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Justice System needs an overhaul.

SaRuZ
SaRuZ
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I hate to say it but this system makes no sense. Immortal guards are just really stupid. Hey, you beat the warrior at the end of vHRC! Yet Tom the Guard in Daggerfall makes you his ***.

This deviates so far from all the elder scrolls titles. I finally decided to give DB a go and have been saving it thinking it's special but alas it's Thieves Guild reskinned(ugh) Not to mention the sanctuary completely ripped of Skyrim and as a 14+ years TES fan, I find that pretty sad.

My biggest complaint is the bounty system. Nothing is more annoying than commiting a crime in Glenumbra and yet enemy faction guards in Shadowfen know I stole that banana! I have a feeling they will rip the Morag Tong off from Morrowind with some sort of "writ of execution." Which the DB never had. Rant over.
  • Glurin
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    Let me guess. You're just venting because you fought the law and the law won. ;)
    "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..."
  • SaRuZ
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    Glurin wrote: »
    Let me guess. You're just venting because you fought the law and the law won. ;)

    Indeed!

    https://youtu.be/BM15er4sN6U
  • TheShadowScout
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    I know they had to make the law unbeatable due to what would happen if they didn't... (and we know it would. Guilds would wipe out whole cities just because they could, to the vexation of the other people who just wanted to quest in peace)

    And I know they could not go about it the "proper" way to to server issues (the proper way being, guards killable, but a whole bunch of them spawning for every guard killed until they plow you under by sheer weight of numbers - but think of the lag when a large guild took on the guard... until the servers crashed under the strain.)

    I still think they should have done it differently. Made the guards killable, but give them a special "restrain criminal" spell they can fire off at half HP, which will wrap any troublemater giving them trouble in magical chains like a christmas present, and prevent them from continuing the fight for an instant-arrest...


    And the bounty system is like that because... uhhh... all the guards are paladins and have a "detect criminal" spell? ;)
    Yeah, yeah, I know, it actually is like that because otherwise players could evade the law far too easily through their wayshrine instant travel ability. Which they can still do if they go to coldharbour or cyrodil anyhow...

    Personally I'd have preferred a bounty system split into each alliance, but not decaying. With special "bounty hunter" events if you get it too high... including the now canned PvP-justice option.
  • robertthebard
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    I've found myself wondering how they got those cell phones and fax machines.
  • Franieck
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    they could make it so guards can only be killed by a single player ( meaning that if you're grouped, guards become invincible as they are as of now). That would be better in my opinion. Regarding bounty, I'm totally with you on this one.... maybe attach one bounty to each alliance region?
  • nine9six
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    'Essential' guards are stupid.
    Wake up, we're here. Why are you shaking? Are you ok? Wake up...
  • BlackSparrow
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    And I know they could not go about it the "proper" way to to server issues (the proper way being, guards killable, but a whole bunch of them spawning for every guard killed until they plow you under by sheer weight of numbers...

    Ah, Daggerfall memories... :D

    The fact is that they had to balance "realism" with gameplay. They wanted to make being a criminal a challenge. When I'm not playing RPGs, I enjoy stealth games. One thing I know is that it makes it much more satisfying when you're ghosting around guards that you know could kick your face in if they catch you. It's one of the reasons the original Thief trilogy is still so heartpounding, because your character in those games is terrible in combat. In ESO, however, you are a combat force of nature, so they have to make the guards more dangerous to compensate and create the same feeling. The immortal guards make you feel it if you mess up.

    One of my favorite experiences with this justice system is sneaking into the middle of Mournhold with an outrageous bounty (800+), to complete a triple-kill contract for the DB, then getting out without getting caught by the ample city guards. It was great for a stealth junkie like me... I was sneaking around behind buildings, peaking around every corner to make sure a guard wasn't coming, then jetting across streets to the next hiding spot. It really put me in the moment of "I'm a dangerous, infamous assassin skirting the guards to find my next target." That's exactly what stealth play should feel like, and it wouldn't have been nearly so harrowing if I had been able to kill the guards easily, so imo, they did it right. :)
    Personally I'd have preferred a bounty system split into each alliance, but not decaying. With special "bounty hunter" events if you get it too high... including the now canned PvP-justice option.

