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And We Have NPCs Because?

  • Sylvermynx
    Sylvermynx
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    Um. "Shiny things" in their pockets? Really?
  • NoTimeToWait
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    Glurin 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.
    max_only wrote: »
    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
    Edited by NoTimeToWait on October 4, 2018 11:20AM
  • VaranisArano
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    Sylvermynx wrote: »
    Um. "Shiny things" in their pockets? Really?

    Well. Assorted goods to be stolen.

    Things like:
    Portable Chamber Pots
    Daedric Candles
    Veiled Heritance Codebooks
    Pocket Rule Guides to "Kick the Khajiit"
    Psijic Sashes
    A ruby from the freaking Ruby Throne
    Wanted Posters
    Dunmer House Motifs

    Also, human skulls. Never quite understood that one. Like, am I taking their skull as a trophy because they've got a fine looking mandible? Or are they all acting the part of Hamlet talking to Yorick? I dunno, not my part to reason why, I just reap their souls for Sithis all the same.

    ZOS actually did a really good job with the stolen items available in the game and I find it really interesting to see the loot tables for various NPCs. There's a lot of cool tidbits of lore that can be found in the stolen item descriptions.
  • VaranisArano
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    Glurin 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.
    max_only wrote: »
    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

    The Thieves Guild of Oblivion and Skyrim has a "No Murder" policy. ESO's Thieves Guild has no such thing.

    They...may have decided that such a policy was a good idea after they asked my Dark Brotherhood Silencer to help them out with their unfortunate situation in Hew's Bane and she murdered her way through the questline. Oops, well, its not like her Speaker didnt try to warn them.


    As for the new players, meh? I'm sure it can be abused, but thats there for the protection of actual new players who havent had the time to make lots of gold. The pardons reward the players who actually do the dailies - and you can still get caught if you arent careful or get cocky.

    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.
  • SantieClaws
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    They ask the same question yes.

    That traveller over there by the wall, with the armour and the suspicious look. Hands close to their weapons as if ready to strike.

    Do they farm, do they drive a cart, do they sing?

    Do they sweep, do they sew, do they clean up after the horses?

    Do they work at the mill, do they fix the roads, do they dig the graves?

    So all these mysterious travellers who come to our town, these strangers passing through, these shadows in the corner of our taverns - what exactly do THEY do?

    Yours with paws
    Santie Claws
    Shunrr's Skooma Oasis - The Movie. A housing video like no other ...
    Find it here - https://youtube.com/user/wenxue2222

    Clan Claws - now recruiting khajiit and like minded others for parties, fishing and other khajiit stuff. Contact this one for an invite.

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    https://www.imperialtradingcompany.eu/
  • Tandor
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    Prabooo wrote: »
    Acrolas wrote: »
    SirAndy 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.

    I agree with all of that, although the problem now is that we do have optional PvP in PvE zones through dueling, but don't have optional PvE in PvP zones. On that basis alone I wouldn't be averse to a PvE instance for the PvP zones - it might even help performance there - although I quite understand why the PvPers don't want it.
  • BalticBlues
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    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.
    Edited by BalticBlues on October 4, 2018 12:40PM
  • Reistr_the_Unbroken
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    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.

    The Dark Brotherhood Dlc is about killing innocents, so why try to mess up a Dlc that is centered around killing that people have actually payed for?
    Edited by Reistr_the_Unbroken on October 4, 2018 12:49PM
  • NoTimeToWait
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    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.

    Yeah, I do. That achievement is the only reason I was dismayed when ZOS nerfed NPC farming spot in Vvardenfell (I never really had time to farm there)

    And that achievement still baffles me. With launder limits, you need months to get it. I wonder, if it's even harder than Angler achievement
    Edited by NoTimeToWait on October 4, 2018 12:57PM
  • bearbelly
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    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.)

    Edited by bearbelly on October 4, 2018 12:58PM
  • Reistr_the_Unbroken
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    bearbelly 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.)
    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.
  • Hoolielulu
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    ..
    Glurin 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.
    max_only wrote: »
    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

    The Thieves Guild knew what they were getting when they brought me in. I was covered in weapons with a giant scar on my face.
  • NoTimeToWait
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    bearbelly 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
    Edited by NoTimeToWait on October 4, 2018 1:27PM
  • VaranisArano
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    bearbelly 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

    Easy. Give all NPCs 4 stolen items. That makes the 3rd pickpocket attempt necessary at the lower chance of success. Now, that inflates the loot table and possibly some inflation of gold sources as pick, pick, pick, stab becomes more lucrative, but the added risk from the 3rd attempt might balance that out.

