nerevarine1138 wrote: »Well, maybe the broke people should get more gold. If they need 80 gold, they will need to sell... let's see... about 4 normal quality items or a stack of foul hides. Or they could just kill a few things. Or... wait for it... they could not steal and incur a bounty if they (inexplicably) don't have the gold to cover it.
starkerealm wrote: »nerevarine1138 wrote: »Well, maybe the broke people should get more gold. If they need 80 gold, they will need to sell... let's see... about 4 normal quality items or a stack of foul hides. Or they could just kill a few things. Or... wait for it... they could not steal and incur a bounty if they (inexplicably) don't have the gold to cover it.
Yeah, those newbies that just got out of the wailing prison, that'll show them for not having a job the instant they dropped from the sky into the see. Layabouts all of 'em. Let 'em rot. Right?
The ultimate control over the justice system is to be more careful. There's no difference with relation to lag whether you accidentally steal an item or have lag during combat situations - there are in game consequences for unintended actions. It's a game state that we just have to deal with. I can understand the OP's argument over having more toggle options with regards to flagged items, but I think there are more important things to deal with... like how servers handle user client lag in general.
starkerealm wrote: »nerevarine1138 wrote: »Well, maybe the broke people should get more gold. If they need 80 gold, they will need to sell... let's see... about 4 normal quality items or a stack of foul hides. Or they could just kill a few things. Or... wait for it... they could not steal and incur a bounty if they (inexplicably) don't have the gold to cover it.
Yeah, those newbies that just got out of the wailing prison, that'll show them for not having a job the instant they dropped from the sky into the see. Layabouts all of 'em. Let 'em rot. Right?
If you got through Wailing Prison without looting anything worth of value to sell, I feel sorry for you.
Lord_Kreegan wrote: »NOTE: I'm not talking about "yellow" neutral NPCs that are indeed targetable. I'm talking about actual friendly NPCs.
nerevarine1138 wrote: »Whether or not lag is definitely the reason is kind of moot point if intent does not exist.
It's not a moot point.
If you don't intend to steal something, then you have no one but yourself to blame when you click on something and steal it. And just as in prior games, if you "accidentally" steal something in plain view of the guards, you will have to face the consequences.
I noticed they moved the Lockbox in Craglorn that was getting activated every time you tried to activate the alchemy station there. So, bug report the items that are too easy to steal when just trying to interact with an NPC and they might make an adjustment. That was gone in just a couple of days even.
bellanca6561n wrote: »nerevarine1138 wrote: »Whether or not lag is definitely the reason is kind of moot point if intent does not exist.
It's not a moot point.
If you don't intend to steal something, then you have no one but yourself to blame when you click on something and steal it. And just as in prior games, if you "accidentally" steal something in plain view of the guards, you will have to face the consequences.
You're just arguing to argue because the game is down. You don't respond to reason; you simply advance a dogma for your amusement.
What do they call that...oh yeah....
Lord_Kreegan wrote: »My one gripe with the justice system is simple.
There are a LOT of quests where the player must effectively fight alongside NPCs that are fighting mobs. More than once when I have attacked a mob fighting one of those NPCs that NPC has turned hostile. I've then been forced to kill both the mob and the NPC and ended up with the "Murderer Achievement".
Why?
It appears as if skills that use AoE or that do multi-targeting (like in the Templar's Dawns Wrath skill line) apparently will also sometimes hit the NPCs that are on your side... and then the player will be attacked by that NPC.
In other words, whether intentional or not, we now have "friendly targeting". NPCs that you are escorting or that are associated with you directly by the quest are not affected by your AoE or multi-targeting skills, but the other NPCs in the areas of the fights are.
The behavior is inconsistent. If AoE and multi-targeting are now going to be a liability in fights, then it needs to be consistent across the board. Right now there is no way to know whether or not non-hostile NPCs are going to be vulnerable.
NOTE: I'm not talking about "yellow" neutral NPCs that are indeed targetable. I'm talking about actual friendly NPCs.
Lord_Kreegan wrote: »My one gripe with the justice system is simple.
There are a LOT of quests where the player must effectively fight alongside NPCs that are fighting mobs. More than once when I have attacked a mob fighting one of those NPCs that NPC has turned hostile. I've then been forced to kill both the mob and the NPC and ended up with the "Murderer Achievement".
Why?
It appears as if skills that use AoE or that do multi-targeting (like in the Templar's Dawns Wrath skill line) apparently will also sometimes hit the NPCs that are on your side... and then the player will be attacked by that NPC.
In other words, whether intentional or not, we now have "friendly targeting". NPCs that you are escorting or that are associated with you directly by the quest are not affected by your AoE or multi-targeting skills, but the other NPCs in the areas of the fights are.
The behavior is inconsistent. If AoE and multi-targeting are now going to be a liability in fights, then it needs to be consistent across the board. Right now there is no way to know whether or not non-hostile NPCs are going to be vulnerable.
NOTE: I'm not talking about "yellow" neutral NPCs that are indeed targetable. I'm talking about actual friendly NPCs.
This would be a bug. In no way are you supposed to be able to attack "green" NPCs. Unless you have an addon that is for some reason changing the color of said NPC to where the yellow NPC is showing green.
nerevarine1138 wrote: »starkerealm wrote: »nerevarine1138 wrote: »As for lag: it doesn't do what you think it does. If I interact with an NPC in front of me, and the NPC moves before the interaction happens, the dialogue window either opens late or doesn't open at all (if they moved out of range). But that interaction does not apply to some object behind the NPC that I never highlighted. That's simply not how server lag works.
