Not if you don't get caught. If an NPC sees you, your bounty increases by something like 1500g per infraction (with some adjustments for certain guild passives) and the guards will try to kill you on sight. And before you ask, no, it doesn't matter if another player sees you and that would be next to impossible to balance without completely destroying all the fun in it.
1500 may not sound like a lot, but trust me, it can add up real fast. Also forgot to mention that merchants and such will refuse to do business with you until you clear your bounty.
Better the npcs than you or me. I’d sacrifice an npc and it’s lootable corpse over myself any day. Imagine if the Thieves Guild dlc required us to pick the pockets of other players? No thank you.
Sylvermynx wrote: »Um. "Shiny things" in their pockets? Really?
NoTimeToWait wrote: »Not if you don't get caught. If an NPC sees you, your bounty increases by something like 1500g per infraction (with some adjustments for certain guild passives) and the guards will try to kill you on sight. And before you ask, no, it doesn't matter if another player sees you and that would be next to impossible to balance without completely destroying all the fun in it.
1500 may not sound like a lot, but trust me, it can add up real fast. Also forgot to mention that merchants and such will refuse to do business with you until you clear your bounty.
You weren't much into farming NPCs, were you? If you want to massacre NPCs you won't go with your main. Because there is an easy way to have around 20g bounty per kill maximum (nowhere near 1500g you mentioned). Just make a new low level char, get all the skills necessary for bounty reduction and even after murdering dozen populations of Vivec you will have something around 100k bounty which is easily removed with pardon edict from Thieves Guild questline.
Even without finishing TG questline, just doing their dailies will provide you with so many simple pardon edicts (2500g ones), that you can have the same result (currently I have around 50 of them without much effort from me).
The justice system is not working.Better the npcs than you or me. I’d sacrifice an npc and it’s lootable corpse over myself any day. Imagine if the Thieves Guild dlc required us to pick the pockets of other players? No thank you.
AFAIK, thieves guild doesn't deal into killings. They should even punish their members for killing their targets (as a Thieves guild member you don't want to draw too much attention to your guild. Cut purse is easily ignored. Dead body isn't). I argue, that most of those corpses come not from DB dailies (which have their own share), but from people just farming gold by bypassing third pickpocket attempt
VaranisArano wrote: »Kiralyn2000 wrote: »He/She is talking about the Player vs. Player justice system the ZOS announced 4 years ago and quickly forgot about ...
"We will not be adding in the previously discussed PvP component of the Justice System. We caveated this many times - as I said at the ESO QuakeCon presentation in 2014, it was always going to be very difficult making it fun, but not exploitable. When introducing new systems to the game, our number one goal is to make sure that we don't introduce new problems. Having players enforce justice on the criminal activity of other players has the potential to introduce imbalances and other issues that greatly outweigh any potential gameplay benefits. The game's central concept of "PvP in PvP areas and be safe in safe areas" needs to stay the way it is."
https://www.elderscrollsonline.com/en-us/news/post/25563
the Justice System would have been awesome. Too bad this game is not targeted for adult audiences
I think you mean "griefers who enjoy pulling the wings off flies".
Every game I've seen that let people pvp in the 'open world', was full of folks crowing about the "Real PvP™" they participated in every day, squishing people 40+ levels below themselves who had no chance of fighting back. Even in this game, you see the "PvP is the true challenge!" crown celebrating the return of IC & Cyro events that attract a fresh audience of sitting ducks PvE'ers into their zones so they can stomp on helpless targets.
But yes, "adult" audiences.
Heh.
I will absolutely back the PVPers fighting in PVP zones. You go into Cyrodiil or Imperial City, even for events? You should he prepared to PVP or sneak around to avoid PVP. Those are PVP-enabled zones and you don't get to be exempt from PVP when you walk into a PVP-enabled zone. You consented to PVP when you knowingly entered into Cyrodiil and the Imperial City. Either prepare for PVP or die like a sitting duck because you didn't bother. You want the rewards in a PVP enabled zone? Accept the risk of PVP.
But on the other hand, I will absolutely back everyone who wants to be safe in a PVE zone. Nobody should be forced into PVP through griefing or as a consequence of doing normal PVE activities in a PVE-only zone. If they want to experience PVP, they need to consent to it, through dueling, through entering the PVP enabled zones or, a completely optional open world PVP opt-in if ZOS could figure out how to make it work which they apparently can't. The rewards in a PVE-only zone should not come with the risk of PVP.
I'm sick and tired of PVE players wanting a free pass in PVP-enabled zones. I'm also sick and tired of PVP players wanting to force PVP into PVE-only zones.
BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
SUGGESTION for a FIX: "BOUNTY DUELS"
1. If a player (the "killer") kills a civilian, the game places him automatically into PvP "bounty" mode (for x seconds).
2.This is visualized by a bounty symbol over the head of the "killer".
3. The first player (the "bountyhunter") to attack the "killer" starts a regular duel that the "killer" cannot refuse. This also closes the opportunity for other players to attack the "killer".
4. Duel results:
4.1 If the "bountyhunter" wins, he receives 10k AP. The "killer" receives a "sinner" symbol over the head for y minutes, so that all civilians are alarmed and no further civilian murders are possible for the duration of the penalty. For this, the game automatically is setting the option "Prevent Attacking Innocents" for the killer for the duration of the penalty.
4.2 If the "killer" wins, he receives 10k XP (not AP).
5. To prevent cheating, the two players ("killer" and "bountyhunter") cannot run another "bounty duel" for z minutes.
VaranisArano wrote: »
And as for the gold farming...you do realize that one of the achievements requires you to fence 1 million gold worth of stolen items right? Thats a lot of stolen items, since green ones are worth 100g and blue, 250g (a little improved by passives). I've done a fair bit of pick, pick, stab and I'm only 3/4ths of the way to that achievement and that lovely purple dye.
BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
Also there’s vampires, werewolves, and Daedric Princes around. Oh and did anyone forget Markarth in Skyrim, where a forsworn member killed someone in the open streets? The Daedric quests where you had to kill? Cause I sure do.BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
There is an entire DLC wherein that is precisely what it's about.
"Unrealistic?"
You mean like elves, orcs, and anthropomorphic cats and lizards?
And your "suggestion" is equally ridiculous. YOU (and others like you who have voiced the same opinion) are offended by the way some people choose to play a specifically-designed aspect of the game, but it's ok for you to suggest forcing people into the way YOU think they should play. (forcing PvP on those who upset your delicate sensibilities.)
What makes your desired experience while playing this game superior to the desired experience of others, as long as they are not affecting you directly? (they aren't trying to kill your character.)
NoTimeToWait wrote: »Not if you don't get caught. If an NPC sees you, your bounty increases by something like 1500g per infraction (with some adjustments for certain guild passives) and the guards will try to kill you on sight. And before you ask, no, it doesn't matter if another player sees you and that would be next to impossible to balance without completely destroying all the fun in it.
1500 may not sound like a lot, but trust me, it can add up real fast. Also forgot to mention that merchants and such will refuse to do business with you until you clear your bounty.
You weren't much into farming NPCs, were you? If you want to massacre NPCs you won't go with your main. Because there is an easy way to have around 20g bounty per kill maximum (nowhere near 1500g you mentioned). Just make a new low level char, get all the skills necessary for bounty reduction and even after murdering dozen populations of Vivec you will have something around 100k bounty which is easily removed with pardon edict from Thieves Guild questline.
Even without finishing TG questline, just doing their dailies will provide you with so many simple pardon edicts (2500g ones), that you can have the same result (currently I have around 50 of them without much effort from me).
The justice system is not working.Better the npcs than you or me. I’d sacrifice an npc and it’s lootable corpse over myself any day. Imagine if the Thieves Guild dlc required us to pick the pockets of other players? No thank you.
AFAIK, thieves guild doesn't deal into killings. They should even punish their members for killing their targets (as a Thieves guild member you don't want to draw too much attention to your guild. Cut purse is easily ignored. Dead body isn't). I argue, that most of those corpses come not from DB dailies (which have their own share), but from people just farming gold by bypassing third pickpocket attempt
BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
There is an entire DLC wherein that is precisely what it's about.
"Unrealistic?"
You mean like elves, orcs, and anthropomorphic cats and lizards?
And your "suggestion" is equally ridiculous. YOU (and others like you who have voiced the same opinion) are offended by the way some people choose to play a specifically-designed aspect of the game, but it's ok for you to suggest forcing people into the way YOU think they should play. (forcing PvP on those who upset your delicate sensibilities.)
What makes your desired experience while playing this game superior to the desired experience of others, as long as they are not affecting you directly? (they aren't trying to kill your character.)
NoTimeToWait wrote: »BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
There is an entire DLC wherein that is precisely what it's about.
"Unrealistic?"
You mean like elves, orcs, and anthropomorphic cats and lizards?
And your "suggestion" is equally ridiculous. YOU (and others like you who have voiced the same opinion) are offended by the way some people choose to play a specifically-designed aspect of the game, but it's ok for you to suggest forcing people into the way YOU think they should play. (forcing PvP on those who upset your delicate sensibilities.)
