Play PvP, there you can kill guards all day.
Elder Scrolls Online is one of the few mmos out there where guards are not killable.
is not that great since Guards just walk up and wack you and usually instantly kill you
Guards do not instantly kill you initally
the damage the guards do starts at about a 5K wack...and goes up based on how much you hit them back EVEUTALLY reaching 1-shot levels.
Source: I've literally ran around towns killing npcs [for bounty achievements] whit a conga line of guards hitting and chasing over the course of almost half an hour and they only did more than 5-5.7K per hit when i stopped and hit them back
Their damage increases the longer they're in combat for, running from them sometimes makes them reset.
xXMeowMeowXx wrote: »Nopes....guards should get buffed instead with increased damage. They should also be able to summon other guards to destroy the bad puppy offenders!!
-> Syvarra's Scales
(4 Items) Reduces your damage taken from guards by 20%.
What a useless set lol
...and while that is not really all that immersive, I can understand the reasoning behind it...Elder Scrolls Online is one of the few mmos out there where guards are not killable.
Its still fine if you know how to deal with them. In most situations anyhow.This would be fine if you couldn't accidentally steal items, or be a Necromancer and use abilities.
...but only if you are very, very bad. And I don't mean justice-wise, I mean... build wise.Adding Necromancer for example and forcing them to get a bounty for using skills is not that great since Guards just walk up and wack you and usually instantly kill you
It is a thing so we don't have griefer guilds wipe out all the guards and then the whole toem to impede other peoples enjoyment of the game. And we both know there are some people who would do just that.I've seen a guard get zerged down by 15 players, get to 0% hp, do a mass AOE hit them all for 90k and instantly kill all 15 players... Why is this a thing?
Yeah, that too.TropicsDelight wrote: »You would still take a huge bounty for attacking and killing a guard. The actual bounty you get tacked on should be far higher once the guard actually dies. It is one thing to attack a guard, it would be another thing to actually kill one.
Elder Scrolls Online is one of the few mmos out there where guards are not killable.
This would be fine if you couldn't accidentally steal items, or be a Necromancer and use abilities.
Guards should be killable. Sure, they don't need to be an easy encounter, but sure enough you should be able to put up a fight and fight them.
One problem:
Adding Necromancer for example and forcing them to get a bounty for using skills is not that great since Guards just walk up and wack you and usually instantly kill you
Great Examples of Guards:
Look at games like World of Warcraft. Guards dismount, root, slow, and stun you. You can kill them, but if you fight 10+ you usually start to go down.
In Comparison:We don't need to make it so 10+ to kill you, but we can at least make Guards have more utility and fit into the city? For example, why don't guards give you directions to things, why don't guards answer questions, why aren't the intractable unless they want to kill you?
In Summary:
Make guards killable, tune them to be like a mini boss fight, something you really should run away from, but can fight if you really want to.
I've seen a guard get zerged down by 15 players, get to 0% hp, do a mass AOE hit them all for 90k and instantly kill all 15 players... Why is this a thing?
Our thieving system would be cool, but it feels more punishing than anything else with unkillable god-mode guards.
Elder Scrolls Online is one of the few mmos out there where guards are not killable.
This would be fine if you couldn't accidentally steal items, or be a Necromancer and use abilities.
Guards should be killable. Sure, they don't need to be an easy encounter, but sure enough you should be able to put up a fight and fight them.
One problem:
Adding Necromancer for example and forcing them to get a bounty for using skills is not that great since Guards just walk up and wack you and usually instantly kill you
Great Examples of Guards:
Look at games like World of Warcraft. Guards dismount, root, slow, and stun you. You can kill them, but if you fight 10+ you usually start to go down.
In Comparison:We don't need to make it so 10+ to kill you, but we can at least make Guards have more utility and fit into the city? For example, why don't guards give you directions to things, why don't guards answer questions, why aren't the intractable unless they want to kill you?
In Summary:
Make guards killable, tune them to be like a mini boss fight, something you really should run away from, but can fight if you really want to.
I've seen a guard get zerged down by 15 players, get to 0% hp, do a mass AOE hit them all for 90k and instantly kill all 15 players... Why is this a thing?
Our thieving system would be cool, but it feels more punishing than anything else with unkillable god-mode guards.
