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What Do You think is Necessary to Add Depth to Stealing and Make a Life of Crime worth it in ESO?

Murkblade
Murkblade
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I'd love to see some genuinely desirable and rare items appear in really difficult to infiltrate locations from time to time .... which you would become aware of through the notifications from Thieves guild (depending on your rank)... with a quest to steal. Also pick pocketing quests from other players.

Any creative ideas?

  • Tryxus
    Tryxus
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    Daedric Artifacts in Cyrodiil:

    - only 1 of each artifact can exist at any time
    - each artifact can be stolen from various strongholds/places/IC
    - 1 player can only hold 1 artifact at any time
    - the artifacts give buffs to players: Azura's Star grants spell resistance, Skeleton Key increases Evasion,...
    - leaving Cyrodiil or getting killed a number of times removes the artifact and places it back in Cyrodiil at a random location to be stolen again
    - Quests to obtain these artifacts can be given out by the Thieves Guild
    - the location of each artifact is unknown, but hints can be given/found in Cyrodiil
    - if the artifact is retrieved by another player, quest auto-fails

    What I had in mind for Daedric Artifacts for ESO :D
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Zorrashi
    Zorrashi
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    Actual consequences if you are repeatedly caught. Like guilds "disowning" you and locking their skill lines and/or quests until you make reparations.
    But better rewards would be a nice addition too.
  • Sithisvoid
    Sithisvoid
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    The ability to steal items actually worth having aside from all the rare motifs i already have. IE set items scaled to my level, Gold upgrade material, alchemy herbs, literally anything i can actually use. Also, and this is big, I need to be able to kill the guard chasing me and take his stuff. Or else what's the point if he can kill me and not me kill him? As is it's like "OOOOO caught ya" and he kicks you around until you die or run away. Lame
    Edited by Sithisvoid on December 20, 2015 8:11PM
  • TheShadowScout
    TheShadowScout
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    Zorrashi wrote: »
    Actual consequences if you are repeatedly caught. Like guilds "disowning" you and locking their skill lines and/or quests until you make reparations.
    That would be neat! As well as the game keeping track of what you do get caught for... and the more you do get caught for, the more "bonus bounty" you might get for being seen as "career criminal"...

    Also, more varied penalties to getting caught. Not just a simple "pay your fine or we keeel juuu", but... time spent in stocks for minor bounties you cannot (or refuse to) pay, possibly corporal punishments like a whipping (giving you a persistent -5% HP debuff for a couple hours realtime and such)...
    And then, a "prison isle" public dungeon for major infringements, where you have to perform mindlessly repetetive tasks like breaking rocks with a mallet or sewing jute sacks to work off your bounty, while being careful not to get caught alone in the showers to avoid "drop the soap" time... or find the secret "jailbreak" quest which will require some subquests, none of which have markers, so you'd have to discover them all on your own, and the final "breakout chance" will depend on how many you find...

    For the rewards... well, I would like to see "themed" lockboxes. Say, one in the tailor shop that always will contain blue crafting supplies and a motiv book, with a much larger chance of a rare motiv then general containers. One in the mages guild that will always contain some good enchantment runes and alchemy ingredients, with a larger chance of the really nifty stuff, including a small chance of nabbing even those elusive gold aspect and V16 potency runes regardless of your crafting level. One in the inn that might always hold a blue provisioning recipe, with a chance of a purple one.
    Stuff like that...

    The guards... eh. I am generally opposed to them being invulvnerable, but I can see why it was neccessary to make them this way. Personally I would have preferred if they had been the strength of the guards in Cyrodil, and just spawned two for every one taken down, but I can imagine how that might clog a server with lag if a big guild decides to have a war with "the law" for "lulz"... still would have preferred them to be technically killable, and just have some "smite this criminal(s) by the power of stendarr" insta-win spell they fire off at 50% HP... but so what if they are superman in armor, the point of criminal activities is -not- to get caught in the first place anyhow...
  • runagate
    runagate
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    You ever try to steer your character walking up the ropes that lead to the mast on a ship in ESO? It's like tightrope walking and it always makes me feel like a master thief. Although I'm just sight-seeing. Stick a bunch of dwemer automata traps with a stealth detection radius which chain-explode next to a funambulism gauntlet of death. Fun times for all sneak thieves.

