I'm sorry if it's been brought up already, but why are people making the comparison to other NPC's when the OP specifically talking about guards?
It doesn't mean ALL NPC's should be kill-able. Quest givers, merchants, guild traders, essential NPCs etc shouldn't be killable because it stops the progression for players.
But guards? The guards have no purpose other than to stop you from stealing/murdering.
Killing guards for fun would be just as much of a thing as killing other NPCs are right now; it happens, but it's not some major issue that's causing every area to be completely desolate and void of NPCs.
On top of that, if ZOS made sure that guards have no loot, then it would further disincentivize people from killing them.
I don't understand this fear that having killable guards would mean completely empty cities. Someone care to explain?
robertthebard wrote: »I'm sorry if it's been brought up already, but why are people making the comparison to other NPC's when the OP specifically talking about guards?
It doesn't mean ALL NPC's should be kill-able. Quest givers, merchants, guild traders, essential NPCs etc shouldn't be killable because it stops the progression for players.
But guards? The guards have no purpose other than to stop you from stealing/murdering.
Killing guards for fun would be just as much of a thing as killing other NPCs are right now; it happens, but it's not some major issue that's causing every area to be completely desolate and void of NPCs.
On top of that, if ZOS made sure that guards have no loot, then it would further disincentivize people from killing them.
I don't understand this fear that having killable guards would mean completely empty cities. Someone care to explain?
Because if it's immersion breaking for guards, it stands to reason it's immersion breaking for all NPCs in towns. I've seen the aftermath of scenarios like this, been the cause of it on one occasion. Imagine trying to fast travel to a zone in swtor, only to find that everyone there is dead. We had a PVP griefer beating up lowbies on Tatooine once, and when we went after him, he ran to a base to hide, so we cleared the entire base. Anyone trying to turn in any quests there, or trying to sell stuff was just SoL, because we wanted to kill the griefer. We could have camped it all day if we'd wanted too. Clearing it was the hard part, keeping it cleared would have been easy.
robertthebard wrote: »I'm sorry if it's been brought up already, but why are people making the comparison to other NPC's when the OP specifically talking about guards?
It doesn't mean ALL NPC's should be kill-able. Quest givers, merchants, guild traders, essential NPCs etc shouldn't be killable because it stops the progression for players.
But guards? The guards have no purpose other than to stop you from stealing/murdering.
Killing guards for fun would be just as much of a thing as killing other NPCs are right now; it happens, but it's not some major issue that's causing every area to be completely desolate and void of NPCs.
On top of that, if ZOS made sure that guards have no loot, then it would further disincentivize people from killing them.
I don't understand this fear that having killable guards would mean completely empty cities. Someone care to explain?
Because if it's immersion breaking for guards, it stands to reason it's immersion breaking for all NPCs in towns. I've seen the aftermath of scenarios like this, been the cause of it on one occasion. Imagine trying to fast travel to a zone in swtor, only to find that everyone there is dead. We had a PVP griefer beating up lowbies on Tatooine once, and when we went after him, he ran to a base to hide, so we cleared the entire base. Anyone trying to turn in any quests there, or trying to sell stuff was just SoL, because we wanted to kill the griefer. We could have camped it all day if we'd wanted too. Clearing it was the hard part, keeping it cleared would have been easy.
To prevent "guard farming" - maybe killing a guard should have even more serious consequences...
CaptainVenom wrote: »+1 for Killable Guards. However, Bounty system could work just like the karma system from Lineage II. If you commit crimes and get bounty, you can be killed by other players outside of towns or peace zones.
robertthebard wrote: »I'm sorry if it's been brought up already, but why are people making the comparison to other NPC's when the OP specifically talking about guards?
It doesn't mean ALL NPC's should be kill-able. Quest givers, merchants, guild traders, essential NPCs etc shouldn't be killable because it stops the progression for players.
But guards? The guards have no purpose other than to stop you from stealing/murdering.
Killing guards for fun would be just as much of a thing as killing other NPCs are right now; it happens, but it's not some major issue that's causing every area to be completely desolate and void of NPCs.
On top of that, if ZOS made sure that guards have no loot, then it would further disincentivize people from killing them.
I don't understand this fear that having killable guards would mean completely empty cities. Someone care to explain?
Because if it's immersion breaking for guards, it stands to reason it's immersion breaking for all NPCs in towns. I've seen the aftermath of scenarios like this, been the cause of it on one occasion. Imagine trying to fast travel to a zone in swtor, only to find that everyone there is dead. We had a PVP griefer beating up lowbies on Tatooine once, and when we went after him, he ran to a base to hide, so we cleared the entire base. Anyone trying to turn in any quests there, or trying to sell stuff was just SoL, because we wanted to kill the griefer. We could have camped it all day if we'd wanted too. Clearing it was the hard part, keeping it cleared would have been easy.
Kinda brings us back to "You're in a warzone" The sad thing is, factions don't matter on ESO outside of Cyrodiil (thanks One Tamriel) Would be cool to see this game be slightly less casual and allow us to have wars outside of cities.
World of Warcraft did exactly what you said, clearing it was hard, keeping it was easy.... Until 50+ Alliance teleported in and chased us Horde back to the spawn. These fights are what make a game remembered.
santhoranb16_ESO wrote: »Guards should not be invincible, but hard to kill. Not a players goes and farm up killing guards - But if like say 12 players would decide to challenge up, the guard should be dead - without reward with quick respawn of the guard, but invincible shouldnt be needed.
