Conquest of the Horde

Full Version: 'Kill On Sight' Guide
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Well, I think you need to take it up with the GMs on a case by case basis. They seem to be allowed through special profiles but I haven't seen many people play them, mostly because there's a sort of "guard stigma" of being restricted to the city you work for (though that's not necessarily true for some races and organizations, e.g. the Sentinels).
The Alliance does not have a firm grip on Duskwood or Bloodmyst. That being said, they will still try to kill you if they find you there. It is still their territory.
The key words to remember here is "kill on sight".

Don't get seen, don't get killed. Places like Durotar and Elwynn are more strict because in general you can't enter those areas without passing an Alliance/Horde checkpoint, aka it is impossible to really sneak into them.
(04-22-2012, 03:01 PM)Beltharean Wrote: [ -> ]
Quote: Guards will never fight you one-on-one. They will not lose the fight in the long run. That's basically what it means.

That being said, and being one of the few on the server who has a PC guard, if there is a conflict within Hearthglen and no GMs online, do I as a player and not a GM, have the right to say, "Look. There are ten NPC guards here within view of the crime being committed, as well as my own," Or do I 'let' them escape? Personally, I'd rather not have to bring NPCs into any conflict since I'm -not- a GM and nothing but drama is likely to come from it... But it seems like in some situations it's really the only answer.

Are there guidelines set for playing a guard that I've just been unable to find? I've looked around several times, but I've never really seen anything from the horse's mouth so to speak, on the limits of a PC guard's jurisdiction.

Search for a guild post called 'The Law'.

And if worst comes to worst and there aren't GMs online, have your character file a report. If it's something like a brawl happening in the streets, it's reasonable to assume NPCs would aid their fellow guard.
(04-22-2012, 04:04 PM)CappnRob Wrote: [ -> ]The key words to remember here is "kill on sight".

Don't get seen, don't get killed. Places like Durotar and Elwynn are more strict because in general you can't enter those areas without passing an Alliance/Horde checkpoint, aka it is impossible to really sneak into them.

I'm wondering the guidelines on the sneaking itself. It can create some drama based on the fact that you can have either the "Look! I'm in the middle of the street but blending like in Assassin's Creed!" or something similar such as, "I be the best sneak in da world, me no be found." But on the other side, there's the, "I see you, you can't sneak. Eva! I see everything in dis entire place and will report you instantly!" I wouldn't sneak around unless it's for an event, only because there really is no reason for your character to be sneaking otherwise.

Just my two copper on sneaking.
Well most of the time it would be a bit of a challenge to blend into the area you're trying to go. As it's been in the past though unless there is really an event going on even though it may be possible for folks to sneak around and such overall it's just not worth the effort to accomodate those special cases.
Enter enemy territory.
Wonder why everyone's hostile.

This has my approval.
(04-23-2012, 05:35 AM)KageAcuma Wrote: [ -> ]
(04-22-2012, 04:04 PM)CappnRob Wrote: [ -> ]The key words to remember here is "kill on sight".

Don't get seen, don't get killed. Places like Durotar and Elwynn are more strict because in general you can't enter those areas without passing an Alliance/Horde checkpoint, aka it is impossible to really sneak into them.

I'm wondering the guidelines on the sneaking itself. It can create some drama based on the fact that you can have either the "Look! I'm in the middle of the street but blending like in Assassin's Creed!" or something similar such as, "I be the best sneak in da world, me no be found." But on the other side, there's the, "I see you, you can't sneak. Eva! I see everything in dis entire place and will report you instantly!" I wouldn't sneak around unless it's for an event, only because there really is no reason for your character to be sneaking otherwise.

Just my two copper on sneaking.


The difference here is it's hard for an orc to blend ala Assassin's Creed in a city full of HUMANS.

I meant sneaking as in bypassing checkpoints, most of which would be difficult to do IC. Example: A horde -could- sneak into Elwynn by going through the forests of Duskwood and crossing the river, but IC that entails going through a dangerous woodland full of worgen and giant spiders and zombies and such. An Alliance could enter the Ghostlands very easily as there isn't even guards posted at the ruins of the Elfgates, but again: you'd have to hustle through the Plaguelands.

The basic rule of thumb is "you shouldn't be in your opposing faction's zones". Technically neutral zones are more lenient so long as you don't go dancing in front of cities and towns.
A good read and a great set of guidelines. /likes
I have to say... Elves are damn good at maneuvering through forests. High, Night, or Blood, it doesn't matter. It's what they do. An elf that can't sneak through forests, no matter how treacherous, is like a Dwarf that can't drink booze, no matter how strong.

