I stayed at the craft station in Vivec city and my thoughts about crafting were constantly interrupted by gurgle sounds of cutting throat. Why do I do nothing when I see how a murder kills innocent women and men? At last this game is for childrens, what they may study from that? I have an idea.
The PvP activities are pearls of the end game and TESO already can afford some: duels, the big war in Cyrodiil, fightings of small groups in the battlegrounds. What about war with criminals in the “safe cities” to protect innocent NPC’s?
There are two criminal guilds already: thieves and assassins. Let’s create opposing guild of lawyers or bounty hunters. They will can complain about crime (assign bounty), call the guards and even kill or arrest and put in jail and get bounty for himself. And this guild must be mutually exclusive to the thieves and assassins (like werewolves and vampire). You can be only a bounty hunter or a criminal (thief and assassin).

I stayed at the craft station in Vivec city and my thoughts about crafting were constantly interrupted by gurgle sounds of cutting throat. Why do I do nothing when I see how a murder kills innocent women and men? At last this game is for childrens, what they may study from that? I have an idea.
The PvP activities are pearls of the end game and TESO already can afford some: duels, the big war in Cyrodiil, fightings of small groups in the battlegrounds. What about war with criminals in the “safe cities” to protect innocent NPC’s?
There are two criminal guilds already: thieves and assassins. Let’s create opposing guild of lawyers or bounty hunters. They will can complain about crime (assign bounty), call the guards and even kill or arrest and put in jail and get bounty for himself. And this guild must be mutually exclusive to the thieves and assassins (like werewolves and vampire). You can be only a bounty hunter or a criminal (thief and assassin).
I stayed at the craft station in Vivec city and my thoughts about crafting were constantly interrupted by gurgle sounds of cutting throat. Why do I do nothing when I see how a murder kills innocent women and men? At last this game is for childrens, what they may study from that? I have an idea.
The PvP activities are pearls of the end game and TESO already can afford some: duels, the big war in Cyrodiil, fightings of small groups in the battlegrounds. What about war with criminals in the “safe cities” to protect innocent NPC’s?
There are two criminal guilds already: thieves and assassins. Let’s create opposing guild of lawyers or bounty hunters. They will can complain about crime (assign bounty), call the guards and even kill or arrest and put in jail and get bounty for himself. And this guild must be mutually exclusive to the thieves and assassins (like werewolves and vampire). You can be only a bounty hunter or a criminal (thief and assassin).
exeeter702 wrote: »I stayed at the craft station in Vivec city and my thoughts about crafting were constantly interrupted by gurgle sounds of cutting throat. Why do I do nothing when I see how a murder kills innocent women and men? At last this game is for childrens, what they may study from that? I have an idea.
The PvP activities are pearls of the end game and TESO already can afford some: duels, the big war in Cyrodiil, fightings of small groups in the battlegrounds. What about war with criminals in the “safe cities” to protect innocent NPC’s?
There are two criminal guilds already: thieves and assassins. Let’s create opposing guild of lawyers or bounty hunters. They will can complain about crime (assign bounty), call the guards and even kill or arrest and put in jail and get bounty for himself. And this guild must be mutually exclusive to the thieves and assassins (like werewolves and vampire). You can be only a bounty hunter or a criminal (thief and assassin).
Like 99 percent of other bounty pvp systems that players try to suggest here, this one will not work plain and simple. You cant create a system that produces gold out of nowhere (npcs creating bounties) and apply said gold to be paid out based on specific and meditated player actions. Would effectively destroy the economy as anyone with an inkling of forethought will discover within minutes how easily your suggested system can be gamed.
If its strictly a system that enables open world pvp in non cyrodil/IC zones than i suppose it could be a fun distraction. But it would have to not yeild any desirable currency, commodities or prestige rewards.
generalmyrick wrote: »exeeter702 wrote: »I stayed at the craft station in Vivec city and my thoughts about crafting were constantly interrupted by gurgle sounds of cutting throat. Why do I do nothing when I see how a murder kills innocent women and men? At last this game is for childrens, what they may study from that? I have an idea.
The PvP activities are pearls of the end game and TESO already can afford some: duels, the big war in Cyrodiil, fightings of small groups in the battlegrounds. What about war with criminals in the “safe cities” to protect innocent NPC’s?
There are two criminal guilds already: thieves and assassins. Let’s create opposing guild of lawyers or bounty hunters. They will can complain about crime (assign bounty), call the guards and even kill or arrest and put in jail and get bounty for himself. And this guild must be mutually exclusive to the thieves and assassins (like werewolves and vampire). You can be only a bounty hunter or a criminal (thief and assassin).
Like 99 percent of other bounty pvp systems that players try to suggest here, this one will not work plain and simple. You cant create a system that produces gold out of nowhere (npcs creating bounties) and apply said gold to be paid out based on specific and meditated player actions. Would effectively destroy the economy as anyone with an inkling of forethought will discover within minutes how easily your suggested system can be gamed.
If its strictly a system that enables open world pvp in non cyrodil/IC zones than i suppose it could be a fun distraction. But it would have to not yeild any desirable currency, commodities or prestige rewards.
that's why you allow player to place bounties on other players and eso takes a 10% cut. IT WOULD BE AWESOME!!!! Establish a minimum so nubs can't abuse it to annoyingness!.
