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All NPCs should be killable.

  • Tandor
    Tandor
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    Terrible idea, one of the worst.
  • Kirawolfe
    Kirawolfe
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    I'm glad they can't be. I get some folks are annoying and I love the idea of a 'I'll find you later' option that would let you pick up the quest later.

    I honestly don't understand how people enjoy killing innocent NPCs with the Blade of Woe in this game.

    If it happens near me, I have to leave. I am immensely triggered by the sound and the action. I wish there was a way to turn that *** off on my end.
  • WiseSky
    WiseSky
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    Well honestly if the NPCs are Instanced, I don't see a problem with it.

    But not the non Instanced ones as questing would be awful
    Edited by WiseSky on August 17, 2022 8:54PM
  • El_Borracho
    El_Borracho
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    Got to go with a "NO" on this one. I remember in Skyrim when I accidentally killed a blacksmith when the annoying vampires attacked in Windhelm. Dead for the rest of the game. Not that NPCs die forever in ESO, but I don't want to be inconvenienced by a merchant or a quest giver or whatever being dead so I have to wait for them to respawn to do what I need to do
  • baltic1284
    baltic1284
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    I would have to say no as at one time you could do that, and it just caused a lot of issues in the game players would go into a city or town and couldn't anything purchase anything or sell anything. Alot of players just simple stopped signing in over it and the numbers took a hit for it and so in a patch can't remember which one they just simply made NPC non killable all of them within reason. Mainly those that where quest critical but i also am annoyed that a person chases me around or instantly says i have to a do a quest line just cause Zenimax thinks I can't read what quest i would like to play, thought the game was play your way not play the way Zenimax says for you to play and will annoy you till you do.
  • Amottica
    Amottica
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    Malkorga wrote: »
    Nearly all NPCs were killable in the beginning, save guards. Then Zeni discovered how much some enjoy greifing by killing quest givers and other NPCs needed for quest stages

    Thus the world we have today

    NPCs, the neutral ones like we find in cities that we can kill today, were not killable in the beginning. That was added sometime after the game launched. Quest givers, at least, for the most part, were not killable when Zenimax added that feature for obvious reasons. I would not be surprised if some were not categorized properly when the change was made, but they would have been the exception.



  • Carcamongus
    Carcamongus
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    I believe these insufferable NPCs are a way to make sure even the most oblivious player will know where to go to start relevant questlines. I say that because before their implementation, it was quite common to see people asking how to begin this or that. That doesn't mean, though, that having NPCs stalk you is a good solution. I usually leave the main story for last and by the time I started High Isle's, I was beginning to despise Jakarn for being all over Gonfalon. The guy with a fatal wound and suffering from eternal bleeding (no, that wasn't a typo) in Solitude is particularly annoying (too bad I can't end his misery!).

    Instead of these pests that follow you around, why not pick a standard place for them to be that can't be missed, like near the main city's wayshrine? Devs could also add a tab to the journal with important quest starters: in Oblivion, the player could receive letters pointing them to quests, so starting those from the journal wouldn't be a stretch.
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • peacenote
    peacenote
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    All NPCs should not be killable.... and the reason to change this DEFINITELY should not be because some NPCs are annoying and it would be gratifying to do so! That's a very large change for a small perspective (and a different problem, really).

    I sometimes wish they all could be killed... but that's when I'm doing endeavors and I get annoyed that I can't just do the endeavor right where I am. ;) But even still I don't think this change should actually be made.
    Edited by peacenote on August 18, 2022 1:30PM
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • cyclonus11
    cyclonus11
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    All NPCs were killable in the original EverQuest. They also had a faction system, though - if you killed the banker, you lost faction with the bankers and couldn't use banks anymore. So there were consequences.
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