    That one I'll agree with. Three separate bounties split across alliances makes sense, and it wouldn't have impacted your ability to get away anyway, because if you can get to a wayshrine to port to a different alliance, you can probably get to a refuge anyway.
    Edited by BlackSparrow on January 24, 2017 2:34PM
    Living vicariously through my characters.

    My Girls:
    "If you were trapped in your house for, say, a year, how would you pass the time?"

    Nephikah the Houseless, dunmer assassin: "I suppose I could use the break. I have a lot of business holdings now that need management."
    Swum-Many-Waters, elderly argonian healer: "I think that I would enjoy writing a memoir."
    Silh'ki, khajiit warrior-chef: "Would this one be able to go outside, to the nearby river? It's hard to fish without water!"
    Peregrine Huntress, bosmer hunter: "Who is forcing me to stay inside, and where can I find them?"
    Lorenyawe, altmer mechanist: "And why would I want to go outside in the first place? Too much to be done in the workshop."
    Lorelai Magpie, breton master thief: "I'd go nuts. Lucky for me, I have a little experience sneaking out!"
    Rasheda the Burning Heart, redguard knight: "I would continue my training to keep my skills sharp."
    Hex-Eye Azabi, khajiit daedric priestess: "I suppose it would be lucky, then, that I built a shrine to Mephala in my backyard."
    Yngva Stormhammer, nord bandit (reformed...ish): "I hate being inside even when I'm not forced to be. GET. ME. OUT."
    Madam Argentia, vampire dunmer aristocrat: "I suppose it would be more of the same. I have a rather... contentious relationship with the sun."
    Mazie gra-Bolga, orc scout: "Uh... I'd have to house train my bear..."
    Felicia the Wanderer, imperial witch-for-hire: "What Lorelai said."
    Calico Jaka-dra, retired khajiit pirate: "This one would like a rest from her grand adventures. Her jewel shop runs out of stock!"
    Shimmerbeam, blind altmer psijic: "Provided that I am confined to Artaeum, I do not think I will want for things to occupy my time."
    Shauna Blackfire, redguard necromancer: "Sounds like paradise. I hate people."
    Kirniel the Undying, cursed bosmer warrior: "I would feel useless, not being able to fight."
    Echoes-from-Dragons, argonian who thinks she's a dragon: "All the better to count my hoard!"

    (Signature idea shamelessly stolen from Abeille.)
  • srfrogg23
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    "Oh, mama I'm in fear for my life from the long arm of the law...

    The jig is up! The news is out! They finally found me!

    Oh, renegade you had it made..."

    Seriously though, the only thing I think needs to be revamped is the "Don't harm innocents" toggle in the options.

    It should be toggled On by default and prevent you from looting stolen items that just happen to be laying near an NPC that you want to talk to. It's obnoxious to get a bounty when I hit that button a half a second too fast and accidentally steal something when all I wanted to do was sell some junk.

    The option should automatically toggle Off if you Pickpocket an NPC or intentionally steal from a container. And, it should stay off until I turn it back on.

    It's doubly obnoxious when I'm doing a Thieve's Guild or Dark Brotherhood quest and forget that "prevent harming innocents" is still on. It's a bit immersion breaking when I'm scrolling through the options while some towns person is punching me in the face.

    "Hold on! Stop punching my nose! I need to turn off this option in a menu so I can kill you!"
    Edited by srfrogg23 on January 24, 2017 3:24PM
  • hmsdragonfly
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    SaRuZ wrote: »
    I hate to say it but this system makes no sense. Immortal guards are just really stupid. Hey, you beat the warrior at the end of vHRC! Yet Tom the Guard in Daggerfall makes you his ***.

    This deviates so far from all the elder scrolls titles. I finally decided to give DB a go and have been saving it thinking it's special but alas it's Thieves Guild reskinned(ugh) Not to mention the sanctuary completely ripped of Skyrim and as a 14+ years TES fan, I find that pretty sad.

