We need a way to call a guard, to attack a murderer, defend citizens and animals, catch thieves and so forth.
Tommy_The_Gun wrote: »We need a way to call a guard, to attack a murderer, defend citizens and animals, catch thieves and so forth.
I hope you do realize that it will only cause that good steal-able spots will be ruined by gankers in PvE who will just camp there only to spam more guards ? It will be worse than throwing mud-balls at people.
The NPC murdering is only because you can steal 3 items from them. If they are killed/murdered they re-spawn with full inventory again. And NPCs Usually drop more expensive to fence stuff than you can find in chest/containers. If you max out certain passives (Legerdemain Skills & Thieves Guild Skills) you can earn 10K - 15K per day just from fencing stuff. And where does this money goes ? Yup you guessed it - to the guild traders.
So if you will take away the ability to earn that gold from most of the players - the traders guild will be the ones who will suffer the most.
@Tapio75 I like how you're continuously ignoring @Nestor 's comment.@hmsdragonfly
unless i am on a ship that can elude a PVP player and even if im on my mining bvrge, the risk is part of the exitement. Its all about risk vs gain. If i just mine in areas over 0.5 sec status, i will not bothered by players but if i g deeper to bvelow 0.5 or straight to 0.0 i need an escort from my corporates.
During my mining career of 5 years, i did most of it in high security zones where everyone can shoot you if they want to deal with consequences. I got ganked only once by Goonswarm in 0.5 sec system and even then, it ewas part of accepted risk. The game simply is bland if there is no danger involved.
Good player tries to learn a bit of every aspect in the game, being lazy who wants all in platter should not be encouraged.
Even if no PVP is added to the equation, the risk VS gain model can be implemented. Naturally rewards should also be better if consequences are more harsh though i would say 10-30k gold a day doing crime with no risk involved is not very balanced system. Though its a system everyone using it will defend and come up with all sorts of explanation why it should not be changed becaue its in game currency and thus, is important to people. That does not mean however, that the system should be so eeasy. Free gold from loot is always bad for economy, it leads to infinite inflation on economy and inflation is not good in game nor in real life.
@srfrogg23
This fish is not gonna grab your bait.
Though i will say that one can tolerate griefing when he/she gets enough of it and as in real life, ignore and report is always the best solution, not participating in their idea of fun.
@Duiwel
This one will prevail, Khajit has sharp claws, yes?
This one think, you shall not prevail, for Srendar
@Tommy_The_Gun
When i play a thief, and come up with a spot that can be robbed minute after minute, day after day for good profit, it just starts to feel like im looting some area, not actually participating in criminal activity. Eventually officials of Tamriel would get interested in that spot where crime happens all the time and send some guards there to keep lawful citizens safe and their valuable safe as well, it is only immersion and immersion makes things i do in game plausible instead of just crude game mechanic without any reaction to your actions.
Besides, system to cakll guards could be made robust enough to prevent spamming, system could only allow 1 to 2 guards per area it is called on, no matter hpow many players call it. The guards could also scale to number and strenth of criminals in the area so that if some people decide to zerg some crime to make them all attackable to exploit the system and grief on others, the guards would be strong enough to one shot them n the site, perphaps a strong battlemage that can root em all while teleporrting to area and then using some strong aoe spell, slaughter the zerg, that would serve em. I understand this sort of system would be difficult to make but it IS possible if one want to make a system where griefing is not tolerated.
Then again some people say that griefing is a part of MMO though i dont see why it needs to be. I played many games and while the griefing always happens to some point in some degree, its not that big of a problem in a whole,.
@danno8
Naturally there has to be risk to attacker as well, the gold is a good idea though i would not take it to unrealistic degree by involving bank in it because bank is not with the player. If the player does not carry enough gold, then some item from them would be stolen instead, perphaps the most valuable ones, stack of soul gems is always a good alernative.
@srfrogg23
This fish is not gonna grab your bait.
Though i will say that one can tolerate griefing when he/she gets enough of it and as in real life, ignore and report is always the best solution, not participating in their idea of fun.
Becasue you're failing to understand that when you mix PvP and PvE IN ANY WAY, it causes Griefing.@Uriel_Nocturne
Why do you assume i use skill passives at all? I dont remember talking about skill lines at all and no, i am not using any of those passives that make stealing easier, basically just improved hiding and trafficker.
We both also know that one simply cant pickpocket without being in sneak.
Basically i do not play criminal to get profit, trade is for profit bu6t i do crime for immersion and as a part of character biography. There being a RP reason to be criminal does not mean that there do not need to be actual consequences.
I dont even understand wwhy anyone wpould think stealing as actually stealing rather than looting if the stealing and getting caught does not have consequences. It sounds like people just want to play criminals in god mode.
We both also know that "Murdered by player over and over again" is reaching to extreme. Cant see this in any game, certainly not in EVE wwhere the police system also works well. If the player is too foolish to venture to low sec space without friends and escort, its just his/her own fault not willing to learn the system.
It would be same in ESO, if one spot is good for crime, it will be eventually be full of players, best solution is to change place, we both know that those people are not everywhere.
We dont need to change the discussion to drama theater with extremes, every rational person knows that these extremes are also extremely rare.
I also dont get it why people dont want any exitement while doing crime, why is it so, that crime has to feel just like looting stuff? Getting profit is not good enough reason as in any game, the immersion is also a part of the whole and looting peoples pockets is not very exitement.
Why do we want to say these things over and over again? We will never go to any conclusion, we will not change ourt opinions, right? It is internet and people think they are entitled to their small opinion, just like i am entitled to my small opinion but stating these opinions over and over again is pointless and frustrating to both sides.
