No, it's fine as it is. Specifically, I wouldn't want the introduction of PvP penalties for PvE crimes - as has sometimes been suggested and firmly rejected by ZOS.
I'd also hate to see anything that increased the issue of a criminal reputation being attached to all characters on an account through last year's switch to account-wide achievements. Players in any RPG, including multiplayer ones, often differentiate between those characters that are good and those that are neutral or evil. I had to abandon my original accounts precisely because they included lawful good characters that I could not accept being associated in a role-playing game with achievements relating to other characters' actions for the Thieves Guild and Dark Brotherhood.
No, it's fine as it is. Specifically, I wouldn't want the introduction of PvP penalties for PvE crimes - as has sometimes been suggested and firmly rejected by ZOS.
I'd also hate to see anything that increased the issue of a criminal reputation being attached to all characters on an account through last year's switch to account-wide achievements. Players in any RPG, including multiplayer ones, often differentiate between those characters that are good and those that are neutral or evil. I had to abandon my original accounts precisely because they included lawful good characters that I could not accept being associated in a role-playing game with achievements relating to other characters' actions for the Thieves Guild and Dark Brotherhood.
I don't see there ever being even a point in making criminal reputation and stuff account-wide... don't think anyone would suggest that either. Things i'd be interested in, since it hasn't really been updated at all since the game came out, would be:
1. Removing the ceiling for fenced goods in a day - think it's silly that there's a cap. If you want to make your living in game from this - go for it. Especially on PC's market, diversifying gold income is a plus in my book.
2. Adding some sort of true bounty system where players can engage in a risk-reward system where if a player accumulates a large enough bounty, a bounty quest arises for players within the zone where they can search for and hunt that player. If they kill the bounty, they get some sort of reward and if they get killed, the bounty is lifted or heavily decreased. Player with the bounty on their head cannot leave the zone until the bounty is gone, decreased past a certain point, or no one (player-wise is hunting them)
3. Ability to kill guards and a GTA-like system where more and more guards/soldiers could come in and search buildings within the city for you.
phaneub17_ESO wrote: »Mythic tier of stolen goods, Unique and CURSED! Once a stolen Mythic item is acquired it cannot be removed from your inventory by normal means, these sit in your inventory for a set period of time before they eventually fade away. They grant you special buffs and debuffs that affect your criminal activity.
Such as an unbreakable lockpick that allows you to pick as many locks as you want without ever snapping, but it lowers the quality of loot the locked boxes and chests you pick with it by one level (Master goes down to Advanced).
A sparkly ring that increases your chance at pickpocketing by 30%, but increases the chance of being caught by 20%.
A velvet glove increases the quality of stolen items by 25%, but increases Guard detect and approach range by 33%.
". Removing the ceiling for fenced goods in a day - think it's silly that there's a cap. If you want to make your living in game from this - go for it. Especially on PC's market, diversifying gold income is a plus in my book."
This is like asking for unlimited writ crafts. We don't need more gold being added to the game.
As for the third point, there's a lot of opposition to guards being killable based on other games like WoW where entering a city littered with corpses is a major turn-off to many players. Quite a lot complain about the Blade of Woe in this respect.
All of the starting main cities like Dagger Falls look like a psychopath is loose in the city. NPC's dead bodies all over the place. Some of which are placed in patterns or stacked like cord wood.
This is absolutely off-putting, and guards just ignore it all and watch the murderer do their thing.
If anything it is TOO easy to do this and there is not enough negatives in the justice system.
Ciran
Title - if so, what would you add/remove/etc?
". Removing the ceiling for fenced goods in a day - think it's silly that there's a cap. If you want to make your living in game from this - go for it. Especially on PC's market, diversifying gold income is a plus in my book."
This is like asking for unlimited writ crafts. We don't need more gold being added to the game.
