Guards seeing EVERYWHERE?

Post » Sat May 28, 2011 1:12 pm

It just svcked in Oblivion that when you commit a crime the guards instantly know where your at,
Anyone else pissed off about this?
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Chloe :)
 
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Post » Sat May 28, 2011 10:05 am

Agreed.The all knowing guards.Also,I hope we can this time sell stolen stuff.How did they even know it was stolen!?
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Ronald
 
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Post » Sat May 28, 2011 7:53 am

One time I stole from some random npc in the imperial trade district far away and out of sight from guards. I then went to Wait a couple of hours and got the message " You can't wait while guards are pursuing you! " or something. So yes, it's very annoying and I really hope that they'll add realistic features such as that to the game.
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john page
 
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Post » Sat May 28, 2011 5:42 am

I never really had a problem with this due to my ability to be stealthy.

Not long ago I decided to wipe out the Orum gang as a series of well planned murders all happening at night and all with an amber arrow to the head; Dulfishs execution was interesting in that when I killed him I forgot to notice the guard who was walking past; clueless Imperial didn't notice a thing. :D
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Mandy Muir
 
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Post » Sat May 28, 2011 6:00 pm

Or the fact that even if they didn't witness a crime, they knew it was you. So you couldn't just hide somewhere and wait it out. If I kill someone in their house with a few swings, I guess in between hits they must have yelled my name out the window.
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Baby K(:
 
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Post » Sat May 28, 2011 5:37 pm

It wasn't the guards that see you, it was someone else reporting to them.
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Jessie Butterfield
 
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Post » Sat May 28, 2011 8:09 pm

Hopefully Guards aren't still all-knowing in Skyrim. However, I think it would be nice if one guard (or any witness) sees your actions and can begin to spread the news of your crime if they run away or fail to arrest you. If you don't deal with the witness, and if the severity of your crime(s) are large enough, maybe eventually the whole of Skyrim will know of That Marauding Orc, or The Uncatchable Thief.
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Nauty
 
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Post » Sat May 28, 2011 3:26 pm

The issue was adressed a little in Fallout 3, improved in New Vegas. It will definately be gone in Skyrim.
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Kate Murrell
 
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Post » Sat May 28, 2011 11:18 am

I think it's ridiculous that if one person sees you do something bad, and then you silence them, then the whole world knows.
This seems intensive, but here is what I propose:
When any NPC sees you commit a crime, they are 1st tagged. All NPCs who witness the crime first hand get 1st tagged. 1st tagged NPCs all run and seek out the nearest guard (or not, depending on how much they like you and/or their morality level). When a 1st tagged NPC gets within X feet (maybe like 4 or 5) of a guard, the guards now know and will try and get you. Any NPCs the 1st tagged NPCs encounter have a chance to be 2nd tagged depending on the 1st tagged NPCs new "integrity" stat. The higher the integrity stat is of the 1st tagged NPC is, the more likely the 2nd tagged NPC will believe them. 2nd tagged NPCs also will seek out the guard, but only just by walking. Any other untagged NPCs 2nd tagged NPCs encounter have a chance to be 3rd tagged based on the same criteria (however, the chance is lower because at this point people may start dismissing it as heresay). 3rd tagged NPCs won't actively seek out the guard, but if they wind up encountering one before any other NPC does, then they will alert the guard. 3rd tagged NPCs can create 4th tagged NPCs, and so on. All tagged behavior 3 and on is the same: not actively seeking out guard, but will tell the guard. The only difference is the tagging chance exponentially decreases with every tier. 4th tagged NPCs have a lower tagging chance than 3rd tagged, 5th tagged tagging chance is lower than 4th tagged tagging chance and so on and so forth.

If you manage to kill every tagged NPC, you will avoid the law. This may sound difficult, but if you manage to silence all first hand witnesses right away you should be fine. That brings me to my other idea: silencing. You don't have to kill witnesses and who they talk to, you can silence them in other ways. For instance, you could use bribery or threats to keep their mouths shut.
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megan gleeson
 
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Post » Sat May 28, 2011 11:59 am

It wasn't the guards that see you, it was someone else reporting to them.


Reporting... telepathically?
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Hot
 
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Post » Sat May 28, 2011 12:51 pm

Would it be possible for Guards to be able to investigate crimes? In one of the GI updates, it was stated that NPCs would now recognise you as friends, so they should also be able to recognise you as an enemy.

Perhaps if you illegally murder an NPC who is your Enemy, Guards would look into the matter and might even question you/attempt to arrest you?
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Sxc-Mary
 
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Post » Sat May 28, 2011 5:28 pm

Would it be possible for Guards to be able to investigate crimes?


L.A Noire police AI in Skyrim...

Awesome!
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Aaron Clark
 
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Post » Sat May 28, 2011 8:13 am

Reporting... telepathically?


Yeah, I guess so, why not.
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Kanaoka
 
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Post » Sat May 28, 2011 10:20 am

And like every second person in a town is a ducking guard. It's kind of unrealistic.
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herrade
 
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Post » Sat May 28, 2011 1:36 pm

Oblivion wasn't very kind to thief and assassin characters, guards knowing automatically where crimes were committed and the eyes of the super merchants who could spot a stolen item from miles away.
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Crystal Clear
 
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Post » Sat May 28, 2011 8:07 am

Would it be possible for Guards to be able to investigate crimes? In one of the GI updates, it was stated that NPCs would now recognise you as friends, so they should also be able to recognise you as an enemy.