What we should do, is to find something in the midle, some more consequences to your side but not too much to totally break your gamestyle. If we want to cater to most amount of players, we need different playstyles and diverse option of different degrees of risk as well as different degrees of rewards proportional to the risk. Currently its just PVP and PVE, theres basically nothing in between them or if only PVE, its just killing mobs and looting stuff, good game also need different degrees of PVE for both the groups and solo players.
I was right.I also wanted to say, that while i do not participate in PVP in the way i understand PVP (Player fighting other player), i do go to Cyrodil to explore and the exitement and risk of death other players bring to the journey is great. If you are smart, you do not have to be killed over and over again at all, you can simply hide from people. I have been playing from launch, i do not have any notable AP and my biggest PVP title is still volunteer. I have been killed by other players during the Cyrodil qadventures only less than 10 times.
I actually participated in war activities for couple of times as wwell but i dont count that as being relevant amount of PVP, naturally you gret killed over and over again in these zergs, just have to live with it.
In other games i did/do participate in PVP and all the problems i see in PVP are only caused by selfish people who want their own glory and dont want to do group effort, you can see this behhaviour at its worst in WOW unrated battlegrounds. Griefers can be dealt with when people get together, this can lead to epic battles between people like it was in Tarren mill/southshore in the old times. Griefers are only players, they can be dealt with by players if people can act together. Reporting wworks as well in some games as do ignore, you dont have to give griefers any target to grief upon, they get bored fast besides you have to also give litle understanding to them, they propably have inferiority issues in real life, they are estranged maybe, they just try to fill an empty space in their life feeling more powerful than other people, its better that it happens in virtual world rather than in real life.
@Uriel_Nocturne
Im really trying to see your side but perphaps you could enlighten me? Could you tell me what is griefing in your own words so i can better understand what you mean?
I see. Then i count spamming abilities on people as some sort of griefing as well as zerg farming dolmens and quest areas as that disrupts my favored playstyle.
At least when griefing happens on some sort of PVP, there is option to fight back. with players who want to stop the griefers like has happened in Warcraft. A griefer comes to starter area to kill lowbies, when the word spreads, players of other faction come to slay the griefer. In extremely rare occasions, this happens in large scale where its just mayhem.
There would have to be risk for the person attacking the thief as well though right? How about if you lose, the thief takes a slice of your total gold (including gold you try to hide in your bank, no cheating now!) Or a random piece of gear that you are wearing?
You talk about balance, but did you think it would be balanced to have no consequences for a failed attempt to take out the thief/murderer?
Wow. I am speechless. Are you serious?Why should I have to PvP over PvE actions? The logic on that doesn't even compute correctly. PvE actions should never have PvP consequences. If that was part of the game, I would not have returned to it in December last year.
Why are you guys still stuck on the PVP part anyway? Perphaps you have not read all the posts here but i for one, have allready admitted couple of times that maybe addinhg PVP to justice system is a bad idea because it clearly offends so many players.
That does not mean however, that the Justice system cant be improved in terms of PVE. What i want it to be, is basically more ommersive. Most importantly in the part where NPC calls out for a guard and nothing happens, ever. Also some added NPC bounty hunters would be immersive, you murdered enough people, someone got angry to you and hired someone to kill you or collect the value of stolen items, perphaps someone performed the dark sacrament and got a Dark Brotherhood assassin to hunt you down. Not all of these NPC bounty hunters and assassins should be trash either but something you need to really fight against.
I am assuming this comment is drawn from very limited MMO experience. Many games have implemented excellent mechanics that allow PvE and PvP to overlap, and at the same time minimize griefing. Bear in mind that death in ESO is already almost totally an insignificant experience. It costs you a soul gem and a couple of seconds.Uriel_Nocturne wrote: »Becasue you're failing to understand that when you mix PvP and PvE IN ANY WAY, it causes Griefing.
I do believe this summarizes your side of the discussion very well.This post shows your complete disconnect from how Griefing in any type of open-world PvP happens, and how toxic it would be in ESO.
I'm done with this thread.
You can't have a conversation or debate with someone who doesn't have the capacity to see the other side of the argument.
Griefers can be dealt with when people get together, this can lead to epic battles between people like it was in Tarren mill/southshore in the old times. Griefers are only players, they can be dealt with by players if people can act together.
Not hardly.bulbousb16_ESO wrote: »I am assuming this comment is drawn from very limited MMO experience. Many games have implemented excellent mechanics that allow PvE and PvP to overlap, and at the same time minimize griefing. Bear in mind that death in ESO is already almost totally an insignificant experience. It costs you a soul gem and a couple of seconds.Uriel_Nocturne wrote: »Becasue you're failing to understand that when you mix PvP and PvE IN ANY WAY, it causes Griefing.
Let's take the worst-case scenario, where you perform an action (such as attacking NPCs of an opposing faction) that temporarily flags you as attackable by players. Some horrible griefer ganks you!
Such a tragedy! Players will flee the game in droves because of this life-altering detriment to their playstyle!
Or, in real life, you raise yourself (having lost your temporarily-attackable status) and you carry on.I do believe this summarizes your side of the discussion very well.This post shows your complete disconnect from how Griefing in any type of open-world PvP happens, and how toxic it would be in ESO.
I'm done with this thread.
You can't have a conversation or debate with someone who doesn't have the capacity to see the other side of the argument.
You say this, but completely ignore the other posts and comments I've made where I've admitted that I've played plenty of Open World PvP MMO's. It's horrible in most every one of them, and they don't host NEAR the populations of PvE MMO's.I do believe this summarizes your side of the discussion very well.