Most players can just go about murdering NPC's left and right with getting enough stuff for fences to totally negate the meaning of any bounty they get in the process.
At least when you pickpocket, there are skill involved in the process and the pickpocket should be the means to get good loot, killing an NPC should give crap.
Also the "harder" pickpocket marks should reward a bit better by giving more valuable loot.
People also claim, that if they pickpocket an NPC, the NPC is empty for next player that attempts to pickpoicket. I find this hard to believe as when i pickpocket folks on my own, i never come across an empty NPC, i have even pickpocketed an NPC that was just pickpocketed by my friend and both of us received 3 pickpockets from the target.
Hey.
EDIT: Reading many of your comments, i only hear "I want teh loot" in many arguments. However, no matter how you twist it, consequences for murdering someone are meaningless if not totally absent for most players. People make too much gold from murdering and the boubty that careless murders give, are not high enough to make people act more cautiously. Most players can just go about murdering NPC's left and right with getting enough stuff for fences to totally negate the meaning of any bounty they get in the process. Easy loot, money from nothing.. These are what pickpocketing and murdering create. Money from nothing tends to ruin the whole economy of MMO. Furthermore, while many players do not consider NPC's as more than walking containers, this does not mean the walking container should give good loot for murder, murder is easy, blade of woe someone and you get loot easy mode. At least when you pickpocket, there are skill involved in the process and the pickpocket should be the means to get good loot, killing an NPC should give crap.
Furthermore, for many players who are more to playing as character rather than person who just plays for teh stuff. For those of us who do immerse ourselves in to world of Tamriel as characters existing in that world, the massacre of NPC folks is not very immersive as the amount of murder happening is totally out of control. I do like toi play psychotic characters when im angry about something, it is a good way to release some pressure, but i dont think murder as a playstyle should be a playstyle to reserve loot, it should rather be a playstyle to be a murderer, plain and simple. Murder motives are rarely for wealth anyways. Reserve loot for pickpockets who invest skillpoints and personal skill in executing pickpocket correctly and leave murdering for murdering pyschopath, thanks
I think we could get a bit of a change here.. Right now you can actually get pretty good loot at times when you murder an NPC and loot.
I think the more skilled playstyle, pickpocketing should be rewarded better than murder. I think the loot in murder victims should be reduced in quality and worth of what it is now and in turn, second and third pickpocket of same NPC should reward way better than now. Also the "harder" pickpocket marks should reward a bit better by giving more valuable loot.
Personally, i dont think that easy mode/murder should be encouraged. Rather the more skill and planning required pickpocket should be always encouraged as the better option.
People also claim, that if they pickpocket an NPC, the NPC is empty for next player that attempts to pickpoicket. I find this hard to believe as when i pickpocket folks on my own, i never come across an empty NPC, i have even pickpocketed an NPC that was just pickpocketed by my friend and both of us received 3 pickpockets from the target. However.. IF NPC is empty after someone pickpockets it, the system needs to change so that the NPC is not empty for next player. Also, NPC pockets that are emptied, need to reset in same time as it takes for respawn after murtder.
Thing here is, that murder is happening in casual rate as a means to receive loot, not as means to roleplay a murdering character. This needs to change so that item aquisition always happens through pickpocketing and murder is simply a way to roleplay, not as measn to receive good loot. The murdered NPC can have few coins as loot for immersive reasons
kylerjalen wrote: »Oh I don't see a difference, at least not for me. I always pickpocket an npc twice then assassinate and loot.
The assassination always has that chance of dropping dried blood.
I want it all.
kylerjalen wrote: »Oh I don't see a difference, at least not for me. I always pickpocket an npc twice then assassinate and loot.
The assassination always has that chance of dropping dried blood.
I want it all.
This is exactly the problem. Pickpocketing should be the means to get the best stuff from NPC's, not murder. Murder is easy and without real consequences, pickpocketing and get caught has no meaningful consequences either, but at least there is more timing and skill involved than simply killing some NPC.
I fully understand the opposition against making it slightly harder to get better stuff because why would impatient player want to wait for right moment to pickpocket when one can just murdr and loot, get teh loot by that easy way of killing.
IcyDeadPeople wrote: »Anyone willing to deal with consequences from murder (very high bounty for a long time), should get better reward.
The bounties are a farce, with all the skills that reduce the bounty and make them tick away faster you would have to be really careless to not make a profit.
Everytime I see a "Crime needs more consequences" thread I cringe. usually because it involves mention of PVP.
WhiteCoatSyndrome wrote: »Can't you Pickpocket someone more than once? Whereas you can only murder them one time before they respawn. So you're getting double or triple the loot for Pickpocketing.
SolidusPrime wrote: »This is in fact true. It's something you would have run into quite a bit if you spent a lot of time pickpocketing. An NPC can be PP'd 3 times before being dry, and it isn't instanced. You didn't get 3 from the same NPC your friend did. This is, in fact, why most people murder the NPCs...because they have looted them dry and killing them get them and their loot to come back faster.
I submit then that you, sir, are a terrible thief and a notorious (lol) criminal.IcyDeadPeople wrote: »There are some of us with essentially permanent bounty. I did the math on mine once and it would take 6 or 7 years to go away.
Did you know, that the NPC pockets are empty only for you? Even people in the same group can each pickpocket a sigle NPC 3 times.
So when you kill an NPC you have pickpocketed for max loot. You take that NPC away from everyone else who might want to pickpocket them after you. That means that everyone else than the person killing the NPC loses the pickpocket chance for the duration of the respawn time.
And letting NPC live should be the option players are encouraged to pick. For example, the bounty for murder should be considerably higher and pardon edicts should not work on murder victims bounty. Pardon edicts are part of thieves guild anyways and thus, should not cover murder bounty.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
I agree with some of what you said, but not this. I guess I just don't quite get that some people take the fake economy and fake money of an online game seriously.Money from nothing tends to ruin the whole economy of MMO.
SydneyGrey wrote: »It's so hard to make money in this game before you're level 40-ish, unless you have another character who can funnel money to your new character. Any way to make money while levelling is a good way.I agree with some of what you said, but not this. I guess I just don't quite get that some people take the fake economy and fake money of an online game seriously.Money from nothing tends to ruin the whole economy of MMO.
EDIT: People are free to disagree with me.