  • PrinceBoru
    PrinceBoru
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    A weekly "Most Wanted" in Tamriel.
    It would be a leaderboard for those with the stickiest of fingers.
    It ain't easy being green.
  • runagate
    runagate
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    PrinceBoru wrote: »
    A weekly "Most Wanted" in Tamriel.
    It would be a leaderboard for those with the stickiest of fingers.

    Awesome. I'd steal things just to get chased around all over with a giant bounty on my head.
  • Murkblade
    Murkblade
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    Yeah cool ideas , guys..... maybe also we could get bonuses from the thieves guild if we stole something without being discovered ( AKA being broken out of stealth.... ) or even a bonus for stealing something without killing anyone.
  • Kanier
    Kanier
    Soul Shriven
    PrinceBoru wrote: »
    A weekly "Most Wanted" in Tamriel.
    It would be a leaderboard for those with the stickiest of fingers.

    Great idea and maybe the top 5 or 10 on the leaderboard get rare rewards once they release the thieves guild.
  • TiberX
    TiberX
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    I think the thieves guild and dark brotherhood will bring some interesting new crime features ;)
    And yes,should be more rewarding.
    Edited by TiberX on December 21, 2015 12:04AM
  • Flaminir
    Flaminir
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    I always said I wanted jewellery crafting to be tied to justice system / thieves guild!

    Have the jewellery crafting bench in the outlaws refuges to give a reason to visit those... and have jewellery crafting work just like enchanting:

    Metal: What level jewellery is created (1 - V16 etc)
    Stone: Similar to an essence rune.... except you have Arcane, Robust, Healthy, Ornate... just like existing jewellery.
    Polish (Or something similar) Basically a temper... to give you the quality (White to yellow)

    You'd have to steal these items in order to make your jewellery. They could be found on npc's via pickpocketing, in lockboxes, in draws chests etc in peoples houses.

    This would give a real use for the justice system, and get more people involved in it. It would provide a real use for the work ZoS has already done which would also be good.

    You should be able to craft jewellery for all craftable sets, with identical set bonuses just for the sake of simplicity of coding and retaining gear balance.

    @ZOS_GinaBruno any chance of this ever happening?
    Edited by Flaminir on December 21, 2015 12:14AM
    GM of the Unholy Legacy
    PC/EU/EP
  • Xjcon
    Xjcon
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    On the flip side of these great ideas, add collectable bounty for people who are law breakers. Regardless of faction you kill them and get rewarded for it.
    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
  • Gilvoth
    Gilvoth
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    being able to pickpocket and steal from other Real Players, both on thier character AND from thier homes!
    Not NPC's, i am talking about real players.

    and if you get caught then you go to a Real Prison in eso!
    dont want to do the time? then dont commit the crime :)
    Edited by Gilvoth on December 21, 2015 1:01AM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    The thieves guild DLC is coming out shortly so who knows what that might change, It does show a character running on rooftops in the trailer, hopefully it will add something along the line of a heist.
  • Runs
    Runs
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    Special weapons/armor set and consumables so "unique" that cannot be laundered, you risk loss anytime caught. Black Market Trader in every outlaw refuge, that anyone can use to post stolen goods including the new special weapons/armor.
    Runs| Orc NightbladeChim-el Adabal| Dunmer TemplarM'air the Honest| Khajiit Templar
    Oddity| Altmer SorcerorDrizlo| Orc DragonKnightLady Ra Gada| Redguard Sorceror
    Taste-of-Hist-Sap| Argonian NightbladeWar'den Peace| Khajiit WardenLittle Warden Annie Altmer Warden
    Ports with Blood| Breton TemplarDirty-Old-Man| Dunmer DragonKnightEyes-of-the-Sun| Argonian DragonKnight
    Bleak Mystique| Nord WardenPolychronopolous| Imperial SorcerorBullcrit| Khajiit Nightblade
    PC NA CP 1250+ and still a noob
    At Writs End - A place to complete master writs
  • RAGUNAnoOne
    RAGUNAnoOne
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    The ability to pickpocket special keys from guards that if you are carrying them force your bounty to KOS after 1 min. Those keys unlock evidence chests that contain rare gear, skooma, and moon sugar.
    PS4 NA
    Argonian Master Race

