It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 or 2 before they go to town to hide their nature from the guards.
AverageJo3Gam3r wrote: »So how would that work in cyrodiil? Vamps and WW never defend keeps or enter the sewers? No thank you. Dumb idea.
1) This isn't Skyrim. Leave that crap at the door.It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
DaveMoeDee wrote: »It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
You still haven't finished the DC story lines? Vampires aren't kos.
Stage 4 become stage 4 because they aren't feeding. So you want the guards to attack the vampires that aren't feeding on humans?
WW might make sense, especially since it takes no effort to not take WW form.
DaveMoeDee wrote: »It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
You still haven't finished the DC story lines? Vampires aren't kos.
Stage 4 become stage 4 because they aren't feeding. So you want the guards to attack the vampires that aren't feeding on humans?
WW might make sense, especially since it takes no effort to not take WW form.
Because at Stage 4, your appearance makes it obvious you are a vampire.
Uriel_Nocturne wrote: »1) This isn't Skyrim. Leave that crap at the door.It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
2) Guards having a "Kill on Sight" mentality for Stage 4 Vamps and turned Werewolves would be fine, if they change the Guards so that they can be killed.
3) Your "mursion" means crap if it ruins the game (or even just the ability to enter any/all towns for Vamps and Werewolves) for the majority of other players.
4) Why do you feel its OK to force other players to play exactly the same way that you do? Wouldn't that kill their "immersion"? Don't be a hypocrite.
5) Have a great day.
You clicked through the dialouge, didn't you?DaveMoeDee wrote: »You still haven't finished the DC story lines? Vampires aren't kos...
starkerealm wrote: »DaveMoeDee wrote: »It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
You still haven't finished the DC story lines? Vampires aren't kos.
Stage 4 become stage 4 because they aren't feeding. So you want the guards to attack the vampires that aren't feeding on humans?
WW might make sense, especially since it takes no effort to not take WW form.
Because at Stage 4, your appearance makes it obvious you are a vampire.
In ESO, at Stage 1, your appearance makes it obvious you are a vampire. This logic doesn't go very far.
Also, as someone who has accidentally fired off a werewolf transform in town, it would apply a kill on sight situation for having your fingers one space off on the keyboard. That's... a little extreme.
1) That precedent is invalidated as of the Dawnguard DLC for Skyrim. Vampires of any stage don't get attacked by guards until they shift into Vampire Lord form. Thus, your precedent has been nullified.Uriel_Nocturne wrote: »1) This isn't Skyrim. Leave that crap at the door.It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
2) Guards having a "Kill on Sight" mentality for Stage 4 Vamps and turned Werewolves would be fine, if they change the Guards so that they can be killed.
3) Your "mursion" means crap if it ruins the game (or even just the ability to enter any/all towns for Vamps and Werewolves) for the majority of other players.
4) Why do you feel its OK to force other players to play exactly the same way that you do? Wouldn't that kill their "immersion"? Don't be a hypocrite.
5) Have a great day.
1) I just mentioned past ES games to show there's precedent.
2) I wouldn't mind that.
3) It wouldn't be very difficult to stay in stages 1 to 3 or not turn into a Werewolf. With a vamp, all you have to do is feed 1 time and then you have 6 hours.
4) Again, it's one feeding before going into town. The goal of my suggestion is to make vampires and werewolves outcasts as they should be.
5) Thanks. You too.
Uriel_Nocturne wrote: »1) That precedent is invalidated as of the Dawnguard DLC for Skyrim. Vampires of any stage don't get attacked by guards until they shift into Vampire Lord form. Thus, your precedent has been nullified.Uriel_Nocturne wrote: »1) This isn't Skyrim. Leave that crap at the door.It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
2) Guards having a "Kill on Sight" mentality for Stage 4 Vamps and turned Werewolves would be fine, if they change the Guards so that they can be killed.
3) Your "mursion" means crap if it ruins the game (or even just the ability to enter any/all towns for Vamps and Werewolves) for the majority of other players.
4) Why do you feel its OK to force other players to play exactly the same way that you do? Wouldn't that kill their "immersion"? Don't be a hypocrite.
5) Have a great day.
1) I just mentioned past ES games to show there's precedent.