This isn't WoW and trust me that's turned into a real joke.
No. Just don't steal and don't use illegal abilities in town.
I say that as someone who often steals coins from the banker without meaning to.
The fact is, you can steal when trying to interact with crafting writs, guild stores, or just exploring. Its pretty bad that you'll randomly steal and usually results in a guard beating you to death. Also, a class shouldn't be punished, especially for people who paid $40 for it.
Why are you opposed to guards being killable? Does it ruin your immersion? Because for me, a person not being killable means they're a Daedric Prince, and clearly.... They are not.
I don't see whether you're on PC or not, but Dolgubbins Lazy Writ Crafter has an option that keeps you from accidentally stealing while crafting and turning in writs.
It turns on when you take a writ from the board and turns back off after you've cleared your outstanding writs.
It wont solve your immersion with the rest of your points, but it WILL keep you from committing theft while just trying to do your writs.
Aye, I use this. But in general its just a weird thing for a game thats selling point is immersion and story telling....And then we have guards that just shatter that immersion
Elder Scrolls Online is one of the few mmos out there where guards are not killable.
This would be fine if you couldn't accidentally steal items, or be a Necromancer and use abilities.
Guards should be killable. Sure, they don't need to be an easy encounter, but sure enough you should be able to put up a fight and fight them.
One problem:
Adding Necromancer for example and forcing them to get a bounty for using skills is not that great since Guards just walk up and wack you and usually instantly kill you
Great Examples of Guards:
Look at games like World of Warcraft. Guards dismount, root, slow, and stun you. You can kill them, but if you fight 10+ you usually start to go down.
In Comparison:We don't need to make it so 10+ to kill you, but we can at least make Guards have more utility and fit into the city? For example, why don't guards give you directions to things, why don't guards answer questions, why aren't the intractable unless they want to kill you?
In Summary:
Make guards killable, tune them to be like a mini boss fight, something you really should run away from, but can fight if you really want to.
I've seen a guard get zerged down by 15 players, get to 0% hp, do a mass AOE hit them all for 90k and instantly kill all 15 players... Why is this a thing?
Our thieving system would be cool, but it feels more punishing than anything else with unkillable god-mode guards.
This isn't WoW and trust me that's turned into a real joke.
It hasn't though, I still play it. Yes, BFA for WoW is bad, but the game still makes almost double what ESO makes with just subscriptions.
Knightpanther wrote: »Its unpopular for a reason, it would be bloody stupid just like it was in WOW.
Be Safe
Elder Scrolls Online is one of the few mmos out there where guards are not killable.
This would be fine if you couldn't accidentally steal items, or be a Necromancer and use abilities.
Guards should be killable. Sure, they don't need to be an easy encounter, but sure enough you should be able to put up a fight and fight them.
One problem:
Adding Necromancer for example and forcing them to get a bounty for using skills is not that great since Guards just walk up and wack you and usually instantly kill you
Great Examples of Guards:
Look at games like World of Warcraft. Guards dismount, root, slow, and stun you. You can kill them, but if you fight 10+ you usually start to go down.
In Comparison:We don't need to make it so 10+ to kill you, but we can at least make Guards have more utility and fit into the city? For example, why don't guards give you directions to things, why don't guards answer questions, why aren't the intractable unless they want to kill you?
In Summary:
Make guards killable, tune them to be like a mini boss fight, something you really should run away from, but can fight if you really want to.
I've seen a guard get zerged down by 15 players, get to 0% hp, do a mass AOE hit them all for 90k and instantly kill all 15 players... Why is this a thing?
Our thieving system would be cool, but it feels more punishing than anything else with unkillable god-mode guards.
This isn't WoW and trust me that's turned into a real joke.
It hasn't though, I still play it. Yes, BFA for WoW is bad, but the game still makes almost double what ESO makes with just subscriptions.
God I don't play it at all, it bores the hell out of me, sure as hell wouldn't pay for that crap.
It's only an unpopular on this forum where the fanboys stand in a circular firing squad making stupid arguments about things that don't make sense and asking for changes that would utterly ruin the game whilst simultaneously dog-piling anyone that says anything that makes even the slightest bit of sense.