The only time they get caught is when Alterac betrays them. Also, I see Blood elven alliance with the Horde as putting a lot of them in a really awkward spot, since they're former High Elves (And were part of Alliance forces in Warcraft 3).



However, on the question of "Should guards be killable"... I believe the answer should be "Absolutely". Their threat is in their effectively-infinite numbers. And I feel that having guards automatically have an "I win" button undermines the agency of other player characters, especially when it comes to inter-faction conflict. The absolute truth is "The guard always wins - in the end." While it might be possible for someone of the guards' faction to 'get away with' a crime in front of the guards by killing them, the IC repercussion is that character becomes Kill-on-sight by that faction, and a return to the society would be suicidal, as you have both, the guards AND the citizens against you. Some player-characters are bad-ass enough to storm and deal significant damage to the strength of a town. What does need to be kept in mind is the actual strength of the guards in question - The Elwynn footsoldiers easily die to Murlocs. But the guard of a city, and honor guard of a faction leader are FAR better trained, equipped, and numerous. These elite guards should give anyone, no matter how awesome, a run for their money. And even if you kill guards, more will be trained to replace them.

Right now, PCs of opposite factions are too cosy with each other, and I think invincible guards is part of the problem. Light forbid anyone creates something that threatens the immediate status-quo and stir up some faction conflict and rivalry.
I have to agree with the idea of guards becoming killable. Granted, I haven't been on the server long, but I look at it this way... If the guards are so uber that a single guard can wipe out any pc (after a while) then you have to wonder why the factions need PCs to do their dirty work. From what I see it, the guards are mortal, and while badass, they are vulnerable. A touch PC could probably take down one or two guards before dying/being knocked unconscious, even in a 3-1 or 5-1 fight. Of course, that doesn't mean that I believe that they should be able to "win" against the guards. As the OP mentioned, guards will NOT try and fight fair. They WILL come in numbers. But in melee, a lot can happen, and one lucky hit can drop most people.

Long and short, I believe guards should win, especially due to numbers, but should not be invincible/they should be vulnerable to death, though of course such a death would have a LOT of consequences. After all, look at our own police force. It is often said that if you kill a cop, you're never making it to prison.
The guard thing is because people can, will, and have done really dumb stuff in the middle of broad daylight in a city. And, GMs can't always puppet a mass of them. Max we usually have on is five at a time, and they're busy RPing or doing other GM things. It's to cut down on drama.

You could, perhaps, consider the single guard a representation of a larger number.
(12-17-2012, 04:15 PM)c0rzilla Wrote: [ -> ]The guard thing is because people can, will, and have done really dumb stuff in the middle of broad daylight in a city. And, GMs can't always puppet a mass of them. Max we usually have on is five at a time, and they're busy RPing or doing other GM things. It's to cut down on drama.

You could, perhaps, consider the single guard a representation of a larger number.

Ah, that makes more sense. Especially since very rarely would a guard go out alone. Fair enough, carry on!

And my scenario about the 3-1 thing was more about getting attacked out in some of the controlled areas, as opposed to capital cities. If you try anything in a city, you're SCREWED.
Allow me to elaborate from the GM side of things why I'm more personally against fighting guards;

To put things bluntly, most GMs do not come to play guards because they logged in and set out to do so for the day. I typically play a guard when being called away in the middle of RP, or when building, or doing some other task; it's not usually something you can prepare yourself for, in short.

Now, the matter is that most of the time we will want to get back to the aforementioned task without much fuss. Generally we're called in because otherwise a character would suffer injuries in a situation where guards would logically step in. In short, we're just coming in to make sure all that keeps patched up; not because we necessarily wish to play guard duty at the time. We (and please realize, my 'we' means 'I' for all purposes of my post here) are there to handle things ICly and quickly, and then carry on with our day, in short.

So we're not too happy when this gets sidelined into 'let's go on a benny hill chase, or go into a guard mosh pit'. Its unfortunate, but basically unless you plan in advance then GMs might not be inclined to play this out to a greater extent.

Hope that explains some of the more 'mechanical' aspects behind why we prefer this.
Makes perfect sense to me, and I understand that. That was more just on what some people said about guards being unkillable. You having to step in for other things is a different matter.
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