That way it would feel way more "normal" and i can tell that after some days, player would ignore guards like before. Yes in the first days after the change you'd see same guard's killing spree's but that would settle down quick if there's no reward and no benefit of it, while still requiring a bigger group to kill.
Kalik_Gold wrote: »I remember leveling on guards a few times in Everquest. Using an enchanter to have a guard fight another guard - or - killing them myself in the high elven city. (Kunark era).
It was a sign of oh he is a bad ass as the newbies were running to guards for defense, yet I’m killing them inside the city.
So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?The guards have no purpose other than to stop you from stealing/murdering.
Sorry, might be fun in a single player game but I would abosolutely hate it to see rampaging and murdering groups of players run around in all the game's towns town all day and have to step over piles of dead guards and other NPC's everywhere I go.
I would definitely quit the game if this were the case.
*
No.
People generally don't run around killing NPCs because it's "fun". They do it because they want loot from the NPCs..
Kinda brings us back to "You're in a warzone" The sad thing is, factions don't matter on ESO outside of Cyrodiil (thanks One Tamriel) Would be cool to see this game be slightly less casual and allow us to have wars outside of cities.
World of Warcraft did exactly what you said, clearing it was hard, keeping it was easy.... Until 50+ Alliance teleported in and chased us Horde back to the spawn. These fights are what make a game remembered.
mattaeus01b16_ESO wrote: »I mean, I thought that we were the Heroes/Villains pf the game. Let them be killed. Slap us with a 100,000 fine KOS by all guards in Tamriel for a few days
... It'll be fun! Also, have them randomly spawn on roads of Tamriel and attack.
So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?The guards have no purpose other than to stop you from stealing/murdering.
Sorry, might be fun in a single player game but I would abosolutely hate it to see rampaging and murdering groups of players run around in all the game's towns town all day and have to step over piles of dead guards and other NPC's everywhere I go.
I would definitely quit the game if this were the case.
*
No.
People generally don't run around killing NPCs because it's "fun". They do it because they want loot from the NPCs..
Ah, so all we have to do to keep ESO analogue to the "Fires of Heaven" guild from getting rid of all the other people's guild traders is to make it so NPCs don't drop loot.
Now we only have to worry about the griefers; thank Azura there none of THOSE around. Totally extinct; nonexistant like bigfoot.
That was sarcasm, btw.
So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?The guards have no purpose other than to stop you from stealing/murdering.
Sorry, might be fun in a single player game but I would abosolutely hate it to see rampaging and murdering groups of players run around in all the game's towns town all day and have to step over piles of dead guards and other NPC's everywhere I go.
I would definitely quit the game if this were the case.
*
No.
People generally don't run around killing NPCs because it's "fun". They do it because they want loot from the NPCs..
Ah, so all we have to do to keep ESO analogue to the "Fires of Heaven" guild from getting rid of all the other people's guild traders is to make it so NPCs don't drop loot.
Now we only have to worry about the griefers; thank Azura there none of THOSE around. Totally extinct; nonexistant like bigfoot.
That was sarcasm, btw.
And that quote you took was from how the game is currently.
If you wanna make a thread about how killing NPCs in ESO should be removed entierly, feel free to do so.
For the 50th time, nobody is talking about anything other than guards!
As of today, guards hit like 10 years old, but take a beating that even Superman wouldn't take without a toll.
Makes me wonder how there was even a problem with Molag Baal and the planemeld. Just send a dozen guards to Coldharbour, problem solved.
There is a war in Cyrodiil ? Send a dozen guards, problem solved.
Dragons ? Send guards.
So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?The guards have no purpose other than to stop you from stealing/murdering.
Sorry, might be fun in a single player game but I would abosolutely hate it to see rampaging and murdering groups of players run around in all the game's towns town all day and have to step over piles of dead guards and other NPC's everywhere I go.
I would definitely quit the game if this were the case.
*
No.
People generally don't run around killing NPCs because it's "fun". They do it because they want loot from the NPCs..
Ah, so all we have to do to keep ESO analogue to the "Fires of Heaven" guild from getting rid of all the other people's guild traders is to make it so NPCs don't drop loot.
Now we only have to worry about the griefers; thank Azura there none of THOSE around. Totally extinct; nonexistant like bigfoot.
That was sarcasm, btw.
And that quote you took was from how the game is currently.
If you wanna make a thread about how killing NPCs in ESO should be removed entierly, feel free to do so.
For the 50th time, nobody is talking about anything other than guards!
So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?The guards have no purpose other than to stop you from stealing/murdering.
Sorry, might be fun in a single player game but I would abosolutely hate it to see rampaging and murdering groups of players run around in all the game's towns town all day and have to step over piles of dead guards and other NPC's everywhere I go.
I would definitely quit the game if this were the case.
*
No.
People generally don't run around killing NPCs because it's "fun". They do it because they want loot from the NPCs..
Ah, so all we have to do to keep ESO analogue to the "Fires of Heaven" guild from getting rid of all the other people's guild traders is to make it so NPCs don't drop loot.
Now we only have to worry about the griefers; thank Azura there none of THOSE around. Totally extinct; nonexistant like bigfoot.
That was sarcasm, btw.
And that quote you took was from how the game is currently.
If you wanna make a thread about how killing NPCs in ESO should be removed entierly, feel free to do so.
For the 50th time, nobody is talking about anything other than guards!
Again, OP made this about immersion and his immersion doesn't trump anothers. Killable guards but that banker is immortal? Totally immersion breaking. If guards are made killable so should other NPC'S. Can't have it both ways.