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

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Tryxus wrote: »
    Daedric Artifacts in Cyrodiil:

    - only 1 of each artifact can exist at any time
    - each artifact can be stolen from various strongholds/places/IC
    - 1 player can only hold 1 artifact at any time
    - the artifacts give buffs to players: Azura's Star grants spell resistance, Skeleton Key increases Evasion,...
    - leaving Cyrodiil or getting killed a number of times removes the artifact and places it back in Cyrodiil at a random location to be stolen again
    - Quests to obtain these artifacts can be given out by the Thieves Guild
    - the location of each artifact is unknown, but hints can be given/found in Cyrodiil
    - if the artifact is retrieved by another player, quest auto-fails

    What I had in mind for Daedric Artifacts for ESO :D

    No. Just no period. Say no to nerfs ? Say no to daedric artifacts kids cause they will cause even more horrible imbalance problems to the game.

    No.
  • Sentinel
    Sentinel
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    Be able to steal specific ESO-economy market items, like dreugh wax, tempering alloys, kutas, and etc from areas (of course with them being rare). Make many more items in the game able to be stolen. In addition, vary the types of rare loot that can be stolen based upon location, such as a blacksmith versus a Mages Guild. Items should be ones that are not valued by NPCs, but rather valued by PLAYERS so as to spur an in-game economy- Not easy to get mind you, rare, or otherwise, obtained through difficult tasks. Items that are economy based could be abbreviated as player valued items, or PVI.

    Add in highly secured areas that require a group effort to crack, a heist if you will: these would be impossible to do alone, but a coordinated band would prevail (would not require combat prowess, but rather testing the limitations of ones lockpicking ability, and ability to outmaneuver guards).

    Create legendary locks that are extremely difficult to pick, and cannot be forced open; these chests are a level above master and would give rare equipment that can come from a variety of different sorts, possibly set items from dungeons or trials.

    Make a reputation feature that would work along side ones bounty. Stealing alone, without getting caught, reduces ones reputation by, say, 1. Stealing and getting caught reduces it by 10. This stacks up and does not go away. Ones reputation may increase however if they complete quests, as that allows them to appear helpful rather than a hindrance to society.

    If reputation is high, ie in the positive numbers, guards say nicer things to you, merchants might provide a subtle discount, but outlaws refuge members will act snarky to you, nearly hostile.

    If a reputation is low, as in the negative numbers, guards will routinely stop you and 'pat you down', searching for any illicit goods. They will often say derogatory things, suspicion, etc. If they find goods on you, they'll take the money from your inventory that those goods are worth and say something snarky. If there is not enough money for that, they will attempt to 'arrest' you, with the only option available to flee.

    Make Guards much more able to detect criminals in their line of sight, but less able to detect criminals outside of their line of sight.

    Make a wider array of Illicit activities available.

    Be able to bribe NPCs to distract a nearby guard-- heavy cost, and if the NPC does not want to be bribed, inflicts a bounty.

    For pickpocketing NPCs, allow two types of options- Blind search (as it is now), or thorough search. Thoroughly searching opens the NPCs pockets much like a chest to the player, and a list of goods are available with a subsequent list of riskiness in how difficult it would be to steal. Pickpocketing a riskier item will inflict a higher bounty if caught, but riskier items also might be worth more, being NPC valued items, or PVI.

    Stealing in plain sight could have a chance of nobody noticing anything at all. Stealing from Containers might have a 10% chance of nobody noticing, with a subsequent 2% added per legerdemain level, stealing from a person in plain sight will be 25% of the current stealing % value when hidden.

