That being said, I loot everything from a body.
AefionBloodclaw wrote: »Appalling how many selfish players there are, convinced that its ok to ruin other players' experiences because they love to kill and murder. I just find it disgusting that the devs could fix this issue so easily yet they just ignore their players. In any other game this wouldn't even be an issue.
YaYaPineapple wrote: »AefionBloodclaw wrote: »Appalling how many selfish players there are, convinced that its ok to ruin other players' experiences because they love to kill and murder. I just find it disgusting that the devs could fix this issue so easily yet they just ignore their players. In any other game this wouldn't even be an issue.
Appalling how many selfish players there are, convinced that its ok to ruin other players' experiences because they don't love to kill and murder. I just find it disgusting that the devs could fix this issue so easily (by requiring all players to join the Dark Brotherhood) yet they just ignore their players. In this game, it shouldn't even be an issue BECAUSE THERE IS AN ENTIRE DLC DEDICATED TO KILLING NPCs.
For those who are unaware, when you kill an NPC, you risk being seen and then being attacked, killed, getting a bounty, or all 3. When you loot a dead body, it is considered stealing, so looting an NPC you have killed carries DOUBLE RISK of being seen, being attacked, killed, and getting a bounty.
The Dark Brotherhood missions REQUIRE players to kill NPCs (often inside towns or very small villages - for example: "Kill 3 random people at Redfur Trading Post."). To even start the Dark Brotherhood questline you are REQUIRED to kill a random innocent person in Anvil. Often the player doesn't have 'cover' to loot the body without being seen, or they were already seen, and are trying to escape without being caught & killed - so they don't bother looting. Sometimes they just don't care about the loot. Corpses of all killable entities in the game remain for a set amount of time to give players time to return for their loot (if they want it). NPC in town are no different.
Some people kill NPCs just for the heck of it too, which is 100% totally allowed in ESO (subject to the justice system).
If players killing NPC bothers you too much, then I recommend playing other games where NPC murder is not a feature of the game... or just do your best to ignore the corpses.
Morgha_Kul wrote: »
Perhaps I misunderstood. I thought the issue being discussed was that bodies were remaining in the world even after the NPC has respawned, resulting in the dead NPC standing right there beside their own corpse. That is, the complaint isn't that there are bodies, just that they remain in the world too long (or that they respawn too soon).
That was my thinking. The NPC should either be a corpse or not; there shouldn't be both at once.
Yes, I'm sure the solution could be found if devs were actually willing to do something about this.YaYaPineapple wrote: »Maybe a compromise would be for the NPCs to turn into a (lootable) bloodstain on the ground when they are killed, instead of having their whole corpse laying there. Similar to when a mob turns into a pile of ash, or when a wisp turns into a blue glob of ectoplasm.
Knootewoot wrote: »If people complain about this, the game must be doing pretty good.
Yes. No spawn while the old corpse is still rotting. The same goes for the boss mobs at geysiers please.
ShadowPaladin wrote: »There is an really, really, really easy solution for the *NPC's don't despawn, before new NPC's respawn* problem…
The major reason for NPC's and also other things like chests and resource-nodes not despawning fast is that Players are not looting *all* items they find inside of them… Therefore the best and easiest solution would be a *FORCED* Auto-Loot, which can NOT be disabled by the Player... That way everything would be looted from those killed NPC's, opened chests and touched resource-nodes... And if the inventory of the Player forced to auto-loot is full the loot will just be auto-destroyed by the system (e.g. the players inventory is 200/200 -> he opens a chest in Vvardenfell and finds some blue and purple items, as well as a Buoyant Armiger Motif-Chapter -> the system checks the inventory with 200/200 = full -> loot is destroyed -> chest despawns faster)… Certainly that player will hit his head against the next wall for loosing the Motif-Chapter because of a full inventory, but hey
that would be his own fault for not keeping an eye on his inventory-status
…!
With such a *forced Auto-Loot* all those *it takes for ever to respawn* and all those *why the fu** are there only certain items in that chest and/or resource-node left* problems would be solved over night… Chests would respawn faster, as well as resource-nodes and dead NPC's would also despawn faster…
So @ZOS_GinaBruno , wouldn't that be a good solution for this problem..?
