Renato90085 wrote: »vamp and werewolf:
CameraBeardThePirate wrote: »It also just doesn't make sense. There are so many mounts, non-combat pets, and polymorphs that would also be considered criminal acts if ZOS was even halfway consistent about it.
If I can run around dressed up as a literal genocidal god who is actively invading Tamriel while having a skeletal dragon following me and riding a zombified horse, I should be able to summon a ghost that literally heals people without getting a bounty.
I understand why the “Criminal Act” tag was added originally, it made sense when class identity and world immersion were stronger. But nowadays, when the game no longer emphasizes those aspects as much, this mechanic feels unnecessary and restrictive.
DenverRalphy wrote: »I'm of the opposite opinion.I understand why the “Criminal Act” tag was added originally, it made sense when class identity and world immersion were stronger. But nowadays, when the game no longer emphasizes those aspects as much, this mechanic feels unnecessary and restrictive.
While I agree this is the crux of the issue, I also firmly believe that the best solution would be to rebuild and boost the immersion the game has lost. Ramp up the impact and downsides of criminal acts and the bounty/justice system. Vampirism stage 4 should build bounty and heat as well.
For too long immersion and class identiy have been chipped away.
I hated when we DIDN’T have criminal act because I just… ran around Alinor as a werewolf and no one cared. It was really weird. That said, I don’t think people should be punished for using their abilities during a quest, even if it is immersion breaking that the npc wouldn’t care. Instead of every npc freaking out, would making criminal acts only freak out guards solve the problem?
I hated when we DIDN’T have criminal act because I just… ran around Alinor as a werewolf and no one cared. It was really weird. That said, I don’t think people should be punished for using their abilities during a quest, even if it is immersion breaking that the npc wouldn’t care. Instead of every npc freaking out, would making criminal acts only freak out guards solve the problem?
No. Because we have to enter the city to deliver or get quests. And I’ll be attacked by a guard after helping the city? That doesn’t make sense… like all things in this game right now, to be fair.
The most annoying I find is the healing skill being a criminal act.
I took my necro to Skywatch and went into the guild building to grab the skyshard there. Then, being lazy, I did what I had done for every other character, jumped down from the top of the building and hit heal when I landed to heal the fall damage.
Suddenly she is kill on sight. Oops!
DenverRalphy wrote: »I'm of the opposite opinion.I understand why the “Criminal Act” tag was added originally, it made sense when class identity and world immersion were stronger. But nowadays, when the game no longer emphasizes those aspects as much, this mechanic feels unnecessary and restrictive.
While I agree this is the crux of the issue, I also firmly believe that the best solution would be to rebuild and boost the immersion the game has lost. Ramp up the impact and downsides of criminal acts and the bounty/justice system. Vampirism stage 4 should build bounty and heat as well.
For too long immersion and class identiy have been chipped away.
A better suggestion is to let player have option to enable or disable "Criminal Act" mode instead of forcing it on everybody.
We now have a toggle for Sprint. Why not have a toggle for "Criminal Act" on certain skill (or transformation like WV and Vampires) that can be enabled or disabled as part of "Prevent Attacking Innocents" in Combat settings?
I say make it optional.
While I personally like the criminal acts system I can see how it can be immersion breaking (due to the myriad of other inconsistencies mentioned in this thread) and just plain incovenient for other players.
TX12001rwb17_ESO wrote: »Here is a compromise
it can also serve as an update to Vampire, Werewolf and Necromancer content.
Instead of getting a bounty (Paying it does not unmake you a Vampire or Werewolf) Necromancers, Vampires and Werewolves would have a "Hunted" mechanic, when you use a skill in a town NPCs would just comment and or flee from you, but you will not gain a bounty, instead there would be a separate system for threats beyond the Guard's paygrade where you can get ambushed by 2 or 3 Vampire/Werewolf/Necromancer Hunters while out in the wilderness based on how often you have been using these skills in front of NPCs, these Hunters would be strong, maybe each would be equivalent to a more dangerous enemy like a Gargoyle/Storm Atronach so they would not be unkillable, a cakewalk for endgame players but more of a challenge for lower level players.
Killing them would reduce your "Hunted" level.
spartaxoxo wrote: »Werewolves, Vampires, and Necromancy have all been viewed as evil in Tamriel for decades.
spartaxoxo wrote: »I don't players should be able to opt of risks to their Playstyles with a flip of a switch. Criminal acts are already very easy to avoid. Werewolves, Vampires, and Necromancy have all been viewed as evil in Tamriel for decades. The Worm Cult and Necromancers have been unleashing massive levels of destruction in this era. There's no narrative reason these things shouldn't be crimes. And since skills are also not up passively but instead something the player can easily control doing, there's no good gameplay reason it shouldn't be illegal either imo.
Frankly the blade of woe should also be added to the list.
katanagirl1 wrote: »spartaxoxo wrote: »I don't players should be able to opt of risks to their Playstyles with a flip of a switch. Criminal acts are already very easy to avoid. Werewolves, Vampires, and Necromancy have all been viewed as evil in Tamriel for decades. The Worm Cult and Necromancers have been unleashing massive levels of destruction in this era. There's no narrative reason these things shouldn't be crimes. And since skills are also not up passively but instead something the player can easily control doing, there's no good gameplay reason it shouldn't be illegal either imo.
Frankly the blade of woe should also be added to the list.
I have a necro that only does daily crafting writs now, and she has blastbones on the circle button. So guess what happens when I hit one too many circle buttons backing out of menus? She gets a bounty. It’s no big deal though, I just sneak and get away and wait for the bounty to go down.
I think BoW is a crime if witnessed by npcs. You get a passive in the Dark Brotherhood skills with a percent chance to not be seen after all.