    Mind you, its always going to be easier to have both TG and DB DLCs, and I suspect thats by design. $$$
    Edited by VaranisArano on October 4, 2018 2:46PM
  • Iluvrien
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    bearbelly wrote: »
    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.)

    How about, because it was forced on us first?

    Between PC early access at the end of March 2014 and the release of the DB DLC at the end of May 2016 people had two years to play without corpses littering the streets of every major city. It was perfectly possible (because I did it) to have multiple VR16 characters before DB was even announced.

    Did ZOS collect feedback on how to lessen the impact to existing players? Did ZOS attempt to not "force" this change on the population? Nope.

    There is no toggle to hide multiple duplicate corpses, there isn't a despawn-before-respawn mechanic, there aren't a significant number of guards in cities to decrease the regular sounds of NPCs drowning in their own blood...

    .. but yes, by all means, talk about how bad having a change to your playing experience would be if it was forced upon you.
  • Kiralyn2000
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    Slaugthering civilians is not what Elder Scrolls is.

    Ok. clearly you've never seen all the threads on the various old TES forums from people wanting to kill more NPCs permanently, bemoaning the addition of 'immortal' NPCs, asking for mods to let them kill the unkillable, talking about how they sometimes let off steam by slaughtering a town, etc, etc, etc.....
    Seeing piles of corpses on the streets while nobody cares also is unrealistic (and sickening).

    ...dude, it's a game. There's no difference between the town NPCs and the monsters out in the world, except for getting a bounty if you're seen, and that you can pickpocket them. They respawn. And none of them are quest-important - every NPC that has useful dialogue or other meaningful functions, can't be targeted by "crime" (as far as I've seen).


    edit: and if your argument is "but mah immershuns!".... I truly don't see how there can be any such thing in an MMO. Let alone in a town, where you're surrounded by other players doing crazy things, having absurd names, wearing odd things, and riding around on flaming piles of fireworks shaped like a horse. Cherry-picking out "but there's corpses!" as the line-too-far, just makes me more certain that complaints about "broken immersion" are just false arguments targeted at whatever happens to annoy a particular poster on a particular day.



    ---
    Seriously, at this point I'm not sure if this is a small group of people really dedicated to RP, or just another attempt at a stealthy end-around at getting "open world PvP" enabled so they can gank & grief.
    Edited by Kiralyn2000 on October 4, 2018 4:14PM
  • VaranisArano
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    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.

    So basically, people can camp known murdering spots and grief PVEers trying to do the quests, dailies, or achievements in a PVE-only zone. Consider Anvil, where you have to murder someone to start the DB questline. Or the fact that you have to gain DB exp to do the questlines.

    ZOS didn't implement a bounty hunter system because they couldnt figure out how to prevent griefing. Apparently, neither can you...
    Edited by VaranisArano on October 4, 2018 9:27PM
  • worsttankever
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    What wisdom was there is turning civilian NPCs into little more than landscape harvest nodes?

    Frankly, not a priority or strength of the game. ESO online immersion and storytelling sucks.

    My wife asks me why I can’t play Witcher 3 instead , which actually has good story, plot, and characters. My skyshard runs, crafting, and PvP are a real bore (as she looks on).
    Edited by worsttankever on October 4, 2018 10:26PM
    Men are but flesh and blood. They know their doom, but not the hour.
  • Red_Feather
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    Guild Trader areas should have bodyguards all over the place.

    That picture is like 10 feet from them. lol
  • Glurin
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    Glurin 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?

    On the contrary. I do it all the time. On my main. Which is why I don't acquire 100k bounties that have to be removed with pardon edicts. I don't go around slaughtering people in broad daylight like some psychotic amateur. Pick, pick, stick, all done from the shadows with no witnesses. Except for things like guards, which you can't stick. You run into a bunch of guards with empty pockets, that was probably me. ;)

    It's also how I know that if you loot the body of everything it has rather than leave junk behind, the body will disappear shortly thereafter, which means there's no mess left behind for people like the OP to complain about. And really, only a rank amateur would be stupid enough to leave the body out in the open like that. Take some pride in your work, people! Clean up after yourselves.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Hoolielulu
    Hoolielulu
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    You run into a bunch of guards with empty pockets, that was probably me.

    YOU! Now we are mortal enemies.
    Edited by Hoolielulu on October 4, 2018 11:44PM
  • MattT1988
    MattT1988
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    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.

    You do that and you rip off all the people who bought the Thieves Guild and Dark Brotherhood DLC’s with expressed understanding that they were PvE DLC’s.
    How is turning them into PvP DLC’s all of the sudden fair on them?

    It isn’t. So no deal on the bounty system.
    Edited by MattT1988 on October 5, 2018 12:00AM
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