I have the following idea to reinvigorate the Justice System - Player Heists. In essence, it would be a sort of PvP/tower defense mode of the already existing in-game Heists, builds on top of player Houses.
All in game houses, in the edit mode, could have the "Heist" mode enabled. When enabled, apart from allowing to place all existing furnishings, the owner could also place a certain number of special "Trap" items, as well as a 1 special "Treasure" item (the amount of these could scale with the house size). Then, the house could be listed in a special section of the House Tours menu. Then, all players on the server could enter this house in the "Heist" mode. In this mode, they would have a timer and their goal would be to reach the treasure. If they manage to reach it in the time while avoiding the traps, they can keep the contents of the treasure.
In order to balance this system and provide a fun, fair and sustainable gameplay loop, I propose the following constraints:
- The author of the Heist, before listing their House in the House Tours menu, has complete 1 "dry-run" of their Heist by reaching the treasure in the specified time, to "prove" it's possible to complete (to avoid scenarios like the treasure being complete blocked by furnishings, etc.).
- In order to attempt a Heist on some listed house, the attempting player needs to pay a small "fee" (e.g. 500 gold). This is so that the system is not too inflationary on the in game economy, as well as to provide a risk/reward mechanism to each attempt.
- At the same time, to incentivize authors to make it really hard, each time a player attempts their Heist and fails, the author is payed a "compensation price" (e.g. 300 gold).
- To incentivize players to actually attempt Heist, if they manage to successfully find the treasure, they are paid a "bounty" (i.e. the contents of the treasure). To balance the system so that the paid bounty scale with difficulty of a given Heist, each time some player fails a Heist in that House, the "bounty" for completing that house goes up (up to a certain limit).
- In order to avoid abuses of the system, each time a player successfully completes a Heist on some specific House, they they'd have a 30 days cooldown for that house.
- In order to avoid flooding the Home Hours menu with poor-quality Heists, the presented heists would be ranked by vote-count, or something like that, or the authors would have to pay a monthly fee to even be added on the public House Tours menu list.
I think this would be a really fun, creative and open-ended system. The cool part of it is that it would be really not that difficulty to implement i think, given that all the building blocks are already in place in the game - the instanced Housing system with hundreds of houses, the Home Tours system which allows to list House in a centralized discover-able menu, and finally the Justice System itself, along with all it's components like traps, guards, stealth, pickpocketing, heat.
This system would, I think, elegantly resolve one of the main pain points of the existing Justice system - that it's complete PvE based, i.e. everything is scripted and needs to be hand crafted by ZOS. In this mode, would could have a potentially endless variety of interesting Heists. This would maybe even lead to completely new builds in theorecrafting, specifically to handle challenging heists, we could also have time-based leaderboards, ZOS could add new special furnishing types & houses specifically designed for this mode (thus providing a healthy revenue source for the company).