The version of lag I've seen first hand are teleporting guards. It's not exactly the same issue. But, go to steal something while hidden, and then a guard will pop partially over and detect the theft as it's occurring. It's distinctly annoying, but I've only seen it happen twice.
At that point, it doesn't strike me as impossible that someone would teleport out as you're pressing the key, leading to an accidental theft. I haven't seen it first hand, but as Fleshreaper pointed out, I haven't walked on the moon either.
I don't need to see it firsthand, because it simply isn't how lag works. The server takes your input with regards to what you have highlighted at the moment you press a key. Server lag only delays that response. It can't actually make you interact with something you never consciously highlighted. It's just not possible.
Now, the situation you described (guard lagging and appearing right next to you in a position to detect a theft) is a possibility with lag. But it's a totally different situation, and it still doesn't indicate a need for some kind of opt-out feature.
nerevarine1138 wrote: »Whether or not lag is definitely the reason is kind of moot point if intent does not exist.
It's not a moot point.
If you don't intend to steal something, then you have no one but yourself to blame when you click on something and steal it. And just as in prior games, if you "accidentally" steal something in plain view of the guards, you will have to face the consequences.
Fleshreaper wrote: »So, if the "server delays the response of the NPC moving and you click
So just in the past couple hours, the justice system that I've wanted nothing to do with is making a mess out of my game. First, I thought I'd help heal someone who was fighting the werewolf (for the quest) in Daggerfall, not realizing that the reason they were failing was because there was a Daggerfall guard in the mix. Luckily, I died and didn't take the rep hit because of that. Ok, so now I guess I won't help any of my 'allies' which is a pity because some folks who choose to be healers really like helping others when they can, especially newbies. Heck, for all I know, she probably accidentally hit the guard while trying to attack the werewolf.
Shortly afterward, I was trying to click on an npc merchant to check their wares, but accidentally right clicked an item on the cart behind them and stole it... no dialog box confirming or anything and now there's a bounty on my head. Sooo sooo sooo not cool at all for that to happen so easily. I also almost accidentally stole while trying to talk to the banker moments before, but since it was a chest, I was able to cancel. Seriously? Honest players shouldn't have to walk on eggshells and get tagged as a thief when they ARE NOT. The justice system is failing when it works against folks like this, unless you want to say that Tamriel's system is quite crooked and fond of incriminating/framing innocent citizens.
I want to opt out so badly, some sort of toggle, because this really isn't my play style and I'm baffled as to how this got past the test server. Please remedy this, ZOS!
You can opt out, there is a option to not attack npc's or such in options and the same for stealing, you can turn the auto loot off for stolen items.
Fleshreaper wrote: »So, when it does, there is a "jump" on the client end. And you can certainly be trying to interact with a NPC and click when they are not there.
Lord_Kreegan wrote: »My one gripe with the justice system is simple.
There are a LOT of quests where the player must effectively fight alongside NPCs that are fighting mobs. More than once when I have attacked a mob fighting one of those NPCs that NPC has turned hostile. I've then been forced to kill both the mob and the NPC and ended up with the "Murderer Achievement".
Why?
It appears as if skills that use AoE or that do multi-targeting (like in the Templar's Dawns Wrath skill line) apparently will also sometimes hit the NPCs that are on your side... and then the player will be attacked by that NPC.
In other words, whether intentional or not, we now have "friendly targeting". NPCs that you are escorting or that are associated with you directly by the quest are not affected by your AoE or multi-targeting skills, but the other NPCs in the areas of the fights are.
The behavior is inconsistent. If AoE and multi-targeting are now going to be a liability in fights, then it needs to be consistent across the board. Right now there is no way to know whether or not non-hostile NPCs are going to be vulnerable.
NOTE: I'm not talking about "yellow" neutral NPCs that are indeed targetable. I'm talking about actual friendly NPCs.
I wish I could give you an awesome and an insightful.bellanca6561n wrote: »nerevarine1138 wrote: »Whether or not lag is definitely the reason is kind of moot point if intent does not exist.
It's not a moot point.
If you don't intend to steal something, then you have no one but yourself to blame when you click on something and steal it. And just as in prior games, if you "accidentally" steal something in plain view of the guards, you will have to face the consequences.
You're just arguing to argue because the game is down. You don't respond to reason; you simply advance a dogma for your amusement.
What do they call that...oh yeah....
It's quite simple. ZoS should give us the option to opt-out from the justice system completely. I hate it at all.
For example: Being the hero of Daggerfall, celebrated by the people, and a murder at the same time is absurd. In no way I want to participate in a system which raises such ethical concerns, even it is only a game. And lastly I do not want to see all the dead corpses laying around in town.
Sorry for bad English.
starkerealm wrote: »Yeah, people standing over their own corpses is just weird.
Many players have auto loot on so they don't have to press extra buttons to loot corpses throughout the game... that's an option that's been in since the start of the game and in every MMO I can think of. Is it seriously connected to stealing as well? There's a huge oversightI have always had auto loot on. I also noticed stolen items NEVER auto looted. I then saw there was an option to turn it in.. but the default is off.
Can't do the time. don't do the crime?starkerealm wrote: »nerevarine1138 wrote: »Well, maybe the broke people should get more gold. If they need 80 gold, they will need to sell... let's see... about 4 normal quality items or a stack of foul hides. Or they could just kill a few things. Or... wait for it... they could not steal and incur a bounty if they (inexplicably) don't have the gold to cover it.
Yeah, those newbies that just got out of the wailing prison, that'll show them for not having a job the instant they dropped from the sky into the see. Layabouts all of 'em. Let 'em rot. Right?