2) I wouldn't mind that.
3) It wouldn't be very difficult to stay in stages 1 to 3 or not turn into a Werewolf. With a vamp, all you have to do is feed 1 time and then you have 6 hours.
4) Again, it's one feeding before going into town. The goal of my suggestion is to make vampires and werewolves outcasts as they should be.
5) Thanks. You too.
2) It would be the only way to give Vamps/WW's any kind of fighting chance, especially since unkillable guards also patrol the major roads out in the wild. If your idea were to happen, there would be literally nowhere that a Vamp/WW could go without getting slaughtered by the constabulary.
3) Still not cool to fix your"mursion" by ruining the game play for the majority of other people who run Vamps or Werewolves.
4) See #3. Why must everyone elses game be subject to your whims? Why must they be forced to play as you play? Wouldn't Vampires who refuse to feed on the populace be preferable to Vamps who feed regularly just to buy a new sword?
5) I hope I will.
Uhm... vampires all too often end up as footsoldiers in Molag Bals schemes... so... that is actually another reason for guards to KoS vampy players. And werewolves are just treated like a rabid dog because... well... lycantropy.An evil daedra is trying to suck the world into another realm, the leaders of the other nations are all trying to claim the land, there are monsters & enemy factions actively attacking the cities, and you want the guards to attack the one person trying to save them?...
1) So, when ESO is the "one Elder Scrolls game" that handles it differently, that in itself kills any precedent set by previous Elder Scrolls games.Uriel_Nocturne wrote: »1) That precedent is invalidated as of the Dawnguard DLC for Skyrim. Vampires of any stage don't get attacked by guards until they shift into Vampire Lord form. Thus, your precedent has been nullified.Uriel_Nocturne wrote: »1) This isn't Skyrim. Leave that crap at the door.It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
2) Guards having a "Kill on Sight" mentality for Stage 4 Vamps and turned Werewolves would be fine, if they change the Guards so that they can be killed.
3) Your "mursion" means crap if it ruins the game (or even just the ability to enter any/all towns for Vamps and Werewolves) for the majority of other players.
4) Why do you feel its OK to force other players to play exactly the same way that you do? Wouldn't that kill their "immersion"? Don't be a hypocrite.
5) Have a great day.
1) I just mentioned past ES games to show there's precedent.
2) I wouldn't mind that.
3) It wouldn't be very difficult to stay in stages 1 to 3 or not turn into a Werewolf. With a vamp, all you have to do is feed 1 time and then you have 6 hours.
4) Again, it's one feeding before going into town. The goal of my suggestion is to make vampires and werewolves outcasts as they should be.
5) Thanks. You too.
2) It would be the only way to give Vamps/WW's any kind of fighting chance, especially since unkillable guards also patrol the major roads out in the wild. If your idea were to happen, there would be literally nowhere that a Vamp/WW could go without getting slaughtered by the constabulary.
3) Still not cool to fix your"mursion" by ruining the game play for the majority of other people who run Vamps or Werewolves.
4) See #3. Why must everyone elses game be subject to your whims? Why must they be forced to play as you play? Wouldn't Vampires who refuse to feed on the populace be preferable to Vamps who feed regularly just to buy a new sword?
5) I hope I will.
1) Just because one of the ES games handled it differently doesn't mean there's no precedent.
2) "If your idea were to happen, there would be literally nowhere that a Vamp/WW could go without getting slaughtered by the constabulary." Which sounds awesome.But, you're exaggerating, we're only talking about stage 4 and turned WW. Not those who manage their condition responsibly.
3) Fine. If people really feel that strongly about it, make the option where you don't accidentally kill innocents also allow you to opt out of this. Just rename it to Justice System Opt Out or something. Or two separate options. Whatever works.
I don't like this idea, but the current disadvantages to being a vampire or lycanthrope are ridiculously weak.
If there's no reason to remain human then nobody will be, it needs to be balanced.
