Welcome to Elder Scrolls. This is exactly how it is supposed to work if the intention is to make thieving-system like in single player games.
ZOS_MandiParker wrote: »Further, having a “No Theft” toggle would remove interactivity in the world and it would eliminate one of the few non-combat risks that people might encounter. Sometimes even the most careful player will run into a hostile monster by accident (and sometimes they get killed by this), but we do not allow players to toggle off hostility. That would be quite odd, right?
This.starkerealm wrote: »ZOS_MandiParker wrote: »Further, having a “No Theft” toggle would remove interactivity in the world and it would eliminate one of the few non-combat risks that people might encounter. Sometimes even the most careful player will run into a hostile monster by accident (and sometimes they get killed by this), but we do not allow players to toggle off hostility. That would be quite odd, right?
I'm sorry, are you literally claiming that having a player's character choose to pick up and pocket an item against the wishes of that player is an intended element of difficulty?
Or, put another way, are you quite literally claiming that the poor design choices in effect here are only to screw over players?
It's obvious we need a Prison System.
Sorry, you really can't seriously be saying that if it's in TES it must be in ESO.ZOS_MandiParker wrote: »that’s how it is in the Elder Scrolls series.
On that basis there's a SWATHE of stuff far more important to many players than Justice which you've not implemented and repeatedly say you have no plans for .. Spellcrafting, Housing, Unarmed Fighting, etc. etc. etc. etc.
Simply justifying Justice's existence in the way you are is at best disingenuous .. and comparing disabling accidental stealing with being able to disable mob aggro really is scraping the barrel for a justification for not doing it.
The potential for abuse of an "opt-out" toggle is most likely at the heart of developer concerns to be honest. It's one thing to give a player the option to turn on/off their ability to target "neutral" NPCs, but it's another altogether to be able to bypass, at will, an entire element of the game. I can understand the concern, but I can't say that it carries a lot of weight as it is an easily handled design hurdle.
starkerealm wrote: »The potential for abuse of an "opt-out" toggle is most likely at the heart of developer concerns to be honest. It's one thing to give a player the option to turn on/off their ability to target "neutral" NPCs, but it's another altogether to be able to bypass, at will, an entire element of the game. I can understand the concern, but I can't say that it carries a lot of weight as it is an easily handled design hurdle.
I'm glad you think that, because no one is asking for that. The only people suggesting an op out toggle are users who want to say that this is unfeasible. What's being suggested over and over is that taking owned items should be something that can be locked out, exactly the same way the targeting "innocents" lockout applies. One that, if turned on, doesn't even see an interact prompt when hovering over owned items.
And then someone comes along, props up their straw man and says, "lolz you just want to farm motifs again." No, I don't. That's not what this discussion has been about.
The "straw man" argument regarding motifs is a weak one, but only due to the specific example.
Player A opts-out of "Justice" and thus cannot steal anything. However, they peek into a desk one day and notice, much to their shocked joy, an Imperial Motif book. They quickly toggle the "justice" opt-out back to allow them to loot the Motif. Now, with their ill-gotten gain safely in their bags they once again opt-out of the justice system.
I'm glad we agree, because that is exactly what I and every other player who has asked for it is asking for -- unless I missed a post somewhere, and I've been following the thread closely.People say they don't want to be able to accidentally steal and I can completely understand and agree with that. I can even understand and support that people change their mind. So, give the ability to be safe and the ability to be risky, but ensure that the player has to live with the choice and not just use it to bypass game mechanics.
starkerealm wrote: »
Voice Of The Peoplestarkerealm wrote: »
Given the nature of game controllers, just wait until the console players get a load of these "features". I'm sure ZOS will be hearing back on that.
I haven't played Skyrim since before ESO launched, so I really don't remember that aspect of the game. I don't remember it being a problem, though.starkerealm wrote: »Something about this that I'm still a little unsure of... so it could just be perceptive bias. Is it my imagination or are the interact boxes on world items considerably larger in ESO than in... say, Skyrim? Making it much easier to highlight an axe or sword on the ground.
The irony of condescension is that it never actually impresses anyone.nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
A Sad IllustrationThe irony of condescension is that it never actually impresses anyone.nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
If you don't agree or want to understand what the problem is, that's fine, but posting these sorts of insulting barbs is precisely what ESO could do without, and I hope either you or the forum staff will put an end to it.
You are not convincing anyone with this gratuitous and counterproductive baiting.
nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
nerevarine1138 wrote: »I can post multiple quotes from this thread literally saying that people can't handle not clicking on something, can't handle the minor consequences of not clicking on things, and one where the OP actually stated that they knew that this could be solved by being more careful, but that they didn't want to have to learn how to do that.
nerevarine1138 wrote: »So please explain where I'm misstating the argument.
starkerealm wrote: »nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
It always strikes me as ironic: You make comments about people taking responsibility for their actions and then try to squirm out of the posts that backhand you for the logical failures in your arguments.
nerevarine1138 wrote: »starkerealm wrote: »nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
It always strikes me as ironic: You make comments about people taking responsibility for their actions and then try to squirm out of the posts that backhand you for the logical failures in your arguments.
If anyone would like to actually point out a "logical failure" in my arguments, feel free. So far, all I've seen are people saying, "Well, I could just be more careful, but I don't want to have to do that."
Turn of the century really, the kids of the 90s became the gamers of the 2000s and survey after survey shows on average they spend 10 hours on a game before moving on and are often the epitome of the "I want it and I want it NOW" segment.nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
fromtesonlineb16_ESO wrote: »Turn of the century really, the kids of the 90s became the gamers of the 2000s and survey after survey shows on average they spend 10 hours on a game before moving on and are often the epitome of the "I want it and I want it NOW" segment.nerevarine1138 wrote: »I'm not sure when gamers started having problems with learning curves and consequences, but this thread is a really sad illustration of how no one wants to take responsibility for their own actions.
It never ceases to amaze how strenuously some people will argue against making improvements to the game.
I know why that's the case, but still, it never ceases to amaze me.
It never ceases to amaze me how you can give someone a way to get around a problem, and because it doesn't come in the form that they want it to, they dismiss it out of hand.
What are you talking about. Housing was only an expansion in Skyrim, Spellcrafting was being worked on as was only recently delayed in favor of DLC zones first, and unarmed fighting is already possible to a limited extent, but will be augmented with the Spellcrafting system.
Justice is central to all TES games and opting out of it is not something you should expect to be a priority for the reasons outlined already by Mindiparker.
Somehow, I've managed to get around in game without accidentally attacking anyone or stealing anything; it's amazing I know.
I think the system is fine and have a hard time understanding why some players have such a difficult time with it.
It's completely optional and takes a minimal effort to veer away from, for those who aren't interested.
People who petition to have the justice system removed because they can't pay attention to the actions they commit in game, are being petty and selfish.