They need to ensure in the future, that those who do not want to participate in the PVP portion of the Justice System are not forced to do so while still being able to participate fully in the PvE aspects of the Justice System.
I think this may be note worthy, because I've seen multiple people mention that you can auto loot stolen goods and they're wrong..
I always have auto loot on and if you attempt to loot an owned container (steal from a container) it still brings up the loot box and you have to press E or R to steal the items. In other words, auto loot does NOT work when stealing.
You can still however accidentally loot items not in containers accidentally without any prompt to ensure your intentions, regardless of whether or not you have auto loot on.
I think this may be note worthy, because I've seen multiple people mention that you can auto loot stolen goods and they're wrong..
I always have auto loot on and if you attempt to loot an owned container (steal from a container) it still brings up the loot box and you have to press E or R to steal the items. In other words, auto loot does NOT work when stealing.
You can still however accidentally loot items not in containers accidentally without any prompt to ensure your intentions, regardless of whether or not you have auto loot on.
I believe they are referring to the items out in the open, like apples, armour etc etc. They just slip straight into your pocket with no pop-up.
The 'other' auto-loot option is for stealing and yeah it woks absolutely fine.
edit: typo
I think this may be note worthy, because I've seen multiple people mention that you can auto loot stolen goods and they're wrong..
I always have auto loot on and if you attempt to loot an owned container (steal from a container) it still brings up the loot box and you have to press E or R to steal the items. In other words, auto loot does NOT work when stealing.
You can still however accidentally loot items not in containers accidentally without any prompt to ensure your intentions, regardless of whether or not you have auto loot on.
I believe they are referring to the items out in the open, like apples, armour etc etc. They just slip straight into your pocket with no pop-up.
The 'other' auto-loot option is for stealing and yeah it woks absolutely fine.
edit: typo
Yea after re-reading the top post I see you're right, I skimmed the first time. Doesn't hurt to put the info out there I suppose.
They need to ensure in the future, that those who do not want to participate in the PVP portion of the Justice System are not forced to do so while still being able to participate fully in the PvE aspects of the Justice System.
My addition in bold italics.
The rest of your post was both insightful and awesome, and I agreed with it. Sorry I could only endorse one of those three!
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Miss-clicking is a fairly easy mistake to make. There are lots of reasons why someone may accidentally press E, and not get the result that they intended.
newtinmpls wrote: »I guess what is confusing to me here (and anyone feel free to explain it to me) is the idea that Pressing a key is involved here. I was presuming that this was a left-mouse-click issue (as I can see a hand/finger twitch could be an issue).
But seriously - an actual key stroke?
I'm still a mouse-clicker for NPC interactions personally out of MMO-habit so it seems like it's an issue for a good amount of folks either way.newtinmpls wrote: »I guess what is confusing to me here (and anyone feel free to explain it to me) is the idea that Pressing a key is involved here. I was presuming that this was a left-mouse-click issue (as I can see a hand/finger twitch could be an issue).
DaniAngione wrote: »When you decide to break the law and become a criminal, you must know that you're risking that much.
starkerealm wrote: »DaniAngione wrote: »When you decide to break the law and become a criminal, you must know that you're risking that much.
And when the game decides you want to be a criminal... then what?
DaniAngione wrote: »starkerealm wrote: »DaniAngione wrote: »When you decide to break the law and become a criminal, you must know that you're risking that much.
And when the game decides you want to be a criminal... then what?
A guard will approach and you'll pay a really small and despicable amount and all will be well.
As ZOS stated, you can block a greater bounty by activating the "don't attack civillians" UI option... Accidental theft is quite rare (unless you're a click spammer, never happened to me) and the bounty is little...
I'm sorry, but if you do become a criminal with huge bounties and such, don't tell me the 'game wanted' that.............
Contraptions wrote: »Alternatively, the devs could rebind/create a "steal/lockpick/pickpocket" key to be different from the default interact/search "E" key. It's clear these two interactions are for different purposes and lead to different outcomes thus there really isn't a reason for them to be using the same button in the first place.
starkerealm wrote: »DaniAngione wrote: »When you decide to break the law and become a criminal, you must know that you're risking that much.