Uriel_Nocturne wrote: »1) So, when ESO is the "one Elder Scrolls game" that handles it differently, that in itself kills any precedent set by previous Elder Scrolls games.Uriel_Nocturne wrote: »1) That precedent is invalidated as of the Dawnguard DLC for Skyrim. Vampires of any stage don't get attacked by guards until they shift into Vampire Lord form. Thus, your precedent has been nullified.Uriel_Nocturne wrote: »1) This isn't Skyrim. Leave that crap at the door.It always bothered me with the Justice System how stage 4 vampires and turned Werewolves could walk around blatantly in town without alerting the guards. The change on the PTS is that all stages last 6 hours now. So, this would give vampire players plenty of time to get to stages 1 to 3 before they go to town to hide their nature from the guards. Then, of course, werewolves that are transformed should be KOS as well. That is a no brainer. I thought I remember it working something like this in past ES games. I'm a vampire myself and I would welcome this change, it would be great for immersion. It plays well with the theme of the vampires and werewolves having to hide their nature. It might also deter those players who don't want to be bothered to manage their stages from becoming a vampire.
2) Guards having a "Kill on Sight" mentality for Stage 4 Vamps and turned Werewolves would be fine, if they change the Guards so that they can be killed.
3) Your "mursion" means crap if it ruins the game (or even just the ability to enter any/all towns for Vamps and Werewolves) for the majority of other players.
4) Why do you feel its OK to force other players to play exactly the same way that you do? Wouldn't that kill their "immersion"? Don't be a hypocrite.
5) Have a great day.
1) I just mentioned past ES games to show there's precedent.
2) I wouldn't mind that.
3) It wouldn't be very difficult to stay in stages 1 to 3 or not turn into a Werewolf. With a vamp, all you have to do is feed 1 time and then you have 6 hours.
4) Again, it's one feeding before going into town. The goal of my suggestion is to make vampires and werewolves outcasts as they should be.
5) Thanks. You too.
2) It would be the only way to give Vamps/WW's any kind of fighting chance, especially since unkillable guards also patrol the major roads out in the wild. If your idea were to happen, there would be literally nowhere that a Vamp/WW could go without getting slaughtered by the constabulary.
3) Still not cool to fix your"mursion" by ruining the game play for the majority of other people who run Vamps or Werewolves.
4) See #3. Why must everyone elses game be subject to your whims? Why must they be forced to play as you play? Wouldn't Vampires who refuse to feed on the populace be preferable to Vamps who feed regularly just to buy a new sword?
5) I hope I will.
1) Just because one of the ES games handled it differently doesn't mean there's no precedent.
2) "If your idea were to happen, there would be literally nowhere that a Vamp/WW could go without getting slaughtered by the constabulary." Which sounds awesome.But, you're exaggerating, we're only talking about stage 4 and turned WW. Not those who manage their condition responsibly.
3) Fine. If people really feel that strongly about it, make the option where you don't accidentally kill innocents also allow you to opt out of this. Just rename it to Justice System Opt Out or something. Or two separate options. Whatever works.
2) "Which sounds awesome" to you and you alone. I am not exaggerating. Given the Guards' area of aggro for violent offenders, you'd have all of five minutes of running through the wilderness before a roaming Guard chases you down and puts a hurt on you. That sounds like the opposite of "fun" to me. It also brings us back to the question of which is preferable; a Vamp who regularly feeds/kills the NPC populace just to do some shopping? Or a Vamp who eschews their base instinct for blood, and refuses to feed from the innocent? I'll take the latter any day of the week. They might look more monsterous, but I at least know that someone didn't get eaten for the vamps vanity...
3) An "opt out" is also a horrible option that still forces the base game to adhere to your specific vision of how Vamps and Werewolves "should be played". The Needs of the Many, far outweigh the Needs of the Few/One. the ease of game play for the majority of people running Vamps/WW's far outweighs your "immersion".
Uhm... vampires all too often end up as footsoldiers in Molag Bals schemes... so... that is actually another reason for guards to KoS vampy players. [/quote]An evil daedra is trying to suck the world into another realm, the leaders of the other nations are all trying to claim the land, there are monsters & enemy factions actively attacking the cities, and you want the guards to attack the one person trying to save them?...
