Maybe it's just the lack of details on each idea that comes out of these ask Paul Sage forums and podcasts.
I don't follow the logic of allowing players to kill NPCs in a town especially if there is no PvP going on.
Now if another faction could invade a town and friendly NPCs of certain affiliations were neutral therefore allowing attacks, that would make sense.
If a certain race was able to attack NPCs because they used the explorers lack and created a character outside of the pre set faction...that makes sense.
If while outside of a town of castle town (sry but that's how I'm examining this) and friendly factions were to go hostile based on certain responses in dialogue or if I steal from them. oK.
Where is this stuff going and how does it fit into the story. What world event is going to happen to change what we have. Is Molag B using demons or some stone in each town to make use neutral and hostile?
It's already bad that after finishing quests VR levels go to a faction who should be hostile to start questing.
I just need some story and logic around this.
It would be MORE important to establish areas in a town where players could PvP and enable a system that allows other PLAYS to attack, steal, police, etc other PLAYERS and the NPCs would also help police this.
The game is just creating far fetch ideas to draw in or keep subscribers but killing any logic of the game.
Am I missing something ?
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501