Perhaps if you illegally murder an NPC who is your Enemy, Guards would look into the matter and might even question you/attempt to arrest you?


Ala Assassin's Creed?
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carrie roche
 
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Post » Sat May 28, 2011 3:31 pm

This seems intensive, but here is what I propose:
When any NPC sees you commit a crime, they are 1st tagged. All NPCs who witness the crime first hand get 1st tagged. 1st tagged NPCs all run and seek out the nearest guard (or not, depending on how much they like you and/or their morality level). When a 1st tagged NPC gets within X feet (maybe like 4 or 5) of a guard, the guards now know and will try and get you. Any NPCs the 1st tagged NPCs encounter have a chance to be 2nd tagged depending on the 1st tagged NPCs new "integrity" stat. The higher the integrity stat is of the 1st tagged NPC is, the more likely the 2nd tagged NPC will believe them. [snipped for space]


I agree with all of that. And when the guard is told, the other guards wouldn't automatically know either. The guard would have to tell other guards, or come running to the scene all by himself.

Another level would be if the 1st tagged NPC is skilled in combat (and thinks that he can best you), instead of running for a guard, he decides to confront you instead. If an NPC can approach you for training (as mentioned in GI), the mechanic must be in there for an NPC to guesstimate their skill level compared to yours... which could be how they'd decide to run for a guard, or take the law into their own hands. There's lots of possibilities.

If you want to get crazy, you could throw in variables such as NPCs who wouldn't want to get involved no matter what. Those who would only react to a serious crime, and wouldn't care about a petty crime. Those who only care when something happens to their or their friends' persons or properties. I'm beginning to delve into The Elder Sims V: Skyrim, but that dynamic would add a ton to the immersion. I guess we'll have to wait and see how radiant the new RAI is.

I really do like how you laid it all out, though. It would seem like the most realistic way for news to spread. I looked high and low in Oblivion, and I never did locate the security cameras in every room, nor the bluetooth com system the guards and NPCs were using. I also didn't find any PreCogs from Minority Report.
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Emily abigail Villarreal
 
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Post » Sat May 28, 2011 4:53 am

I agree with all of that. And when the guard is told, the other guards wouldn't automatically know either. The guard would have to tell other guards, or come running to the scene all by himself.

Another level would be if the 1st tagged NPC is skilled in combat (and thinks that he can best you), instead of running for a guard, he decides to confront you instead. If an NPC can approach you for training (as mentioned in GI), the mechanic must be in there for an NPC to guesstimate their skill level compared to yours... which could be how they'd decide to run for a guard, or take the law into their own hands. There's lots of possibilities.

If you want to get crazy, you could throw in variables such as NPCs who wouldn't want to get involved no matter what. Those who would only react to a serious crime, and wouldn't care about a petty crime. Those who only care when something happens to their or their friends' persons or properties. I'm beginning to delve into The Elder Sims V: Skyrim, but that dynamic would add a ton to the immersion. I guess we'll have to wait and see how radiant the new RAI is.

I really do like how you laid it all out, though. It would seem like the most realistic way for news to spread. I looked high and low in Oblivion, and I never did locate the security cameras in every room, nor the bluetooth com system the guards and NPCs were using. I also didn't find any PreCogs from Minority Report.

Thank you, I like your ideas as well. I really came up with that system as a result of how in Bloodmoon turning into a werewolf when even just one person sees alerts the whole island.
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GRAEME
 
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Post » Sat May 28, 2011 8:19 am

I don't commit crimes in TES:4 and when I do I make sure I don't get caught or I go back a save if I do.

Crime isn't a fun part of Oblivion. I'd like to see someone calling the guards and watching them running around looking for you, and actually have a chance to escape. That would be nice.
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Tamara Primo
 
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Post » Sat May 28, 2011 8:46 am

off course I hated the all seeing eye of the guards...

lidless, wreathed in flames, an eye that can pierce through cloud, shadow, and flesh...

:obliviongate:
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Dina Boudreau
 
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Post » Sat May 28, 2011 2:58 pm

I figured that since you always start as a prisoner, they have equipped you with a tracking leg bracelet or whatever you call it, and use it to find you.
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joseluis perez
 
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Post » Sat May 28, 2011 12:49 pm

Only unique items should not be able to be sold.
Things you can only get in mischievous ways, like guard armor. Unless you are part of their guild and are well known.
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Danger Mouse
 
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Post » Sat May 28, 2011 7:57 am

Ala Assassin's Creed?


Not really, I was thinking more like Red Dead Redemption. In Assassin's Creed, the witnesses weren't able to get guards to come after you so long as you aren't notorious.

In Read Dead Redemption, if the witness reports your crime to a Sheriff/Lawman, a bounty will be imposed on you, but you can kill the witness and avoid the bounty. However, other people can also witness your murder of the original witness, so if you don't exercise caution the situation could get worse.
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Dona BlackHeart
 
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Post » Sat May 28, 2011 3:46 pm

New engine, New Mechanics, New AI.
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Nice one
 
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Post » Sat May 28, 2011 1:21 pm

Everyone but you is telepathic . How does it feel?
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Pete Schmitzer
 
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