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Unpopular Opinion: Killable Guards

  • robertthebard
    robertthebard
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    Thoragaal 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.
  • Onigar
    Onigar
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    There is nothing wrong with unkillable guards.

    If you have an active bounty and a guard stops you then you either pay it and lose any stolen items or run away.

    There are achievements for both of these actions too.

    Edit: oh yes, sry, there is of course the 3rd option. Just let the guard kill you ...
    Edited by Onigar on May 26, 2020 1:26PM
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  • Sinlar
    Sinlar
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    Back in beta we could kill guards for a brief time.
    It was a tough fight one on one. But then of course people started swarming them, bugging them out, and every other trick that beta testers can come up with.
    It became clear very quickly, that human nature was why they needed to be invincible.
  • Thoragaal
    Thoragaal
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    Thoragaal 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.

    I'm with you on the point that not every NPC should be a killable target. ESO can never be as immersive like other TES games, and I don't care much about immersion in ESO either. I tried in the early days and it just didn't work. I even tried playing in first person view.
    But I do think that having killable guards would make thieving more fun and engaging. Across the board I'd like more depth to the existing systems. I'm not much of a fan for the horizontal progression when I can't find any immersion in the world.
    Anyway, so your objection is about the reasoning for the proposed change and not the change in itself?
    The road to hell is paved with good intentions.
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  • Minyassa
    Minyassa
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    I like the unkillable guards. It keeps most of the player vs. guard encounters fairly short. Annoying enough that people duel in towns, killable guards would have them deliberately starting fights with them instead of just triggering the odd accidental attack now and then. Combat inside city limits is very immersion-breaking.
  • Casterial
    Casterial
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    Thoragaal 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.
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  • xshatox
    xshatox
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    I dont like NPS sound when they killed so I dont agree with this and also imagine people will slaughter everyone in town without unkillable guard.
  • Rittings
    Rittings
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    To prevent "guard farming" - maybe killing a guard should have even more serious consequences...
  • CaptainVenom
    CaptainVenom
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    +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.
    Edited by CaptainVenom on May 26, 2020 2:15PM
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    Magicka/Damage Sorcerer - PC - NA - DC
  • Casterial
    Casterial
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    Rittings wrote: »
    To prevent "guard farming" - maybe killing a guard should have even more serious consequences...

    Has been suggested within the thread, I do agree with this.
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  • Casterial
    Casterial
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    +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.

    This was the original intent, but they scrapped it.
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  • BXR_Lonestar
    BXR_Lonestar
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    I'd be okay if guards were killable, but only if you blade of woe them from behind. I think that would be a compromise I could live with.
  • robertthebard
    robertthebard
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    Casterial wrote: »
    Thoragaal 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.

    Yeah, I can imagine how great it would be to have a DB quest to kill someone that I couldn't do until I was in Cadwell's Silver, or Gold even, depending on which faction I got for the quest. That would be totally awesome. Wait, no, it would totally suck. I can see why there's no wars outside cities though, and it's the same reason that a lot of games have moved away from pure OW PvP. It drives players away. I had a Legion in Aion that bailed to RoM because of OW PvP. This is especially ironic because it was marketed as PvPvE. Aion now has a "Fast Track" server, with no PvP. The end result being players like me, being not allergic to PvP, can't find anyone to kill either rifting in, or going to their homeland, because all the people in the level range for the zone are on the Fast Track server. I'm not sure what they're planning to do when they get to endgame, and find out that there's no more Fast Track server, but meh.
  • mattaeus01b16_ESO
    mattaeus01b16_ESO
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    KILL THEM! KILL EM ALL!!


    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.
  • santhoranb16_ESO
    santhoranb16_ESO
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    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.
  • robertthebard
    robertthebard
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    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.