And when the game decides you want to be a criminal... then what?
XBone/PS4 controllers.
nerevarine1138 wrote: »starkerealm wrote: »XBone/PS4 controllers.
And actually, no. The key to interact has always been the key for pickpocketing, stealing, etc. The only thing that changes is the context in which it is used, which makes perfect sense.
starkerealm wrote: »nerevarine1138 wrote: »starkerealm wrote: »XBone/PS4 controllers.
And actually, no. The key to interact has always been the key for pickpocketing, stealing, etc. The only thing that changes is the context in which it is used, which makes perfect sense.
Yes, because no Elder Scrolls game ever used F1 to steal and Space to interact as the default scheme, that would just be weird. No, it's always been this way, and so it always shall be this way... except in ESO and Skyrim where it's E by default. Or, you know Arena where stealing defaults to P but interacting in general is a contextual prompt on the mouse.
No, the decision to bind the theft and interact keys to the same button had absolutely nothing to do with the franchise moving to consoles.
But, you know about that because none of us know where your name came from.
nerevarine1138 wrote: »I should have been more clear about "since Morrowind", as that's the first Elder Scrolls game that had mass appeal. And if you're really claiming that Morrowind (which was more or less a port to the consoles) changed its control scheme for consoles, you're deluding yourself.
nerevarine1138 wrote: »It's always made more sense that there be one key for interacting with the world and that those interactions change based on context.
DaniAngione wrote: »The best thing that ever happened to me in ESO was when I got distracted and killed by a guard with a 80k bounty.
80k. Poof.
Did I rage? No. Did I screamed at someone? Nope. Did I stopped playing or made a rant post in the forums? Nay.
I smiled, and I was so damn happy about it... Happy because ZOS was bold enough to add TRUE risk to the game, something we only see in EVE Online nowadays though it was common back in the old & good days (Ultima Online, etc...)
Risk... True risk... intense, powerful risk.
When you decide to break the law and become a criminal, you must know that you're risking that much.
What have I done? Well, I kept stealing... and got more than 200k back already...
So, please, ZOS.... Don't ever nerf that. Crime isn't the best or only way. If someone goes that way, they must not be weak. The weak shall fail, and that's how it is.
ZOS_MandiParker wrote: »We have discussed having a “no theft” type of option in the UI for players who never want to steal owned items. While this option is not consistent with the Elder Scrolls, we do understand some of the frustration with accidental looting, though we consider Justice to be an integral part of Tamriel.
Accidentally stealing a “takeable item” (an owned drink or apple on the table behind the merchant) produces a relative small bounty, and if you are intentionally avoiding criminal activity then you likely won’t suffer many consequences aside from paying a handful of gold that’s appropriate to your level. For an accidental and uncommon pick-up, it is a minor fine and you’re back to your life as an upstanding citizen. This is relatively uncommon, and so it would be a low risk and no reward mode of gameplay for these players.
When you are actually a criminal with an inventory full of stolen goodies and you accidentally pick up an owned apple near a guard rather than speaking with an npc, that’s when you get slammed and your goodies get taken by the guard, and you get hit with a massive bounty. This is a consequence of the system, though – it is a system of high risk and high rewards. Reducing the aspect of risk during the peak moments prior to reward would invalidate much of the current system. The system is part of the world and not just when it’s convenient – that’s how it is in the Elder Scrolls series.
Further, having a “No Theft” toggle would remove interactivity in the world and it would eliminate one of the few non-combat risks that people might encounter. Sometimes even the most careful player will run into a hostile monster by accident (and sometimes they get killed by this), but we do not allow players to toggle off hostility. That would be quite odd, right?