I see what OP is talking about and yes, it is complete bs to stand there while [various sjw triggering insults] live their "fantasy" by killing non hostile NPCs.
Entire justice system needs rework. Petty thievery is one thing, but killing ppl on street in the middle of a day is another. Or are these "values" Zos want us to believe are normal?
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
I see what OP is talking about and yes, it is complete bs to stand there while [various sjw triggering insults] live their "fantasy" by killing non hostile NPCs.
Entire justice system needs rework. Petty thievery is one thing, but killing ppl on street in the middle of a day is another. Or are these "values" Zos want us to believe are normal?
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
For murder: The /call-guard function can be triggered when Player-1 sees the murder (line of sight). Player-2 then incurs a bounty.
A spawn of 3-5 guards within 15 yards. All are capable of dealing with multiple criminals at the same time as murder is a kill-on-sight offence.
FoolishHuman wrote: »For murder: The /call-guard function can be triggered when Player-1 sees the murder (line of sight). Player-2 then incurs a bounty.
A spawn of 3-5 guards within 15 yards. All are capable of dealing with multiple criminals at the same time as murder is a kill-on-sight offence.
I'm sorry I have to ask you the same question, but how are people supposed to complete the Dark Brotherhood DLC with a system like that? Just to start, a lot of trolls would sit in anvil and kvatch and noone would even be able to start the questline without tons of frustration. Then the contracts where you have to kill a specific marked target, and you need to complete dozens of these contracts to get to the next story quest. Or the litany of blood achievement. Noone will play that DLC if you get a bounty for every murder and have to pay thousands of gold to progress with the quests.
I see what OP is talking about and yes, it is complete bs to stand there while [various sjw triggering insults] live their "fantasy" by killing non hostile NPCs.
Entire justice system needs rework. Petty thievery is one thing, but killing ppl on street in the middle of a day is another. Or are these "values" Zos want us to believe are normal?
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
Are you trolling or do you actually consider the feelings of NPCs? How exactly do you justify your suggestion to ruin the game for people who "kill" a bunch of zeroes and ones that are even back "alive" after a short period of time? That's just silly.
I'd suggest you play Tetris or something if you can't stand NPCs getting "murdered".
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
edit: I forgot that currently targets already spawn all over tamriel. So really the only things affected would be the quests tied to the Gold Coast specifically, and that's an easy work around using phasing tbh.
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
That's how.
Maybe I overreacted a bit there though and I apologize for saying you should play Tetris.
The immersion point is valid I guess and that's why I totally support the idea of being able to report to NPC guards.
FoolishHuman wrote: »edit: I forgot that currently targets already spawn all over tamriel. So really the only things affected would be the quests tied to the Gold Coast specifically, and that's an easy work around using phasing tbh.
See the problem here is if my target is in wayrest or rawlkha, how am I supposed to kill it without a player seeing? Some places are so crowded you can't get away from other players. You can't expect us to play DB only at night. And the targets are random, so every killable NPC would have to be phased? Why not just keep the system as it is then?
The real problem is that way too valuable items can be obtained from NPCs, and that the respawn time for a kill is faster than the respawn time for items after a pickpocket. If that were changed you would have less murders without having to change the guards or crime system.
There are two criminal guilds already: thieves and assassins. Let’s create opposing guild of lawyers or bounty hunters.
FoolishHuman wrote: »edit: I forgot that currently targets already spawn all over tamriel. So really the only things affected would be the quests tied to the Gold Coast specifically, and that's an easy work around using phasing tbh.
See the problem here is if my target is in wayrest or rawlkha, how am I supposed to kill it without a player seeing? Some places are so crowded you can't get away from other players. You can't expect us to play DB only at night. And the targets are random, so every killable NPC would have to be phased? Why not just keep the system as it is then?
The real problem is that way too valuable items can be obtained from NPCs, and that the respawn time for a kill is faster than the respawn time for items after a pickpocket. If that were changed you would have less murders without having to change the guards or crime system.
Just have the targets spawn in far-flung villages. The current system is a total joke tbh, and a few dodge-rolls later and you're down a sewer grate.
You could even have a system where the player can 'persuade' the target to follow them to a discrete section of a city to be dispatched.
I do feel strongly that there are a multiple ways of dealing with the current impotent system.
I see what OP is talking about and yes, it is complete bs to stand there while [various sjw triggering insults] live their "fantasy" by killing non hostile NPCs.
Entire justice system needs rework. Petty thievery is one thing, but killing ppl on street in the middle of a day is another. Or are these "values" Zos want us to believe are normal?
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
Solution. Murder that was seen by others should be 10k flat. Every consecutive one would net you exponentially more bounty, until you are unable to play that char outside PvP for a irl decade or so. Also, remove motif/recipes from non hostile NPCs. Or make blade of woe have a timer (5 minutes or so). And make non hostile NPC health 100k.
That's how.
Maybe I overreacted a bit there though and I apologize for saying you should play Tetris.
The immersion point is valid I guess and that's why I totally support the idea of being able to report to NPC guards.