    Again, if they do, it shouldn't just be the guards, it should be every NPC in town. If invulnerability is immersion breaking, it's immersion breaking. Did another guild get your trading post you wanted? Just camp the NPC and kill it every time it spawns, that'll learn 'em, that is, of course, until someone does it to your guild, right? If it's going to be "but it should only apply to guards", then no.
  • RedTalon
    RedTalon
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    Git guuid at running
  • Mcboland
    Mcboland
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    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.

    And screwing your faction all to hell. where you had to stay way from some cities or parts there of.
  • VoxAdActa
    VoxAdActa
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    Thoragaal wrote: »
    Eifleber wrote: »
    Thoragaal wrote: »
    The guards have no purpose other than to stop you from stealing/murdering.
    So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?

    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.
    Edited by VoxAdActa on May 26, 2020 8:03PM
  • VoxAdActa
    VoxAdActa
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    Casterial wrote: »

    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.

    So basically, you want ESO to become Universal PvP, and to hell with the people who don't like PvP at all?

    I guess, on the plus side, the servers wouldn't be so laggy anymore, once they're down to about 93 people.
  • Milli_Rabbit
    Milli_Rabbit
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    But then who will protect cities from mass destruction? Oh wait...
  • TropicsDelight
    TropicsDelight
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    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.

    Actually this could be a super cool way to create some open world PvP, bounty hunting.

    If a player attacks and kills a guard they get a huge bounty and can be killed by other players who might want to try to collect the bounty.

    The player with a bounty can be attacked by any player or group of players and only once they are actively attacked by a person can they attempt to fight back. If a person kills that person with the bounty they get the bounty, if that person is killed by a group the people who killed them split the bounty based on a dmg done/healing done to the attackers formula.

    The bounty reward is strictly gold and on being killed the player who was killed has the bounty gold amount removed from anywhere in their account (their character gold, bank, or even other characters on that account holding gold can have it drawn so there is no avoiding paying the bounty).

    If a player worked up a 100k gold worth of bounty and only has 50k gold on their account the bounty the people who killed them is 50k and that person would now spawn with a 50k deficit that does not go away and as much gold as they get in their account becomes the increasing bounty for them again up to that remaining 50k.

    The player flagged with a bounty results in a mark above that character that other people can see (much like the Dark Brotherhood hand marks over the targets). The current reward for that person (either the full bounty or the portion that person has in gold on their account at the time) is also displayed with the mark so people know the reward available for killing those people.

    As a way to lessen gaming the system some implementation of limitations of the character such as blocking their ability to mail gold to other accounts would also be implemented. While a character could still go to fences to sell goods and buy supplies such places would become a hot spot for bounty hunters looking for their prey.

    This would make killing guards extremely costly, effectively locking down any gold making on an account until that person has earned that gold and gotten killed for it until the bounty is paid off.

    It would be a bit of wild west the good the bad and the ugly type of gameplay that would fairly fun to add. Although I think very few people would be killing guards at that point, which fixes a lot of the panic about guard slaughter.
  • Thoragaal
    Thoragaal
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    VoxAdActa wrote: »
    Thoragaal wrote: »
    Eifleber wrote: »
    Thoragaal wrote: »
    The guards have no purpose other than to stop you from stealing/murdering.
    So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?

    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!
    The road to hell is paved with good intentions.
    "I've always wanted to kick a duck up the arse" -Karl Pilkington, on the question what he'd do if it was the last day on earth.
  • robertthebard
    robertthebard
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    Thoragaal wrote: »
    VoxAdActa wrote: »
    Thoragaal wrote: »
    Eifleber wrote: »
    Thoragaal wrote: »
    The guards have no purpose other than to stop you from stealing/murdering.
    So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?

    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!