I always find this debate amusing, because there are far more productive ways to make gold than running around trying to steal treasures of which the vast majority are worth 40 gold. If you're lucky you can find some worth 100 gold, super lucky 250 gold, and maybe once every few hours find one worth 1500 gold.
A player with zero time invested in leveling up Legerdemain, Thieves Guild, Dark Brotherhood, CP, etc can run around harvesting stuff off the ground and make 5-10 times as much gold with zero risk. Should we limit the number of materials one can harvest to a maximum of 140 (with several days of leveling skills) because we're afraid of too much gold entering the economy??
Kiralyn2000 wrote: »". Removing the ceiling for fenced goods in a day - think it's silly that there's a cap. If you want to make your living in game from this - go for it. Especially on PC's market, diversifying gold income is a plus in my book."
This is like asking for unlimited writ crafts. We don't need more gold being added to the game.
I always find this debate amusing, because there are far more productive ways to make gold than running around trying to steal treasures of which the vast majority are worth 40 gold. If you're lucky you can find some worth 100 gold, super lucky 250 gold, and maybe once every few hours find one worth 1500 gold.
A player with zero time invested in leveling up Legerdemain, Thieves Guild, Dark Brotherhood, CP, etc can run around harvesting stuff off the ground and make 5-10 times as much gold with zero risk. Should we limit the number of materials one can harvest to a maximum of 140 (with several days of leveling skills) because we're afraid of too much gold entering the economy??
Harvested goods vendor for even worse prices than stolen goods. Full stacks of refined materials are only 800 gold, and would take a lot longer to gather than 800g worth of fenced items.
(if you're talking about guild trader prices, that's not "gold entering the economy", it's just moving back and forth between players.)
1. Removing the ceiling for fenced goods in a day - think it's silly that there's a cap. If you want to make your living in game from this - go for it. Especially on PC's market, diversifying gold income is a plus in my book.
So, fencing stuff levels legerdemain. If you'd not have a cap, you would remove the experience from it else you can level it to max in a day. You'd also have to replace 4 skill points in the skill line with something else.
Secondly, from a roleplaying perspective it doesn't make sense. Fencing is not the same as trading. Law is investigating, shipping routes are few and always changing, reputation of a bounty means it always has to cool down before being off loaded and it's not smart to resell in the same area. So the cap makes sense.
Thirdly, pickpockets can make a living, but they're not going to be rich, in real life and in game. You just have to limit your spending, but as a career pick-pocket you also have zero expenses. Now, if you want to fight, buy gear, do housing, do PVP as a career pick-pocket and then complain you can't - you're complaining about living too large, not that the game doesn't support career pick-pockets..
phaneub17_ESO wrote: »Mythic tier of stolen goods, Unique and CURSED! Once a stolen Mythic item is acquired it cannot be removed from your inventory by normal means, these sit in your inventory for a set period of time before they eventually fade away. They grant you special buffs and debuffs that affect your criminal activity.
Such as an unbreakable lockpick that allows you to pick as many locks as you want without ever snapping, but it lowers the quality of loot the locked boxes and chests you pick with it by one level (Master goes down to Advanced).
A sparkly ring that increases your chance at pickpocketing by 30%, but increases the chance of being caught by 20%.
A velvet glove increases the quality of stolen items by 25%, but increases Guard detect and approach range by 33%.
So, fencing stuff levels legerdemain. If you'd not have a cap, you would remove the experience from it else you can level it to max in a day. You'd also have to replace 4 skill points in the skill line with something else.
Saint-Ange wrote: »
Even during the medieval or antiquity periods taking into your hands, as a commoner, the killing of a bandit or murderer made you one yourself so that's a no for the PvP part.
For now what works:
Guards see the thief or the NPC succeeds to give the alarm.
What does not work:
We players witness robbery or blood crime, we can't give the alarm nor go to guards and point them in the direction.
What could work:
- Invisibility is now activated toward other players in PvE like in PvP unless in the same group/raid.
- 1 Quickslot item/action: 3 actions that auto switch sequencialy. Eyeing, Alarm, Point.