    My biggest complaint is the bounty system. Nothing is more annoying than commiting a crime in Glenumbra and yet enemy faction guards in Shadowfen know I stole that banana! I have a feeling they will rip the Morag Tong off from Morrowind with some sort of "writ of execution." Which the DB never had. Rant over.

    I don't want to imagine what it will be like when the guards are killable. There will be no Guard left.
    Aldmeri Dominion Loyalist. For the Queen!
  • Nestor
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    srfrogg23 wrote: »
    Seriously though, the only thing I think needs to be revamped is the "Don't harm innocents" toggle in the options.

    It should be toggled On by default and prevent you from looting stolen items that just happen to be laying near an NPC that you want to talk to.

    "Hold on! Stop punching my nose! I need to turn off this option in a menu so I can kill you!"

    @srfrogg23

    I agree that Prevent Harming Innocents should be toggled on by default.

    As for nicking things by accident near an NPC, this stopped for me when I started looking at the NPC heads instead of their bodies as people tend to look down. There are only a couple of Kiosk stalls where this is an issue (looking at the heads) as they have some hanging stuff, but it is real close to the Thieves Refuge. These are the Kiosks in Sentinel.

    And, I discovered a neat trick with NPCs attacking me and I am set to not harm innocents. It requires the Riposte passive. If you have that, just hold Block and the NPC will kill themselves. You might need a Health Potion along the way, but it works really well.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Ghost-Shot
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    Player enforcers...then you can ditch the immortal gaurds
  • Uriel_Nocturne
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    Ghost-Shot wrote: »
    Player enforcers...then you can ditch the immortal gaurds
    Oh hell no...

    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • srfrogg23
    srfrogg23
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    SaRuZ wrote: »
    I hate to say it but this system makes no sense. Immortal guards are just really stupid. Hey, you beat the warrior at the end of vHRC! Yet Tom the Guard in Daggerfall makes you his ***.

    This deviates so far from all the elder scrolls titles. I finally decided to give DB a go and have been saving it thinking it's special but alas it's Thieves Guild reskinned(ugh) Not to mention the sanctuary completely ripped of Skyrim and as a 14+ years TES fan, I find that pretty sad.

    My biggest complaint is the bounty system. Nothing is more annoying than commiting a crime in Glenumbra and yet enemy faction guards in Shadowfen know I stole that banana! I have a feeling they will rip the Morag Tong off from Morrowind with some sort of "writ of execution." Which the DB never had. Rant over.

    I don't want to imagine what it will be like when the guards are killable. There will be no Guard left.

    That and there wouldn't be much incentive to be good at sneaking around.
  • KimberlyannKitsuragi
    I don't think toggling the killing of innocents should be a thing. No citizen of Tamriel is ever truly innocent
    Feel free to add me. I'm part of the Gummy Guars PC/Mac NA server. Master crafter and working on getting 9 traits on everything
  • Vanthras79
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    Ghost-Shot wrote: »
    Player enforcers...then you can ditch the immortal gaurds

    This game is not Fallout IV. There is some sembalence of law and order in Tamriel. And if PvP is your thing, there is allways Cyrodiil.
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • Vanthras79
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    Maybe if you the guard are killable they should just keep on coming out of nowhere like the chickens from Zelda.
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • danno8
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    SaRuZ wrote: »
    Glurin wrote: »
    Let me guess. You're just venting because you fought the law and the law won. ;)

    Indeed!

    https://youtu.be/BM15er4sN6U

    Bwahahaha! I bet you thought you had that guard all figured out didn't you? Then BAAM!
  • s7732425ub17_ESO
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    Completely disagree. The Justice System was done very well in ESO. And ESO is an MMO, so you cannot have things like killable guards and cheese ways to avoid losing bounty by loading a save game as you do in single player.

    So they way the Justice System works right now is actually really good.
  • Betheny
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    Don't get caught.
  • Mojmir
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    Guards serve no other purpose besides the justice system,kill them all
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