Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty [snip] dumb.
So much for testing my heals in town.
Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty *** dumb.
So much for testing my heals in town.
Really? What would you expect if you were aiding a fugitive. Otherwise groups of healers would get together a heal their criminal allies, keeping them safe from the guards.
Good job ZOS!
And in the five minutes I played on PTS, about half of Belkarth was already killed. And the only thing people were doing were running around killing and pickpocketing... Oh well, at least the kids will have a great time for a couple of months before the game is shut down when all the serious players left...
Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty *** dumb.
So much for testing my heals in town.
Really? What would you expect if you were aiding a fugitive. Otherwise groups of healers would get together a heal their criminal allies, keeping them safe from the guards.
Good job ZOS!
And in the five minutes I played on PTS, about half of Belkarth was already killed. And the only thing people were doing were running around killing and pickpocketing... Oh well, at least the kids will have a great time for a couple of months before the game is shut down when all the serious players left...
Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty *** dumb.
So much for testing my heals in town.
Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty *** dumb.
So much for testing my heals in town.
Really? What would you expect if you were aiding a fugitive. Otherwise groups of healers would get together a heal their criminal allies, keeping them safe from the guards.
Good job ZOS!
Not sure I like this if I cannot choose where my heals are targeted....
No, you have more than double that amount in open world to steal from as you wish. TES games have always had consequences for taking stuff that doesn't belong to you, soon ESO will too and it's great.Rebeccas04nub18_ESO wrote: »Too many containers are steal only, almost every one in town. How about let us legally loot about 1/2?
This is simply the shape of things to come .. ZOS are blind to the mega-griefing that will happen by bored PVPers having 'fun' at everyone else' expense: and yes, I KNOW quest givers, vendors, etc. can't be killed, that's not the point.And in the five minutes I played on PTS, about half of Belkarth was already killed. And the only thing people were doing were running around killing and pickpocketing... Oh well, at least the kids will have a great time for a couple of months before the game is shut down when all the serious players left...
Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty *** dumb.
So much for testing my heals in town.
Really? What would you expect if you were aiding a fugitive. Otherwise groups of healers would get together a heal their criminal allies, keeping them safe from the guards.
Good job ZOS!
Why not just have heals not affect fugitives unless they're in your group? This has already been super annoying and will end up costing healers quite a bit of gold due to random "smart heals".
Teargrants wrote: »If you happen to heal a player who is in combat with guards you get automatically branded a fugitive too and guards will atk on sight. Pretty [snip] awesome.
Animal_Mother wrote: »It's too easy to instantly wipe a large bounty through death.
I killed a number of Evermore soldiers in the cemetery - didn't get the achievement for murder - promptly entered the fugitives refuge, fenced everything for 1500 gold. Exited, killed by guard and had a 4800 gold bounty removed. In the end, all I had to do was respawn and pay for repairs and I still profited.
Maybe death should just reduce the bounty by 500-1000 gold. That way, you still die and have to pay for repairs (150g or so) but the slate isn't cleared. If you are caught for a crime it should hurt a bit - this was nothing.
Did this multiple times for blue items and money.
Nevermind - I guess the system does remove some gold upon death to cover your bounty. What happens if you manage to bank it before they catch you? They put guards in banks!
And in the five minutes I played on PTS, about half of Belkarth was already killed. And the only thing people were doing were running around killing and pickpocketing... Oh well, at least the kids will have a great time for a couple of months before the game is shut down when all the serious players left...
fromtesonlineb16_ESO wrote: »This is simply the shape of things to come .. ZOS are blind to the mega-griefing that will happen by bored PVPers having 'fun' at everyone else' expense: and yes, I KNOW quest givers, vendors, etc. can't be killed, that's not the point.And in the five minutes I played on PTS, about half of Belkarth was already killed. And the only thing people were doing were running around killing and pickpocketing... Oh well, at least the kids will have a great time for a couple of months before the game is shut down when all the serious players left...