- I witness a crime: I target the thief with Eyeing: I get the buff Witness linked to the thief ID for a duration.
- Direct interaction: I have in my line of sight both the thief and a guard then I target the guard (Alarm) then the thief (Point): the guard pursuits for a duration.
- Tracking: I know where the thief hides then I find and target a guard, use Alarm: short dialog with RNG: agree/disagree/intimidate (can backfire)/persuade. If success the guard follow me for a duration until I point at the thief or the duration ends.
- Outlaw's refuges remain out of reach.
So, fencing stuff levels legerdemain. If you'd not have a cap, you would remove the experience from it else you can level it to max in a day. You'd also have to replace 4 skill points in the skill line with something else.
Fair enough. So why not remove the cap once you reach Legerdemain rank 20?
Saint-Ange wrote: »I'd like an enforced justice system because thieves and assassins have it too easy at the moment and the game feels more like a high fantasy GTA with them crouching and stilling everywhere and NPC walking on multiple iterations of their murdered bodies.
I don't want a PvP based justice system nor a bounty one but I'll quote below one of my comments on the matter:Saint-Ange wrote: »
Even during the medieval or antiquity periods taking into your hands, as a commoner, the killing of a bandit or murderer made you one yourself so that's a no for the PvP part.
For now what works:
Guards see the thief or the NPC succeeds to give the alarm.
What does not work:
We players witness robbery or blood crime, we can't give the alarm nor go to guards and point them in the direction.
What could work:
- Invisibility is now activated toward other players in PvE like in PvP unless in the same group/raid.
- 1 Quickslot item/action: 3 actions that auto switch sequencialy. Eyeing, Alarm, Point.
- I witness a crime: I target the thief with Eyeing: I get the buff Witness linked to the thief ID for a duration.
- Direct interaction: I have in my line of sight both the thief and a guard then I target the guard (Alarm) then the thief (Point): the guard pursuits for a duration.
- Tracking: I know where the thief hides then I find and target a guard, use Alarm: short dialog with RNG: agree/disagree/intimidate (can backfire)/persuade. If success the guard follow me for a duration until I point at the thief or the duration ends.
- Outlaw's refuges remain out of reach.
spartaxoxo wrote: »Saint-Ange wrote: »I'd like an enforced justice system because thieves and assassins have it too easy at the moment and the game feels more like a high fantasy GTA with them crouching and stilling everywhere and NPC walking on multiple iterations of their murdered bodies.
I don't want a PvP based justice system nor a bounty one but I'll quote below one of my comments on the matter:Saint-Ange wrote: »
Even during the medieval or antiquity periods taking into your hands, as a commoner, the killing of a bandit or murderer made you one yourself so that's a no for the PvP part.
For now what works:
Guards see the thief or the NPC succeeds to give the alarm.
What does not work:
We players witness robbery or blood crime, we can't give the alarm nor go to guards and point them in the direction.
What could work:
- Invisibility is now activated toward other players in PvE like in PvP unless in the same group/raid.
- 1 Quickslot item/action: 3 actions that auto switch sequencialy. Eyeing, Alarm, Point.
- I witness a crime: I target the thief with Eyeing: I get the buff Witness linked to the thief ID for a duration.
- Direct interaction: I have in my line of sight both the thief and a guard then I target the guard (Alarm) then the thief (Point): the guard pursuits for a duration.
- Tracking: I know where the thief hides then I find and target a guard, use Alarm: short dialog with RNG: agree/disagree/intimidate (can backfire)/persuade. If success the guard follow me for a duration until I point at the thief or the duration ends.
- Outlaw's refuges remain out of reach.
This is the only bounty system I've read I can get behind. As long as being witnessed doesn't prevent from using stealth to my advantage. Also they should do this and they make that Thieves Guild passive where there are alternative helpers to shuttle you to the outlaw's refuge last a little longer so I actually have a chance of making it to them.