TropicsDelight wrote: »AcadianPaladin wrote: »I fear that killable guards would become 'training dummies who hit back'. That is, killing guards would become a 'fun challenge' for some. I find duels in crowded areas rude/disruptive and, since that is where guards hang out, there would be plenty of rude/disruptive guard fights, adding to the problem.
You would still take a huge bounty for attacking and killing a guard. The actual bounty you get tacked on should be far higher once the guard actually dies. It is one thing to attack a guard, it would be another thing to actually kill one.
It is hugely unimmersive to have unkillable guards and TBH there is no point to actually doing it. You can make them fairly fast respawns, you can make them drop no loot, you can make the bounty excessive, you can create a faction system that makes doing it extremely detrimental far beyond the temporary bounty.
In most MMORPG's where the guards are killable the actual killing of the guards is not an issue and you are not seeing players running around killing guards at all hours of the day, in most games they knew enough to make it reward very little and cost quite a lot. In those MMORPG's where it is possible though, it feels more immersive, the world feels more real and you do not have that artificial wall of reality smacking you in the face in the game world like that.
TropicsDelight wrote: »AcadianPaladin wrote: »I fear that killable guards would become 'training dummies who hit back'. That is, killing guards would become a 'fun challenge' for some. I find duels in crowded areas rude/disruptive and, since that is where guards hang out, there would be plenty of rude/disruptive guard fights, adding to the problem.
You would still take a huge bounty for attacking and killing a guard. The actual bounty you get tacked on should be far higher once the guard actually dies. It is one thing to attack a guard, it would be another thing to actually kill one.
It is hugely unimmersive to have unkillable guards and TBH there is no point to actually doing it. You can make them fairly fast respawns, you can make them drop no loot, you can make the bounty excessive, you can create a faction system that makes doing it extremely detrimental far beyond the temporary bounty.
In most MMORPG's where the guards are killable the actual killing of the guards is not an issue and you are not seeing players running around killing guards at all hours of the day, in most games they knew enough to make it reward very little and cost quite a lot. In those MMORPG's where it is possible though, it feels more immersive, the world feels more real and you do not have that artificial wall of reality smacking you in the face in the game world like that.
I don't see the point. Basically you are saying let us kill guards but make the penalty so bad nobody will kill guards.
but that aside what your proposing isn't the most...feasible idea as it would result in a group getting together with a trial tier tank...and just...basically taking over an entire town..and before you even think of saying "that wouldn't happen" it would...people are *** like that.
TropicsDelight wrote: »but that aside what your proposing isn't the most...feasible idea as it would result in a group getting together with a trial tier tank...and just...basically taking over an entire town..and before you even think of saying "that wouldn't happen" it would...people are *** like that.
In every MMORPG I have played previously it was the things like that which players got together to do in an effort to make some brief game world change that I remember the most looking back on things.
Those kinds of player driven events are what make a true sandbox MMORPG a sandbox. The efforts to remove any ability to do anything like this creates a dry and boring game world that plays on rails and allows the players to do nothing off the narrow path developers try to strictly enforce.
The level with which ZOS managed to limit the ability to interact in the ESO game world outside of a very limited planned course/path is an engineering marvel, and in many ways created a far less interactive and alive game world than MMORPG's of the past that did not work as hard to restrict players doing things outside the box.
TropicsDelight wrote: »AcadianPaladin wrote: »I fear that killable guards would become 'training dummies who hit back'. That is, killing guards would become a 'fun challenge' for some. I find duels in crowded areas rude/disruptive and, since that is where guards hang out, there would be plenty of rude/disruptive guard fights, adding to the problem.
You would still take a huge bounty for attacking and killing a guard. The actual bounty you get tacked on should be far higher once the guard actually dies. It is one thing to attack a guard, it would be another thing to actually kill one.
It is hugely unimmersive to have unkillable guards and TBH there is no point to actually doing it. You can make them fairly fast respawns, you can make them drop no loot, you can make the bounty excessive, you can create a faction system that makes doing it extremely detrimental far beyond the temporary bounty.
In most MMORPG's where the guards are killable the actual killing of the guards is not an issue and you are not seeing players running around killing guards at all hours of the day, in most games they knew enough to make it reward very little and cost quite a lot. In those MMORPG's where it is possible though, it feels more immersive, the world feels more real and you do not have that artificial wall of reality smacking you in the face in the game world like that.
