Matthew_Galvanus wrote: »i mean, that is how its always functioned.
1. commit a crime
2. get caught
3. pay a fine
4. go back to committing more crimes.
not just in eso but in the older tes games as well.
darthgummibear_ESO wrote: »Matthew_Galvanus wrote: »i mean, that is how its always functioned.
1. commit a crime
2. get caught
3. pay a fine
4. go back to committing more crimes.
not just in eso but in the older tes games as well.
In other TES games you not only had the Jail system, but the ability to assassinate guards, and getting killed by a guard would make you reload a previous save. Now for obvious reasons those things would be problematic in a persistent MMO environment, but there needs to be something beyond what we already have.
darthgummibear_ESO wrote: »It feels a bit weak. I like that it exists, and the added gameplay element for people who want to operate on the wrong side of the law. Having said that, I wish there was more to it than basically functioning as a gold sink.
darthgummibear_ESO wrote: »It feels a bit weak. I like that it exists, and the added gameplay element for people who want to operate on the wrong side of the law. Having said that, I wish there was more to it than basically functioning as a gold sink.
Maybe they could do something similar to ArcheAge and have a jury trial with other players as jury members.
Wandering_Immigrant wrote: »I like running from the guards it's a fun little diversion from the norm, and having to sneaking around town because you have a bounty is like a lil mini game. It does feel pretty watered down though since nothing really happens when you get caught, even if they kill you you just revive and go back about your business.
A jail would be cool, having to escape through some tunnel or sewer system where there's things like spiders and bandits who can attack along the way. Nothing too big, or it would just get annoying... or maybe it is big, maybe it's really big. They could make a vast interconnecting tunnel and sewer system that spans all of Tamriel, so you get busted in Stonefalls and you can take the tunnels down to Deshaan or Shadowfen where you're not wanted because those crimes happened in Stonefalls. But that would require an entirely re-worked justice system where your bounties are tied to the region in which your crimes were committed, so I'll just stop fantasizing about my vast tunnel system now.
I'd be down with a player enforced bounty system if done right. No markers or anything so obvious as that telling you who has a bounty. There could be a list posted either in the fighter's guild or maybe the market area of towns showing everyone who currently has a bounty and the amount, and when you "interact" with someone who was on the list the last time you opened it, the request duel option changes to collect bounty and shows the amount owed. Selecting that automatically initiates a dual. That way you can't just gank someone from a distance you have to get in close, which would give the person some warning, if you know you have a bounty and someone approaches and just stands there you can prolly assume you're about to get attacked. They could make it even more interesting by making it so if you try and collect a bounty on someone and they win the fight, then their bounty transfers to you.
Also, it would be better (imo) if bounties didn't deteriorate while you were logged out. I hear about people who play with perma bounty, my NB is all about that life, but he can never live it, because I have 9 other characters taking up my time so by the time I get back to him his bounty is always gone.
darthgummibear_ESO wrote: »
Taleof2Cities wrote: »
I don’t like to announce that I’m a vampire and when I assassinate someone I don’t get caught 😎russelmmendoza wrote: »Every vamp, werewolfs and necromancer should be attack in every human city. Everyone using costumes polymorphs of the likes gets attacked in human city, no arrest attempt just kill on sight.
Criminals and murderers should be arrested and killed if they are refusing to surrender.
I knooooowwwwww!!!darthgummibear_ESO wrote: »It feels a bit weak.
And that is that on the PvP part idea.VaranisArano wrote: »ZOS originally intended to add bounty hunters...and then wisely decided that was a terrible idea with lots of potential for griefing.
The problem with that is that we just know there would be groups aiming to wipe out all guards and murderdeathkill everyone in town "fer da lulz"; realistically the system ought to just spawn more guards to bury them with numbers, but... then they would go like "Lets see if we can make them spawn enough guards to crash the servers". Thus... the game designers gave each guard a "divine shield".1. Give guards the ability to surpress stealth or atleast be more alert when stealthing nearby. But i would say we would also need a way to fight the guards as well. Making them god like really blows. Would rather a well trained elite units that i can kill to escape.
Well, we -do- have quest evidence of guards using spells to question the spirit of the victim... and there you go. I assume they use similar magicks to determine if something is stolen...2. Make the system not give bounties if the witnesses are silenced. If no one can report the crime did it really happen?..... also bugs me In ESO.
In a setting with an actual "god of justice" possibly keeping a watchful eye on those sworn to his will, bribery might be a tad less widespread then in non-magical settings.3. Allow the use of persuade and intimidation against guards with a cool down to have them look the other way ( while not removing your bounty). Both requiring the use of bribing a small amount of gold to do and a 30 min cd ea?.
Agreed.4. Werewolf and Vampire to have the Necromancer treatment.
Been there, posted that: https://forums.elderscrollsonline.com/en/discussion/384538/for-great-justice/p15. Add a prison system to avoid paying the bounty. Sleep in the bed could come with a exp reduction limited time buff ( reverse exp scroll?, time based on bounty amount ) or you can try to escape.
Personally... I can see the limit, even the best fence runs out of money to buy your loot.6. Increase the limit per day ( even if a eso plus perk) of amount of items one can sell per day. Its such a fun side thing to do it sucks if you run out of the ability to sell for the day and still have a bag full.
Well, the "heist hit list" thing from hew's bane kinda covers that, in a way. But... more stealables would always be fun!7. More cool things to steal or get from killing legendary treasure chances?, pieces that you combine and sell to special buyers once you collect all bits?. Could have 3 - 5 special items per zone you can possibly pick up pieces to.
It would be interesting if thieves had more tools for their trade.8. Allow if you sneak up behind a latern user you can knock them out atleast.
Eh. Nah. That's what dungeons are for. The daily missions are -supposed- to be stealth missions, in, out, only kill your mark unless you mess up... we have other places for the "clear the whole area" thing.9. In the daily mission for thieves and DB don't have the npcs respawn. Its fun to take your time clearing the entire place out without getting noticed. But it sucks that they respawn... let us live our inner hitmen lives.
Possibly! Perhaps even several stages... a thieves heist to steal the right key, an assassination mission to make sure the guard mage won't be coming on duty, and then a multi-level heist to empty the vault... that sort of thing.10. Could have special marks and hiests (monthly targets) that require planning and preparations for very lucrative rewards.
darthgummibear_ESO wrote: »
If they never get caught, why are they paying off the NPC?
That's like pulling off the perfect bank heist and then walking into the police station to return what you stole.