Actually; it is "play my way" when the current standard is that Vamps and Werewolves don't get attacked, but there's a minority/singular point of view/opinion that their "immersion" would be increased by changing it. The change then affect the way the majority of players currently get to enjoy the aforementioned aspect of the game. That is the very definition of "play my way", and regardless of the views of what is "immersion" or not, it would ruin being a Vamp/WW for quite a large number of people.TheShadowScout wrote: »
3) Immersion is not "play my way", it means creating a believeble illusion within the logic of the game world. And it is neither "ruining the game" nor "being unable to go anywhere" - all the woofies have to do is not go furry under the watchful eyes of the guard, all the suckers have to do is take a sip before going into town. I really see no difficulty here...
4) again, immersion is NOT "play it my way", its the believable illusion. And considering the fluff between NPC vampires and werewolves... the "kill the monster" approach is pretty well established, with a few notable exceptions (being the friend of the high king has its perks, I presume), so vampires and werewolves who flaunt their "unnatural" status getting killed on sight IS immersion. And when its done in a way that is easily avoidable... it is also bo biggie.
TheShadowScout wrote: »But of course, then the vamps would also need to get a bit more "stage control". Longer stages certainly would be a good thing, a very good thing.
AverageJo3Gam3r wrote: »So how would that work in cyrodiil? Vamps and WW never defend keeps or enter the sewers? No thank you. Dumb idea.
Uriel_Nocturne wrote: »Actually; it is "play my way" when the current standard is that Vamps and Werewolves don't get attacked, but there's a minority/singular point of view/opinion that their "immersion" would be increased by changing it. The change then affect the way the majority of players currently get to enjoy the aforementioned aspect of the game. That is the very definition of "play my way", and regardless of the views of what is "immersion" or not, it would ruin being a Vamp/WW for quite a large number of people.TheShadowScout wrote: »
3) Immersion is not "play my way", it means creating a believeble illusion within the logic of the game world. And it is neither "ruining the game" nor "being unable to go anywhere" - all the woofies have to do is not go furry under the watchful eyes of the guard, all the suckers have to do is take a sip before going into town. I really see no difficulty here...
4) again, immersion is NOT "play it my way", its the believable illusion. And considering the fluff between NPC vampires and werewolves... the "kill the monster" approach is pretty well established, with a few notable exceptions (being the friend of the high king has its perks, I presume), so vampires and werewolves who flaunt their "unnatural" status getting killed on sight IS immersion. And when its done in a way that is easily avoidable... it is also bo biggie.
A further thought; just because two or so people in this thread think it would be "no big deal" to "simply feed, then go shopping", it might very much be a huge inconvenience for the rest of the community. Let's keep in mind that to feed, one must commit felonious aggravated assault against an NPC. An assault that guarantees a bounty (and not a small bounty), and rarely kills even a weak NPC. Thus, even were a player to "simply feed", they then get accosted/slaughtered by a Guard the instant they approach a town gate.
For my final point; you are correct that precedents have been made for both sides of this argument. Zenimax went for the precedent that Vamps and Werewolves don't get attacked, and people are liking it just fine. It allows more people to explore these two aspects of the game, and widens the number of viable builds for characters utilizing the various perks/disadvantages of being a Vamp or WW. To add in the threat of getting slaughtered by the constabulary just for sparing an innocent will only cause people to ditch Vamp or WW, thus constricting the possible options of viable ways to play the game. That's bad no matter what light you view it in.
And all to fix the "mursion" of a few, vast minority of players. That's the definition of arrogance and selfish behavior.
Why people cannot grasp how much of an inconvenience this would be to the majority of players just boggles the mind.
This is a horrible idea, especially in an MMO.
Not a problem.Uriel_Nocturne wrote: »Actually; it is "play my way" when the current standard is that Vamps and Werewolves don't get attacked, but there's a minority/singular point of view/opinion that their "immersion" would be increased by changing it. The change then affect the way the majority of players currently get to enjoy the aforementioned aspect of the game. That is the very definition of "play my way", and regardless of the views of what is "immersion" or not, it would ruin being a Vamp/WW for quite a large number of people.TheShadowScout wrote: »
3) Immersion is not "play my way", it means creating a believeble illusion within the logic of the game world. And it is neither "ruining the game" nor "being unable to go anywhere" - all the woofies have to do is not go furry under the watchful eyes of the guard, all the suckers have to do is take a sip before going into town. I really see no difficulty here...
