It would only be able to Happen in PvP-Land.
PvEers would get testy if some Assassin popped out and stabbed them to death
So you just want to force PvP onto PvE Players. Or Insta-Kill Players.
People would need to opt into the system otherwise you'll *** of a bunch on people
ESO_Nightingale wrote: »Man wouldn't it just be so fun if you randomly died while crafting or moving stuff into your bank etc, or if you were new to the game? wow, y'know I can't possibly imagine people not enjoying this uninvited invasion of their privacy and downtime.
it doesn't take even 5 seconds think about the consequences of just how bad such a system is.
ESO_Nightingale wrote: »Man wouldn't it just be so fun if you randomly died while crafting or moving stuff into your bank etc, or if you were new to the game? wow, y'know I can't possibly imagine people not enjoying this uninvited invasion of their privacy and downtime.
it doesn't take even 5 seconds think about the consequences of just how bad such a system is.
That's because you lack vision. you're taking what I've written at face value and refusing to see the potential of such a system if refined and balanced.
I did say the system had flaws and its not like if something like this was implemented, it would exactly as you see here but it would retain the idea of a suspenseful cat and mouse situation. I'm sure if polished and balanced, this kind of mechanic could be very fun.
phaneub17_ESO wrote: »A good way to clear out PvE players from their game, that's exactly what they want... for people to leave.
I get you'd want the fun of being the hunter, but if anything I think it should be a pve feature. Assassination attempts are a random encounter in both tes3 and 5. Both of which you had the option to track down the brotherhood and retaliate (very satisfying). In Skyrim the assassins were usually a joke and would even go after their own members. But whoo man I remember fighting for my life when encountering the dark brotherhood in tes3, at least before I got super leveled up. It was a very memorable experience. But this game isn't really built for those kind of fun encounters. Anything that's "difficult" in this game is gonna be just one shots, and that is never fun. So I don't see it having a menacing application in pve without some serious work. And most standard assassin-like enemies already in the game just yell "to the side!" and die when you flick them on the nose.
In pvp, while it does sound interesting POTENTIALLY, I really don't wanna deal with a tryhard assassin that's tryna mess with me while I'm just buying something from a trader. Especially if I'm "given the option to run" as you say, yet my magtoons unupgraded stamina gets used at 3 times the rate and regens 5 times slower?! No chance in oblivion anyone is getting out of there, even as a vamp runner I'd imagine. Plus, fighting as a Stam class would be asinine. I'd even call it impossible. Only hope I can think of is wait for the guards auto-oneshot to hit the assassin if you want to win. I don't see it happening without a specific battleground/arena type of setup at the very least.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »Man wouldn't it just be so fun if you randomly died while crafting or moving stuff into your bank etc, or if you were new to the game? wow, y'know I can't possibly imagine people not enjoying this uninvited invasion of their privacy and downtime.
it doesn't take even 5 seconds think about the consequences of just how bad such a system is.
That's because you lack vision. you're taking what I've written at face value and refusing to see the potential of such a system if refined and balanced.
I did say the system had flaws and its not like if something like this was implemented, it would exactly as you see here but it would retain the idea of a suspenseful cat and mouse situation. I'm sure if polished and balanced, this kind of mechanic could be very fun.
As a game designer i certainly do not lack vision. The only thing I lack is empathy for your system that is utterly devoid of balance or fun for the victims of it.
GimpyPorcupine wrote: »Tie it to the Bounty system.
Display players' bounties above them, make them targetable except in the Outlaws' Refuges, Thieves' Den, or Dark Brotherhood Sanctuary.
If the hunting player has the pvp stealth passive, they will be invisible to everyone including their target unless they have stealth revealing abilities and hit them with said revealing skill for 30 seconds(the timer pauses if they leave stealth to pursue a running player).
The target player now has two options. Teleporting and mounting is disabled for as long as the dark brotherhood hunter is within 60 meters of them during this time. They are also inflicted with a "fearing for your life" debuff which causes them to consume stamina at a x3 rate and regain stamina at a 5x slower rate. If their stamina bar is fully depleted they are inflicted with a "terrified and out of breath" debuff they must wait 5 seconds to begin regaining stamina.(This is to prevent the target player from being able to constantly outrun the hunter player while still giving them a decent chance to escape.)
They can either run for it, or attempt to reveal the player so they are forced to fight them one-vs-one with a revealing spell or skill. Once revealed, the hunter can no longer enter stealth by crouching and the option to perform an instant-kill is no longer available to the player.
If the target player chooses to run, they must evade the hunter for at least 10 minutes at which point the hunter player will fail the contract and the target player will be safe.
If the hunter player manages to get within 5 meters behind their target in stealth, they can instant kill the target player.
I realize this hypothetical concept has many potential flaws but its an idea at the very least! Thoughts? Opinions?
DrNukenstein wrote: »I'm gonna say this could be an awesome form of "rated" pvp with a strong set of systems for who deserves to have a contract put out on them. You should only get a contract generated if you do PVPer stuff. So, if they did this they should add automated checks for the following behavior.
-Getting the highest kill count and lowest score in battle grounds
-Spending X amount of telvar within 24 hours
-Hit tier 2 rewards in Cyrodil
-Queueing for normals as a tank with (2 out of 3) no taunts, no s+b or frost staff, no heavy armor
-Every X amount of AP
-If you take a contract you get a contract generated on yourself
Then what does an assassination contract/encounter look like. I think the hunted should get a notice that they have a contract, but not know that it's active until they run into the assassin. The assassin should get a map marker as long as the hunted is online. When the assassin gets within a certain range it should trigger a duel instance involving any party members the hunted player would have. If the hunted gets a certain distance away, the contract fails.
Then the rewards. Gold, launderable treasures, high end alchemy ingredients, maybe some gold mats tied to progression with the system, transmute rocks? If the hunted kills their assassin they should get a fat amount of gold on tops of randomly generated treasure the assassin would drop.
Then how do you choose how much the contract is worth? Tie base amount to the "offense" that generated the contract, and multiply it by some coefficient based on Alliance army rating and/or brotherhood pvp contract rating
Damn, they wouldn't need to add any pvp content for another 6 years.
You don't go to a Hamburger Place for a Hotdog.
Just sayin'
Oh, I think maybe you have no idea how deep those flaws go.I realize this hypothetical concept has many potential flaws...