    Design a system in which players with bounties might disguise themselves in towns, but have the normal disguise framework in place, in which a guard will first be suspicious, then attack, or arrest a player. Disguises would not be cheap, but possibly able to be crafted using rare PVI and materials. Disguises would allow someone to interact with NPCs who would not otherwise attack them, and a reputation is set to 0 with them on.

    ....

    And, that's all for now. Let the ideas flow :smiley:
  • CJohnson81
    CJohnson81
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    I love all of the ideas so far. This is somewhat off topic I guess, but I would love more quests like that one in Skyrim (I think it's Blood On The Ice) where you track down the killer in Windhelm. I liked that one because there were no quest markers in it (that I remember). I love following the blood trails and figuring out the mystery for myself.

    Some other thoughts - I think it would be great to bring some fences and other shady characters out into the world, and away from the refuges. Refuges are cool settings, but there's not a lot going on within them (it would be great if all NPC guild halls had more going on). I'm assuming they will be the hubs for Thieves' Guild questing, but at the same time, it would be great if there was the occasional fence or smuggler out in the upper world.
    Huor Melwasul - Archdemon, The Demons of Light - Warlock, Hufflepuff House - ADXB1 - NA
    I'm only updating this because we're commenting on a thread about signatures. Give me awesomes!
  • Volkodav
    Volkodav
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    To be able to steal things we actually see.Like stuff on desks,or shelves,etc.As it is we can steal gems,but w hen I see an awesome decorated skull on a desk,I want it.BUT,..cant take it.In other words make non static things static so they can be taken.And make some of them worth the effort it takes to get t hem.Sometimes we have to wait for what seems like ages to get our prizes! XD
  • theher0not
    theher0not
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    Zorrashi wrote: »
    Actual consequences if you are repeatedly caught. Like guilds "disowning" you and locking their skill lines and/or quests until you make reparations.
    That would be neat! As well as the game keeping track of what you do get caught for... and the more you do get caught for, the more "bonus bounty" you might get for being seen as "career criminal"...

    Also, more varied penalties to getting caught. Not just a simple "pay your fine or we keeel juuu", but... time spent in stocks for minor bounties you cannot (or refuse to) pay, possibly corporal punishments like a whipping (giving you a persistent -5% HP debuff for a couple hours realtime and such)...
    And then, a "prison isle" public dungeon for major infringements, where you have to perform mindlessly repetetive tasks like breaking rocks with a mallet or sewing jute sacks to work off your bounty, while being careful not to get caught alone in the showers to avoid "drop the soap" time... or find the secret "jailbreak" quest which will require some subquests, none of which have markers, so you'd have to discover them all on your own, and the final "breakout chance" will depend on how many you find...

    For the rewards... well, I would like to see "themed" lockboxes. Say, one in the tailor shop that always will contain blue crafting supplies and a motiv book, with a much larger chance of a rare motiv then general containers. One in the mages guild that will always contain some good enchantment runes and alchemy ingredients, with a larger chance of the really nifty stuff, including a small chance of nabbing even those elusive gold aspect and V16 potency runes regardless of your crafting level. One in the inn that might always hold a blue provisioning recipe, with a chance of a purple one.
    Stuff like that...

    The guards... eh. I am generally opposed to them being invulvnerable, but I can see why it was neccessary to make them this way. Personally I would have preferred if they had been the strength of the guards in Cyrodil, and just spawned two for every one taken down, but I can imagine how that might clog a server with lag if a big guild decides to have a war with "the law" for "lulz"... still would have preferred them to be technically killable, and just have some "smite this criminal(s) by the power of stendarr" insta-win spell they fire off at 50% HP... but so what if they are superman in armor, the point of criminal activities is -not- to get caught in the first place anyhow...