4) again, immersion is NOT "play it my way", its the believable illusion. And considering the fluff between NPC vampires and werewolves... the "kill the monster" approach is pretty well established, with a few notable exceptions (being the friend of the high king has its perks, I presume), so vampires and werewolves who flaunt their "unnatural" status getting killed on sight IS immersion. And when its done in a way that is easily avoidable... it is also bo biggie.
A further thought; just because two or so people in this thread think it would be "no big deal" to "simply feed, then go shopping", it might very much be a huge inconvenience for the rest of the community. Let's keep in mind that to feed, one must commit felonious aggravated assault against an NPC. An assault that guarantees a bounty (and not a small bounty), and rarely kills even a weak NPC. Thus, even were a player to "simply feed", they then get accosted/slaughtered by a Guard the instant they approach a town gate.
For my final point; you are correct that precedents have been made for both sides of this argument. Zenimax went for the precedent that Vamps and Werewolves don't get attacked, and people are liking it just fine. It allows more people to explore these two aspects of the game, and widens the number of viable builds for characters utilizing the various perks/disadvantages of being a Vamp or WW. To add in the threat of getting slaughtered by the constabulary just for sparing an innocent will only cause people to ditch Vamp or WW, thus constricting the possible options of viable ways to play the game. That's bad no matter what light you view it in.
And all to fix the "mursion" of a few, vast minority of players. That's the definition of arrogance and selfish behavior.
Why people cannot grasp how much of an inconvenience this would be to the majority of players just boggles the mind.
This is a horrible idea, especially in an MMO.
Obviously, we're not going to change your mind so we'll have to agree to disagree. I know that ZoS went with the latter precedent which is why I'm posting this suggestion. What's wrong with throwing ideas around anyway? If you don't like it, that's fine. Your arguments are noted. Thanks.
But I will say that choosing to be a vampire or WW should have consequences more than just Fire Weakness and weakness to Fighter's Guild abilities. ZoS can give players who don't want to participate easy ways to circumvent the system by either opting out or giving players blood potions. Currently, Vampires and Werewolves only feel like a skill line and not a part of the world and I think that's a problem. You obviously don't so we'll just have to disagree. Cheers.
Burning_Talons wrote: »This isnt skyrim
Vamps are a norm and even a side man of king emeric. Im not about to feed every 30 mins to please you RPers when I like staying stage 4 for buffs.
True, you learn that in the initiation quest for your vampy character.Well a little vamp lore to ruin a hater's day:
The player 'strain' (aka version of vamp), are the vamps against molag bal. I dont want to spoil it, but the pc vamps are actually 'good' guys more then 'bad'...
Immersion is not tied to any "play my way" considerations, as it is determined by the backstory. And the backstory has it that people consider werewolves and vampires "monsters" and monsters get killed when possible before they get a chance to kill you. Not that vampires or werewolves don't also fail at immersion in many ways aside from the guards...Uriel_Nocturne wrote: »Actually; it is "play my way" when the current standard is that Vamps and Werewolves don't get attacked, but there's a minority/singular point of view/opinion that their "immersion" would be increased by changing it. The change then affect the way the majority of players currently get to enjoy the aforementioned aspect of the game. That is the very definition of "play my way", and regardless of the views of what is "immersion" or not, it would ruin being a Vamp/WW for quite a large number of people.
...you are doing it wrong, you know.Uriel_Nocturne wrote: »A further thought; just because two or so people in this thread think it would be "no big deal" to "simply feed, then go shopping", it might very much be a huge inconvenience for the rest of the community. Let's keep in mind that to feed, one must commit felonious aggravated assault against an NPC. An assault that guarantees a bounty (and not a small bounty), and rarely kills even a weak NPC. Thus, even were a player to "simply feed", they then get accosted/slaughtered by a Guard the instant they approach a town gate.
They also started with everything could be grabbed, everywhere, and then refitted the justice system that made stealing a crime. Thus... precedent for them changing their system for immersion, despite the "gimme crowd" disliking it because it made things a bit less easy for the player.Uriel_Nocturne wrote: »For my final point; you are correct that precedents have been made for both sides of this argument. Zenimax went for the precedent that Vamps and Werewolves don't get attacked, and people are liking it just fine...