willjones1122 wrote: »I am all for immersion, but unkillable guards is one the least of immersion breaking things in this game. For example you save numerous kings/queens/dukes/peasants etc. And you get a reward of 175 to 300 gold (and maybe a junk item you'll never use) for the quest. Go grocery shopping in daggerfall sometime. 150 gold for a tomato. Yup, a kings life is worth as much as a tomato or two. Save an entire village or 3 and maybe you can make a decent soup.
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.
I don't understand the immature desire to go around murderhoboing whole towns, and I've never seen a compelling argument for ZoS to make it trivially easy.
You realize that with killable guards, high CP characters can murder, steal, and loot for basically free money in town with no risk just by getting a good group together? Talk about the meta for gold earning! Get six guys in Daggerfall to keep the guards down and everyone can just strip all the NPCs naked and all the safeboxes bare with no consequence.
Yes, definitely allow this, because some kids want to boost the size of their nethers by bragging about killing guards.
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.
Scottfree2 wrote: »No, No, No, absolutely not.
I already dislike seeing npc corpses strewn about because some muppet wants to role play mass murder, dont want anything that encourages more of that type of behaviour.
AcadianPaladin wrote: »Zergs of temporarily goldless guard killers roaming doing 'guard runs' for fun and the ability to loot crowded areas with near impunity? I don't want to overstate concerns (very easy to do on forums due to brevity) but I do harbor some concerns about unintended consequences.
TropicsDelight wrote: »AcadianPaladin wrote: »Zergs of temporarily goldless guard killers roaming doing 'guard runs' for fun and the ability to loot crowded areas with near impunity? I don't want to overstate concerns (very easy to do on forums due to brevity) but I do harbor some concerns about unintended consequences.
But.. this is Tamriel, the world is at war, there are NPC raiding parties and groups all over the place, some cities are in ruins and overrun with monsters or NPC groups who destroyed the city and slaughtered the citizens or chased them out.
The only problem with the above? All of that content is static. We never see a city overrun or under attack, we only see peaceful cities that never get attacked or we see overrun cities that were taken over before we got there.
Part of the power of a MMORPG is the fact that player driven content like a raid can actually be both entertaining and bring extra life and vibrance to the world, adding some dynamic content to an otherwise very static game world. This should not be feared by MMORPG designers, this should be embraced.
In Everquest the Velious expansion actually went so far as to create 3 factions and you could make friends with one of the factions and they would function as towns for you while the other two became raiding areas. It was all dynamic and you could change your factions slowly over time by killing the other factions to repair rep in one area or another. It was very cool.
Scottfree2 wrote: »I already dislike seeing npc corpses strewn about because some muppet wants to role play mass murder, dont want anything that encourages more of that type of behaviour.
Why are you using necro skills in towns, near guards? I have more than one necromancer. None of them have even gotten a warning from the guards, let alone insta-killed because of illegal transformations.
If you're dueling, there just might possibly be open space free of guards and problems OUTSIDE of town. Just a few miles with no restrictions or guards.....
One issue is, guards will actually run from across the map to wack you sometimes randomly like its a glitch.
In Riften for example, people will duel where no guard is in sight, then a guard sprints from a bridge, across the bridge, to the tavern, wacks you, then god mods himself to speed 300% and sprints back.
I still haven't seen a clear argument as to why guards shouldn't be killable, just people going "Leave it as is"
Why are you using necro skills in towns, near guards? I have more than one necromancer. None of them have even gotten a warning from the guards, let alone insta-killed because of illegal transformations.
If you're dueling, there just might possibly be open space free of guards and problems OUTSIDE of town. Just a few miles with no restrictions or guards.....
One issue is, guards will actually run from across the map to wack you sometimes randomly like its a glitch.
In Riften for example, people will duel where no guard is in sight, then a guard sprints from a bridge, across the bridge, to the tavern, wacks you, then god mods himself to speed 300% and sprints back.
I still haven't seen a clear argument as to why guards shouldn't be killable, just people going "Leave it as is"
Gosh. Its almost like the guards don't appreciate people trying to kill each other IN TOWN. I mean, Riften isn't all the large. The areas OUTSIDE the town walls is a heck of a lot larger than the space IN the town. Lots to flat areas, open spaces, no wayshrine to get in the way of the duelists, no npcs or players to be harassed or effected by AOEs being fired off....
People who want to duel should be immediately ported to Boethiah's pocket dimenion arena. Away from town, away from the wayshrines, banks, crafting stations and taverns. That way no overly protective guard would be able to "run in and whack you" because you're not fighting IN TOWN.
Tell you what.
Guards are killable, but only if it flips a PvP switch on you and all the other players in the zone can help the guards kick your butt.
How's that for immersion?
you do realise people would start hunting down guards just to prove their insane dps? they will be the new dps dummies
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.
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.
you do realise people would start hunting down guards just to prove their insane dps? they will be the new dps dummies
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.
even "not mini boss" fight mechanics are being cheesed because of high dps, those guards have no chance just saying