    ...and the initial premise is because it's immersion breaking. Well, if one immortal NPC, or NPC type is immersion breaking, why are the others just fine? "But I can't steal indoors because of the guards"? I hate to be "that guy", but git gud? There are passives in the TG line, I think, maybe it's the DB line, that reduce the NPC detection range for illegal activities, they are well worth investing in. The same for Legerdemain. If it's going to be "but my build template that I copied from online doesn't allow me to allocate any points there", get a new build template, or, come up with your own. It's hilarious when I pull it off, but sometimes when I'm doing the get 3 /10 items via pickpocketing, sometimes I pickpocket the guards. Be sure to get Clemency too. Then when the guard approaches you, you can choose that dialog option, and just walk away.
  • Uryel
    Uryel
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    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.

    42zqk2.jpg
  • robertthebard
    robertthebard
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    Uryel wrote: »
    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.

    42zqk2.jpg

    Well, I suppose you have two options:

    Accept that maybe ZoS doesn't want people farming the guards, or

    Find a game where you can farm the guards. I'd suggest swtor, as not only are they farmable, but there's even a weekly Conquest bonus for it sometimes.
  • Arunei
    Arunei
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    Guards don't need to be killable. OP claims not being able to kill them is immersion breaking, but in a game like this, a lot of things are immersion breaking to a lot of people. Seeing several dead bodies of an NPC while a living copy goes about their animations breaks immersion for a lot of people. Seeing other players riding around on lore-breaking Mounts, with lore-breaking Pets and lore-breaking Skins or Polymorphs, breaks immersion for a lot of people. Seeing other players skulking around using BoW on NPCs left and right breaks immersion for a lot of other people. But this isn't a single-player game, so your individual immersion doesn't trump anyone else's immersion.

    If the guards were killable, it would also pretty much remove the only real potential risk of doing stuff like stealing and using the BoW. There are people who can solo harder vet dungeons and tougher WBs with ease, so making guards super difficult in that aspect wouldn't do much good because a single person with the right stuff could still easily kill them. Make them harder and what's the point? And yes, there are people who would go around killing guards just to troll.

    On the matter of making guards more interesting if you get caught, I could totally see about that being a thing. Make it so you can stun a guard if you pull off a little combo, maybe like LA-skill-LA, and they can't CC you while they're stunned, which would let you get out of a building if you mess up inside a bank or something. Maybe the longer you fight a guard before running, you could get achievements, so like maybe after 10 hours of fighting guards (without dying) you unlock a title or a dye or something, so it gives people a reason to actually want to fight them (unless there's already an achieve for that, I don't do Justice stuff so I have no idea of the achieves that are associated with it).
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  • Uryel
    Uryel
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    Arunei wrote: »
    If the guards were killable, it would also pretty much remove the only real potential risk of doing stuff like stealing and using the BoW

    You mean there IS a risk ? Man, I can't even remember the last time I could NOT escape a guard. Several years ago, most likely...
  • Sevn
    Sevn
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    Thoragaal wrote: »
    VoxAdActa wrote: »
    Thoragaal wrote: »
    Eifleber wrote: »
    Thoragaal wrote: »
    The guards have no purpose other than to stop you from stealing/murdering.
    So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?

    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.
    Edited by Sevn on May 27, 2020 2:50PM
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • Thoragaal
    Thoragaal
    ✭✭✭✭✭
    Sevn wrote: »
    Thoragaal wrote: »
    VoxAdActa wrote: »
    Thoragaal wrote: »
    Eifleber wrote: »
    Thoragaal wrote: »
    The guards have no purpose other than to stop you from stealing/murdering.
    So basically you want to allow people to kill guards first and then go on a stealing and murdering spree?

    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.

    Don't we already have it "both ways" though, as some NPCs are killable and others aren't? Clearly there are limitations to what people are asking for in terms of immersion.
    Nobody says that his immersion is trumping others but that's why we're discussing things, right? If you're against it, so be it, but the thread isn not about having all NPCs being killable.
    If we had killable guards and someone suggested "let's have all NPCs being killable" I'd be against it. But again, that's not what's being brought up.
    The road to hell is paved with good intentions.
    "I've always wanted to kick a duck up the arse" -Karl Pilkington, on the question what he'd do if it was the last day on earth.
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