What makes your desired experience while playing this game superior to the desired experience of others, as long as they are not affecting you directly? (they aren't trying to kill your character.)
Well, it's quite easy, isn't it? We always talk about balance in PVP and PVE. How about we talk about balance in thieving?
I don't think that a member of Dark Brotherhood should be much interested in pickpocketing NPCs opposed to killing them. DB chapter didn't introduce laundering things, so whatever you steal from pickpockets of your victims is not part of DB DLC. Now, if your only reason is to get stolen items by killing NPC, that means you mainly rely on TG DLC which provides you with such opportunity.
And in terms of TG DLC, killing NPCs instead of pickpocketing them is unbalanced. When pickpocketing, any min-maxer will always prefer killing NPC to making a third attempt to steal for reasons like:
1) less time spent before you get reward
2) dead NPC respawns much faster than the rewards in empty pockets of robbed NPC
3) other NPC will attack you less often after seeing murder than after unsuccessful pickpocket attempt
With these benefits, you almost never try to make third pickpocketing attempt which also makes you question pickpocketing mechanic.
So, I would argue, that ZOS needs to improve rewards from third pickpocket attempt (so they need to separate killing and pickpocketing rewards in the first place) or they should make killing NPCs more risky to make it more in line with original TG mechanic (right now killing NPC is much safer and easier option).
Also, stolen items should respawn at the same rate as dead NPCs
Improved rewards from third pickpocket attempt will also improve situation with Black Market Mogul achievement.
P.S. of course if you only kill NPCs for DB dailies and only do this for your own fun without laundering items than this post is not intended for you
And your "suggestion" is equally ridiculous. YOU (and others like you who have voiced the same opinion) are offended by the way some people choose to play a specifically-designed aspect of the game, but it's ok for you to suggest forcing people into the way YOU think they should play. (forcing PvP on those who upset your delicate sensibilities.)
BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
SUGGESTION for a FIX: "BOUNTY DUELS"
1. If a player (the "killer") kills a civilian, the game places him automatically into PvP "bounty" mode (for x seconds).
2.This is visualized by a bounty symbol over the head of the "killer".
3. The first player (the "bountyhunter") to attack the "killer" starts a regular duel that the "killer" cannot refuse. This also closes the opportunity for other players to attack the "killer".
4. Duel results:
4.1 If the "bountyhunter" wins, he receives 10k AP. The "killer" receives a "sinner" symbol over the head for y minutes, so that all civilians are alarmed and no further civilian murders are possible for the duration of the penalty. For this, the game automatically is setting the option "Prevent Attacking Innocents" for the killer for the duration of the penalty.
4.2 If the "killer" wins, he receives 10k XP (not AP).
5. To prevent cheating, the two players ("killer" and "bountyhunter") cannot run another "bounty duel" for z minutes.
bellanca6561n wrote: »What wisdom was there is turning civilian NPCs into little more than landscape harvest nodes?
NoTimeToWait wrote: »Not if you don't get caught. If an NPC sees you, your bounty increases by something like 1500g per infraction (with some adjustments for certain guild passives) and the guards will try to kill you on sight. And before you ask, no, it doesn't matter if another player sees you and that would be next to impossible to balance without completely destroying all the fun in it.
1500 may not sound like a lot, but trust me, it can add up real fast. Also forgot to mention that merchants and such will refuse to do business with you until you clear your bounty.
You weren't much into farming NPCs, were you?
BalticBlues wrote: »Slaugthering civilians is not what Elder Scrolls is.
Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).
SUGGESTION for a FIX: "BOUNTY DUELS"
1. If a player (the "killer") kills a civilian, the game places him automatically into PvP "bounty" mode (for x seconds).
2.This is visualized by a bounty symbol over the head of the "killer".
3. The first player (the "bountyhunter") to attack the "killer" starts a regular duel that the "killer" cannot refuse. This also closes the opportunity for other players to attack the "killer".
4. Duel results:
4.1 If the "bountyhunter" wins, he receives 10k AP. The "killer" receives a "sinner" symbol over the head for y minutes, so that all civilians are alarmed and no further civilian murders are possible for the duration of the penalty. For this, the game automatically is setting the option "Prevent Attacking Innocents" for the killer for the duration of the penalty.
4.2 If the "killer" wins, he receives 10k XP (not AP).
5. To prevent cheating, the two players ("killer" and "bountyhunter") cannot run another "bounty duel" for z minutes.