exit and immediate commit another witnessed crime.

    The incentive for players to attack and take down a dastardly criminal is the bounty is split between the players who take them down. If the criminal has 6000 bounty and three take them down, each is awarded 2000 gold. If the criminal only had 3000 gold, each is awarded 1000 instead and the bounty is cleared to 3000 (and heat reduced to disreputable). Flag removed.

    Bounty is NOT increased from killing players who try to kill the criminal. Its a risk entirely on the player who decides to jump in. To reiterate however, players cannot be witnesses. Only NPCs like normal.

    What does this do?

    1. Players who currently keep their bounties low will NOT be affected. They'll simply steal, kill, and pillage like normal.
    2. Newer players figuring out the system will no longer be met with super strong guards. Better chance of escape.
    3. Players who want a bit of an excitement can push their bounty up and see what happens.
    4. With weaker guards, players can continue to accrue bounties and heat to levels they wouldn't have thought of doing before. With the risk of players getting greedy and taking them on.

    Some of you may have qualms about number 4. But understand this is a level of play NOT currently available. It would take active effort on your part to reach this point. If you play as conservatively as you do now, you won't have to contend with other players. Some of you have been worried about a feature that should be opting in. That's your Opt-in feature. Pushing the limits beyond what you think about doing now.

    Some of you are going to think this system is too light. That no one would ever get flagged. You might be right. But at the end of the day, its not meant to punish players. I said that right from the get go that any system implemented would NOT be a punishment. We're playing a game, it should be fun. There should be risk if we choose to take it. But at the end of the day, it should be a choice. And I had NO intention of changing the game as it is now. Only adding a layer on top.

    Simply put, i would oppose this system if prpposed and quit all injustice contrnt the moment it hit live.


    1. It does a pvp takeover/takeaway, taking currently legit pve play (5000+) bounty and making it pvp. Wrong on principle. Also totally unnecessary. I believe in adding, not taking awsy.
    2. The vigilantes not only get to pvp vs pve players but to get first strike?!! They also get numbers, since they have no "threshold" while criminal must be at 5k each to gang up. They also still have npc guards to deal with. A pvp fight where you are guaranteed the first strike... why not just have the criminal's weapons break for good measure or would that be too obvious?
    3. You mention risk for the vigilantes? What risk? Pvp fights dont degrade armor even if killed. The winning criminal cannot take gold off the vigilante.,. What risk? Very one-sided edp with the capture gold option.
    4. If you think killable guards and potentsl pvp opposition meansless murder sprees, you are in error. What you hsve here is a zerg pull from cyrodil to any major city. Sure maybe a rival zerg will form to come after them as they mow down guards and civies but most likely they wont.
    5. By removing the unkillable guards you remove the only unique ekement in justice play, replace it with pve dps best down number 1,234,987ish and the joy of possible pvp run in. This is not sn improvement.
    6. You are in essence, giving pve justice play the IC treatment, but unlike IC no special content or reward. IC wasnt a smash hit with those extras.. and injustice play will fare even worse.

    Btw there is nothing, not one thing, in your propossl that wasnt in consideration in many of the better of the earlier threads. Its simply put the most obvious slap it in and see what happens approach that dies quickly when details get discussed beyond the sound byte stage.

    Will not support this.



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • kamimark
    kamimark
    ✭✭✭✭
    What I'd like fixed, in an ideal world, are the kill-stealers who see you sneaking behind a victim for pickpocketing or assassination, then maneuver in behind you and kill them. Now I just kill my loose-walleted friends early and move on when I see someone crouch and move towards me. Often the kill-stealers throw a little tantrum but there's nothing they can do about it in PVE.

    Kindly go play in PVP if you want to harass other players.
    Kitty Rainbow Dash. pick, pick, stab.
  • kamimark
    kamimark
    ✭✭✭✭
    Riejael wrote: »
    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'm cautious, but often have 92-500 bounty as I'm running around, an 80-90% chance of pickpocketing eventually fails, or someone walks in on a kill.

    I don't even bother to pardon myself usually, I just avoid guards. If they do catch me, the pet tanks them while I streak away, so no guard has ever collected a bounty (maybe a few early ones? Not in many months). A couple of times, I've foolishly streaked off cliffs and died, and they took it from my corpse.

    Bounty wears off so fast that by the time I'm done with guild missions, I'm "Upstanding" again.

    The only time it gets higher is if I go on a murderous rampage in some Orc or Nord dump, and just streak away from the guards, and then I go cool my heels in the woods or Coldharbour. See Westworld for an example of my gameplay.

    Having to burn to death all the PVPers if it was open season on players with bounties, would be a giant inconvenience to me.
    Kitty Rainbow Dash. pick, pick, stab.
  • Riejael
    Riejael
    ✭✭✭✭✭
    kamimark wrote: »
    Having to burn to death all the PVPers if it was open season on players with bounties, would be a giant inconvenience to me.

    By the numbers you gave, this wouldn't be an issue. You said you have at most 500, the threshold I put at was 5000.

    It seems to be the consensus that 0-500 is the limit to what people are doing. I set the threshold to be quite lenient at 5000. By the communities admission, they don't get to 5000.

    The most compelling argument against my proposal is 'principle'. At least they're honest about that. Most discussions of PVE/PVP natures are more guarded.
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    Riejael wrote: »
    kamimark wrote: »
    Having to burn to death all the PVPers if it was open season on players with bounties, would be a giant inconvenience to me.

    By the numbers you gave, this wouldn't be an issue. You said you have at most 500, the threshold I put at was 5000.

    It seems to be the consensus that 0-500 is the limit to what people are doing. I set the threshold to be quite lenient at 5000. By the communities admission, they don't get to 5000.

    The most compelling argument against my proposal is 'principle'. At least they're honest about that. Most discussions of PVE/PVP natures are more guarded.

    My mention of principle was a small portion of one point out of several more detailed ones.

    Weren't you the no agenda straight shooter claimant?

    Oh well, those who do not know history... etc...

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • deevoh1991
    deevoh1991
    ✭✭✭
    Lol nah I'd leave Gta gang wars to Gta :S.
    Pvp outside cyrodil has to be consensual and not abusive.
    We have duelling if you want pvp outside cyrodil.
    No one wants some random xyz player sniping you down when you don't care about who's stronger and just want to complete your quests, as you know there is already so much trolling even without free to attack all mode.
    PSN GT : Divzor
  • Nyghthowler
    Nyghthowler
    ✭✭✭✭✭
    Osteos wrote: »
    Riejael wrote: »
    JKorr wrote: »
    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.

    I'm looking for actual numbers so players like you would largely be unaffected.
    STEVIL wrote: »
    Riejael wrote: »
    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.

    They wont answer because they are unwilling to give up their easy crime system. We already tried discussing a bounty opt in but apparently that is "forcing" pvp even with warning etc. They shout their "no pvp consequences for pve activities" from their high horses but hypocritically want pve consequences (arrest) for pvp activities (dueling).

    Please, go back to school and focus on Reading Comprehension. Not all dueling, just in towns and especially around Guild Traders has been their request.
    Considering you get attacked by Guards anywhere and everywhere if you have a bounty, dueling inside of a town should count as an offence. Go right outside the gates and have at it.
    I'm not prejudiced; I hate everyone equally !
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