    I wouldn't mind having harsher punishments. But if you they actually prevents you from playing.
  • Murkblade
    Murkblade
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    Volkodav wrote: »
    To be able to steal things we actually see.Like stuff on desks,or shelves,etc.As it is we can steal gems,but w hen I see an awesome decorated skull on a desk,I want it.BUT,..cant take it.In other words make non static things static so they can be taken.And make some of them worth the effort it takes to get t hem.Sometimes we have to wait for what seems like ages to get our prizes! XD

    Totally agree...


    Yes. Theft could actually give more meaning to all the random previously useless objects lying around .. if done in a thoughtful way. I love the idea of starting out as new low-level street thief - being sent out to steal just bags of grain and bits and pieces to sell on..... and then begin to slowly work my way up the social ladder of the crime underworld
  • Fuzzywuzzy196
    Fuzzywuzzy196
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    CJohnson81 wrote: »
    I love all of the ideas so far. This is somewhat off topic I guess, but I would love more quests like that one in Skyrim (I think it's Blood On The Ice) where you track down the killer in Windhelm. I liked that one because there were no quest markers in it (that I remember). I love following the blood trails and figuring out the mystery for myself.

    Some other thoughts - I think it would be great to bring some fences and other shady characters out into the world, and away from the refuges. Refuges are cool settings, but there's not a lot going on within them (it would be great if all NPC guild halls had more going on). I'm assuming they will be the hubs for Thieves' Guild questing, but at the same time, it would be great if there was the occasional fence or smuggler out in the upper world.

    I agree, I think that'd be awesome. The only quest I know of right now that's kinda similar to that idea is the treasure hunt quest in Stros M'Kai called "Izad's Treasure", where you only get an objective and a hint and you have to figure out what to do on your own. So something a little more mysterious, or deadly would be neat.
    Fuzzywuzzy was a bear, Fuzzywuzzy had no hair. Now, Fuzzywuzzy... wasn't very fuzzy, was he?

    -Plato
  • Spacemonkey
    Spacemonkey
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    I'm pretty sure it's been mentionned but the whole invincible guards are a problem.

    Guards should be crazy hard even for V16 full kited gear players. But not invicible. It shoudl be possible if a group of 20 take on a guard, to kill it. (that won't happen in a town because more guards will spawn/join the fight. But if guard runs after a player outside of town, it should be possible for that player /with help, to kill the guard.

    Guards should not drop anything wortwhile. The idea isnt to turn guards into a grindable wall. The idea is to get rid of that super immersion breaking nonsense of immortal guards. (Guards should not either have a 'one shot' op ability when a fight drags on)

    ->>>
    As for theives guild oriented content. Puzzle dungeons / mazes for solo OR co-op that have NO DPS WALLS but that are crazy challenging. They can have danger implemented in the way of deadly traps that can be dodged or tanked (but most often will kill you), pattern puzzles etc... Imagine a vMSA that doesnt involve having ridiculously DPS/REGEN focused builds - and no mobs/bosses. Something where DPS is not a viable solution for once.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Tryxus wrote: »
    Daedric Artifacts in Cyrodiil:

    - only 1 of each artifact can exist at any time
    - each artifact can be stolen from various strongholds/places/IC
    - 1 player can only hold 1 artifact at any time
    - the artifacts give buffs to players: Azura's Star grants spell resistance, Skeleton Key increases Evasion,...
    - leaving Cyrodiil or getting killed a number of times removes the artifact and places it back in Cyrodiil at a random location to be stolen again
    - Quests to obtain these artifacts can be given out by the Thieves Guild
    - the location of each artifact is unknown, but hints can be given/found in Cyrodiil
    - if the artifact is retrieved by another player, quest auto-fails

    What I had in mind for Daedric Artifacts for ESO :D
    Daedric Artifacts are already usable by the player, What do u think the Fighters Guild Ultimate is? also many of the other artifacts are involved in the questlines.

  • RAGUNAnoOne
    RAGUNAnoOne
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    I'm pretty sure it's been mentionned but the whole invincible guards are a problem.

    Guards should be crazy hard even for V16 full kited gear players. But not invicible. It shoudl be possible if a group of 20 take on a guard, to kill it. (that won't happen in a town because more guards will spawn/join the fight. But if guard runs after a player outside of town, it should be possible for that player /with help, to kill the guard.