Best regards
Shadow
P.s.:
Just to be fair, an other simple solution could be to reduce the despawn-timer for dead NPC's, chests and resource-nodes to - lets say - 60 sec, after which they will just despawn regardless if they have not been completely looted or are still looted…
ShadowPaladin wrote: »So @ZOS_GinaBruno , wouldn't that be a good solution for this problem..?
Sheezabeast wrote: »Jack and Jill went to Alinor to fetch a bucket of water.
Jack fell down and lost his reverie mask...
And Jill was left holding the bucket.
Morgha_Kul wrote: »YaYaPineapple wrote: »AefionBloodclaw wrote: »Appalling how many selfish players there are, convinced that its ok to ruin other players' experiences because they love to kill and murder. I just find it disgusting that the devs could fix this issue so easily yet they just ignore their players. In any other game this wouldn't even be an issue.
Appalling how many selfish players there are, convinced that its ok to ruin other players' experiences because they don't love to kill and murder. I just find it disgusting that the devs could fix this issue so easily (by requiring all players to join the Dark Brotherhood) yet they just ignore their players. In this game, it shouldn't even be an issue BECAUSE THERE IS AN ENTIRE DLC DEDICATED TO KILLING NPCs.
For those who are unaware, when you kill an NPC, you risk being seen and then being attacked, killed, getting a bounty, or all 3. When you loot a dead body, it is considered stealing, so looting an NPC you have killed carries DOUBLE RISK of being seen, being attacked, killed, and getting a bounty.
The Dark Brotherhood missions REQUIRE players to kill NPCs (often inside towns or very small villages - for example: "Kill 3 random people at Redfur Trading Post."). To even start the Dark Brotherhood questline you are REQUIRED to kill a random innocent person in Anvil. Often the player doesn't have 'cover' to loot the body without being seen, or they were already seen, and are trying to escape without being caught & killed - so they don't bother looting. Sometimes they just don't care about the loot. Corpses of all killable entities in the game remain for a set amount of time to give players time to return for their loot (if they want it). NPC in town are no different.
Some people kill NPCs just for the heck of it too, which is 100% totally allowed in ESO (subject to the justice system).
If players killing NPC bothers you too much, then I recommend playing other games where NPC murder is not a feature of the game... or just do your best to ignore the corpses.
Perhaps I misunderstood. I thought the issue being discussed was that bodies were remaining in the world even after the NPC has respawned, resulting in the dead NPC standing right there beside their own corpse. That is, the complaint isn't that there are bodies, just that they remain in the world too long (or that they respawn too soon).
That was my thinking. The NPC should either be a corpse or not; there shouldn't be both at once.
ShadowPaladin wrote: »There is an really, really, really easy solution for the *NPC's don't despawn, before new NPC's respawn* problem…
The major reason for NPC's and also other things like chests and resource-nodes not despawning fast is that Players are not looting *all* items they find inside of them… Therefore the best and easiest solution would be a *FORCED* Auto-Loot, which can NOT be disabled by the Player... That way everything would be looted from those killed NPC's, opened chests and touched resource-nodes... And if the inventory of the Player forced to auto-loot is full the loot will just be auto-destroyed by the system (e.g. the players inventory is 200/200 -> he opens a chest in Vvardenfell and finds some blue and purple items, as well as a Buoyant Armiger Motif-Chapter -> the system checks the inventory with 200/200 = full -> loot is destroyed -> chest despawns faster)… Certainly that player will hit his head against the next wall for loosing the Motif-Chapter because of a full inventory, but hey
that would be his own fault for not keeping an eye on his inventory-status
…!
With such a *forced Auto-Loot* all those *it takes for ever to respawn* and all those *why the fu** are there only certain items in that chest and/or resource-node left* problems would be solved over night… Chests would respawn faster, as well as resource-nodes and dead NPC's would also despawn faster…
So @ZOS_GinaBruno , wouldn't that be a good solution for this problem..?
Best regards
Shadow
P.s.:
Just to be fair, an other simple solution could be to reduce the despawn-timer for dead NPC's, chests and resource-nodes to - lets say - 60 sec, after which they will just despawn regardless if they have not been completely looted or are still looted…