I don't see the point. Basically you are saying let us kill guards but make the penalty so bad nobody will kill guards.
Yes, so instead of running or just forcing yourself to die to guards, you kill it and move on. Due to how bizarre guard behavior is with chasing / attacking, this would be fine.
TropicsDelight wrote: »AcadianPaladin wrote: »I fear that killable guards would become 'training dummies who hit back'. That is, killing guards would become a 'fun challenge' for some. I find duels in crowded areas rude/disruptive and, since that is where guards hang out, there would be plenty of rude/disruptive guard fights, adding to the problem.
You would still take a huge bounty for attacking and killing a guard. The actual bounty you get tacked on should be far higher once the guard actually dies. It is one thing to attack a guard, it would be another thing to actually kill one.
It is hugely unimmersive to have unkillable guards and TBH there is no point to actually doing it. You can make them fairly fast respawns, you can make them drop no loot, you can make the bounty excessive, you can create a faction system that makes doing it extremely detrimental far beyond the temporary bounty.
In most MMORPG's where the guards are killable the actual killing of the guards is not an issue and you are not seeing players running around killing guards at all hours of the day, in most games they knew enough to make it reward very little and cost quite a lot. In those MMORPG's where it is possible though, it feels more immersive, the world feels more real and you do not have that artificial wall of reality smacking you in the face in the game world like that.
I don't see the point. Basically you are saying let us kill guards but make the penalty so bad nobody will kill guards.
Yes, so instead of running or just forcing yourself to die to guards, you kill it and move on. Due to how bizarre guard behavior is with chasing / attacking, this would be fine.
Again, what is the point? Fighting the guard would take longer than running away. If you kill the guard the penalty you receive as proposed would be huge. Who is going to want to waste time just to later either log out until the penalty wears off or pay a huge huge fine?
Dusk_Coven wrote: »Swap "guards" with "players" and you have the situation guards face when players are in town. Maybe now you know what it feels like when people meet "unkillable players" in PvP https://forums.elderscrollsonline.com/en/discussion/526107/ok-enough-is-enough-unkilable-players-is-getting-worse/p1 and why that's irritating.
If you're lousy at the justice system, you deserve even harsher penalties than having to run away from a guard.
How about if you refuse to pay your bounty, the guard's partner does a Blade of Woe on you from behind? Keep your eyes open and don't let a guard sneak up on you!
And the bigger your bounty, the further Guards can detect and run to accost you.
TropicsDelight wrote: »AcadianPaladin wrote: »I fear that killable guards would become 'training dummies who hit back'. That is, killing guards would become a 'fun challenge' for some. I find duels in crowded areas rude/disruptive and, since that is where guards hang out, there would be plenty of rude/disruptive guard fights, adding to the problem.
You would still take a huge bounty for attacking and killing a guard. The actual bounty you get tacked on should be far higher once the guard actually dies. It is one thing to attack a guard, it would be another thing to actually kill one.
It is hugely unimmersive to have unkillable guards and TBH there is no point to actually doing it. You can make them fairly fast respawns, you can make them drop no loot, you can make the bounty excessive, you can create a faction system that makes doing it extremely detrimental far beyond the temporary bounty.
In most MMORPG's where the guards are killable the actual killing of the guards is not an issue and you are not seeing players running around killing guards at all hours of the day, in most games they knew enough to make it reward very little and cost quite a lot. In those MMORPG's where it is possible though, it feels more immersive, the world feels more real and you do not have that artificial wall of reality smacking you in the face in the game world like that.
I don't see the point. Basically you are saying let us kill guards but make the penalty so bad nobody will kill guards.
Yes, so instead of running or just forcing yourself to die to guards, you kill it and move on. Due to how bizarre guard behavior is with chasing / attacking, this would be fine.
Again, what is the point? Fighting the guard would take longer than running away. If you kill the guard the penalty you receive as proposed would be huge. Who is going to want to waste time just to later either log out until the penalty wears off or pay a huge huge fine?
Accomplishments, stuck in doors, fun challenge, or just dont really feel like fleeing across the map. Immersion