    Guards should not drop anything wortwhile. The idea isnt to turn guards into a grindable wall. The idea is to get rid of that super immersion breaking nonsense of immortal guards. (Guards should not either have a 'one shot' op ability when a fight drags on)

    ->>>
    As for theives guild oriented content. Puzzle dungeons / mazes for solo OR co-op that have NO DPS WALLS but that are crazy challenging. They can have danger implemented in the way of deadly traps that can be dodged or tanked (but most often will kill you), pattern puzzles etc... Imagine a vMSA that doesnt involve having ridiculously DPS/REGEN focused builds - and no mobs/bosses. Something where DPS is not a viable solution for once.

    Agreed it is bull especially in a building where you are pretty much *** because they will prevent you from having a chance to escape. at least let you exit the damn building!
    PS4 NA
    Argonian Master Race

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

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  • Dubhliam
    Dubhliam
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    Certain things should be implemented before putting some worthwhile items in the stealing pool:

    The Enforcer system was announced long ago with the Justice system where players will get to choose the side of the law they are on. Therefore, it is just a matter of time when other players will be able to apprehend thieves with bounties on their heads. Not just the guards.

    But this also brings up a long awaited issue of PvP duels. So far, the only players you can kill are those of other alliances. And up until lately, you could not interact with those people unless in Cyro in any other way. The new grouping tool made it possible to play with other alliance players, but only in dungeons, and that also did not go without a heavy bug report history.

    Once they implement such a mechanic, it is just a matter of polishing it for the game to recognize who is killable by whom.

    Thieves get better rewards for greater risk.
    Enforcers can apprehend thieves with bounties for rewards.
    >>>Detailed Justice System Concept thread<<<
  • Dubhliam
    Dubhliam
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    Also, to get into detail about the Enforcer:

    - gets a new skill line, just like legerdemain, with an active skill "Apprehend", which would just be a single target long range low cost skill castable on Outlaws with bounties that CCs them for 15 secs, and prompts them to pay their bounty (much like guards do).
    - passives provide an advantage in fighting Outlaws like more resistance against their attacks, reducing their CC immunity time and increasing your stealth detection radius.

    Also, bounties would need some overhaul:
    -Disreputable – the lowest level. All guards will generally ignore you unless you approach them.
    (the Outlaw gets an icon above his head, much like the Alliance icons in Cyrodill, can be Apprehended)
    -Notorious – You’ll be chased down by the guards, who enlist other guards to assist in the pursuit.
    (same as above, also his stealth radius is impaired, and all nearby Enforcers are notified there was a crime in #city name)
    -Fugitive – The highest level. Guards will always try to kill you.
    (same as above but can no longer be Apprehended and is attackable by Enforcers instead, also if detected by a guard or Enforcer his icon gets displayed on map for as long as he is out of stealth)

    Then add set items that can be stolen of high quality. Remember that having 75 points in Shadow increases the quality of items found in chests - this makes it possible to steal legendary quality gear - nice way to farm sets or decon for temper mats.

    Being a thief should be all high risk - high reward kind of playstyle.

    Also, if you have not read this (old) : http://elderscrollsonline.info/justice-system
    Edited by Dubhliam on December 21, 2015 6:43PM
    >>>Detailed Justice System Concept thread<<<
  • Robbmrp
    Robbmrp
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    Murkblade wrote: »
    I'd love to see some genuinely desirable and rare items appear in really difficult to infiltrate locations from time to time .... which you would become aware of through the notifications from Thieves guild (depending on your rank)... with a quest to steal. Also pick pocketing quests from other players.

    Any creative ideas?

    To make it more interesting, they could add in the ability to climb walls so you could have a few different ways of sneaking into a location. Something like scaling rock walls of keeps and going in through a window would add a really fun dimension to thieving in the game.

    Also, they should update all quest NPC's to give out quests to those with high bounties. Then regardless of how you play, you can still accept/turn in quests.
    NA Server - Kildair
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