This system is designed to be augmented in the future with more social elements, and we anticipate that players will become more mindful of the laws in Tamriel. Avoiding murder as a toggle was a concession given because it could result in a massive fine and possibly death even if you otherwise play as an upstanding citizen because the bounty is so much higher than simple theft. The option is default Off because we want people to know what their options are in the world before they assume that those options don’t exist. Auto-looting stolen items is also a toggle because we wanted to allow you to specifically confirm your action to steal an individual item, as auto-looting many items at once could be as financially devastating as murder. Both of these opt-outs were specifically designed only to help players avoid the harshest penalties for truly accidental actions. (The unintentional criminal healing issue is a separate thing really, and we’re considering some options for it.)
Justice as a fully integrated system like Champion, Combat, and Crafting. It is critical to future content in the game, and we want players to learn how to live with the underlying rules of the system before introducing heavier mechanics and related content. Having said that, we will still continue to monitor friction points for players and address specific areas of concern, so please continue to report things that cause frustration and we will absolutely look into these issues as we develop the system further.
Oh! Also, if you have a hard time finding recipes or ingredients, then you should definitely spend more time in Delves and Dungeons -- always unowned and usually stuffed with goodies.
I, for one, would like an option or ability to incapacitate an "innocent" who is attacking me due to a failed thieving attempt. Not a huge fan of killing those only trying to protect their stuff... Leave the bounty the same... Pretty sure it would make things more convoluted on a dev side, but it would be nice.
Welcome to Elder Scrolls. This is exactly how it is supposed to work if the intention is to make thieving-system like in single player games.
@ZOS_MandiParker , understandable that it needs to part of the world. The non-container pickups are essentially auto-looted, though.ZOS_MandiParker wrote: »Accidentally stealing a “takeable item” (an owned drink or apple on the table behind the merchant) produces a relative small bounty, and if you are intentionally avoiding criminal activity then you likely won’t suffer many consequences aside from paying a handful of gold that’s appropriate to your level. For an accidental and uncommon pick-up, it is a minor fine and you’re back to your life as an upstanding citizen. This is relatively uncommon, and so it would be a low risk and no reward mode of gameplay for these players.
When you are actually a criminal with an inventory full of stolen goodies and you accidentally pick up an owned apple near a guard rather than speaking with an npc, that’s when you get slammed and your goodies get taken by the guard, and you get hit with a massive bounty. This is a consequence of the system, though – it is a system of high risk and high rewards. Reducing the aspect of risk during the peak moments prior to reward would invalidate much of the current system. The system is part of the world and not just when it’s convenient – that’s how it is in the Elder Scrolls series.
Further, having a “No Theft” toggle would remove interactivity in the world and it would eliminate one of the few non-combat risks that people might encounter. Sometimes even the most careful player will run into a hostile monster by accident (and sometimes they get killed by this), but we do not allow players to toggle off hostility. That would be quite odd, right?
This system is designed to be augmented in the future with more social elements, and we anticipate that players will become more mindful of the laws in Tamriel. Avoiding murder as a toggle was a concession given because it could result in a massive fine and possibly death even if you otherwise play as an upstanding citizen because the bounty is so much higher than simple theft. The option is default Off because we want people to know what their options are in the world before they assume that those options don’t exist. Auto-looting stolen items is also a toggle because we wanted to allow you to specifically confirm your action to steal an individual item, as auto-looting many items at once could be as financially devastating as murder. Both of these opt-outs were specifically designed only to help players avoid the harshest penalties for truly accidental actions. (The unintentional criminal healing issue is a separate thing really, and we’re considering some options for it.)
DaniAngione wrote: »The best thing that ever happened to me in ESO was when I got distracted and killed by a guard with a 80k bounty.
80k. Poof.
Did I rage? No. Did I screamed at someone? Nope. Did I stopped playing or made a rant post in the forums? Nay.
I smiled, and I was so damn happy about it... Happy because ZOS was bold enough to add TRUE risk to the game, something we only see in EVE Online nowadays though it was common back in the old & good days (Ultima Online, etc...)
Risk... True risk... intense, powerful risk.
When you decide to break the law and become a criminal, you must know that you're risking that much.
What have I done? Well, I kept stealing... and got more than 200k back already...
So, please, ZOS.... Don't ever nerf that. Crime isn't the best or only way. If someone goes that way, they must not be weak. The weak shall fail, and that's how it is.