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Why did this happen?

Lirkin
Lirkin
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I was doing a quest in Rivienshire in the town Northpoint where you have to save the city from the vampire woman. I came out of the final building after killing here and all of a sudden I was kill on sight and standing right behind a covenant guard.

My character is a necromancer so why did I change to kill on sight after leaving the building and why would you program this kind of thing?

How you have setup the Necromancer class does not make sense. My skills are not so powerful that they need to have a negative like this.

I had to log my character or get killed after saving the city.
  • Hippie4927
    Hippie4927
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    Necromancers have certain skills that are 'criminal acts'. They show as criminal acts so you can't use them around law abiding NPC's.
    PC/NA/EP ✌️
  • 1mirg
    1mirg
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    Hippie4927 wrote: »
    Necromancers have certain skills that are 'criminal acts'. They show as criminal acts so you can't use them around law abiding NPC's.
    and the reason why this is a thing is due to necromancy is essentially a crime in nearly all of tamriel.
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  • max_only
    max_only
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    Hippie4927 wrote: »
    Necromancers have certain skills that are 'criminal acts'. They show as criminal acts so you can't use them around law abiding NPC's.

    Be aware that law abiding citizens can include horses and mud crabs. That’s why my necros always carry leniency papers with them.
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  • xXMeowMeowXx
    xXMeowMeowXx
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    Hippie4927 wrote: »
    Necromancers have certain skills that are 'criminal acts'. They show as criminal acts so you can't use them around law abiding NPC's.

    Yeapers ^ You’re a criminal / hero

    @Lirkin

    This will tell you which skills are an CRIMINAL ACT in bright red OP to clear up any confusion.

    https://elderscrollsonline.wiki.fextralife.com/Necromancer+Skills
    Edited by xXMeowMeowXx on February 6, 2020 7:14PM
  • Kahnak
    Kahnak
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    The abilities that are criminal acts are labeled 'THIS IS A CRIMINAL ACT' in the tooltip.
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  • madman65
    madman65
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    If you had a summoned creature and exited the building with it still active, you`ll be attacked. I found that out the hard way.
  • doomette
    doomette
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    max_only wrote: »
    Hippie4927 wrote: »
    Necromancers have certain skills that are 'criminal acts'. They show as criminal acts so you can't use them around law abiding NPC's.

    Be aware that law abiding citizens can include horses and mud crabs. That’s why my necros always carry leniency papers with them.

    And goats. Or as my husband calls them, narc-ass goats after one witnessed one of his crimes.
  • xxthir13enxx
    xxthir13enxx
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    Lirkin wrote: »
    I was doing a quest in Rivienshire in the town Northpoint where you have to save the city from the vampire woman. I came out of the final building after killing here and all of a sudden I was kill on sight and standing right behind a covenant guard.

    My character is a necromancer so why did I change to kill on sight after leaving the building and why would you program this kind of thing?

    How you have setup the Necromancer class does not make sense. My skills are not so powerful that they need to have a negative like this.

    I had to log my character or get killed after saving the city.

    Because ppl wanted immersion
    Don’t you feel immersed?
  • Taleof2Cities
    Taleof2Cities
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    Lirkin wrote: »
    I was doing a quest in Rivienshire in the town Northpoint where you have to save the city from the vampire woman. I came out of the final building after killing here and all of a sudden I was kill on sight and standing right behind a covenant guard.

    My character is a necromancer so why did I change to kill on sight after leaving the building and why would you program this kind of thing?

    How you have setup the Necromancer class does not make sense. My skills are not so powerful that they need to have a negative like this.

    I had to log my character or get killed after saving the city.

    Because ppl wanted immersion
    Don’t you feel immersed?

    Except the restriction is only in town ... not anywhere else.

    It would be nice if ZOS put “CRIMINAL ACT” in red letters under the Necromancer class in character generation ... so players knew what they were getting into ahead of time. Oh wait ...

    Edited by Taleof2Cities on February 6, 2020 7:43PM
  • ArchMikem
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    This is only the beginning of the Immersioning! Greymoor is going to label some of the Vampire skills as Criminal Acts as well, and hopefully Werewolves will get the treatment too.

    One small step for world building.
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  • xxthir13enxx
    xxthir13enxx
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    Lirkin wrote: »
    I was doing a quest in Rivienshire in the town Northpoint where you have to save the city from the vampire woman. I came out of the final building after killing here and all of a sudden I was kill on sight and standing right behind a covenant guard.

    My character is a necromancer so why did I change to kill on sight after leaving the building and why would you program this kind of thing?

    How you have setup the Necromancer class does not make sense. My skills are not so powerful that they need to have a negative like this.

    I had to log my character or get killed after saving the city.

    Because ppl wanted immersion
    Don’t you feel immersed?

    Except the restriction is only in town ... not anywhere else.

    It would be nice if ZOS put “CRIMINAL ACT” in red letters under the Necromancer class in character generation ... so players knew what they were getting into ahead of time. Oh wait ...

    Yaaa....I’ve read this 4 times and for the life of me I can’t figure out what the word Except is doing there...since everything you stated is directly related to the fact...

    People wanted
    Necro to be Punished
    for doing something Criminal
    for the sake of immersion

    Sooo I dunno what your taking exception to..
  • Lirkin
    Lirkin
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    Hippie4927 wrote: »
    Necromancers have certain skills that are 'criminal acts'. They show as criminal acts so you can't use them around law abiding NPC's.

    I know what skills are criminal acts.

    What I want to know from ESO is why would they set it up this way? I used my skills in the building and they did not show up as being taken as criminal acts until I came out of the building. I did not exit with anything summoned.

    So when I do quests I am not suppose to use those skills which are the main skills for the class? I have to use the general skills I get the same as everyone else?

    Why would they program criminal act skills and make them so weak. It's a major flaw. They need to think this over!!

    This happens even in the country side. I killed a mob in the middle of the wilderness and became kill on sight and had to wait a couple of hours to go into town.

    We have so many skills that are to short as well!
    Edited by Lirkin on February 6, 2020 8:05PM
  • Lirkin
    Lirkin
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    ArchMikem wrote: »
    This is only the beginning of the Immersioning! Greymoor is going to label some of the Vampire skills as Criminal Acts as well, and hopefully Werewolves will get the treatment too.

    One small step for world building.

    This is going to make a lot of players mad.

    Vampire and Werewolve skills are much more powerful than the necromancer skills in my opinion!

    I know they are going to have a down side to things but there are so many things that are not equalized other than skills in this game!

    Being able to kill npcs in towns is one thing that is not equalized!

  • Deathlord92
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    Something about raising people’s loved ones just doesn’t sit right with the guards I don’t understand why 🤔
  • cyclonus11
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    Maybe there's a "necromantic stench" cooldown timer? Maybe you left a summon in the place you were fighting and it hadn't despawned yet (haven't played a necro so not sure if that's a thing)?
  • EvilAutoTech
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    I have 6 necros and have never run into this problem. Maybe you should listen to country music while playing your necromancer. It has worked for me.
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