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Clarification Questions About Necro "Criminal Acts"

Vercingetorix
Vercingetorix
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The Necromancer seems like an interesting class and I like the idea of there being criminal penalties to casting certain abilities, but I'm worried about some of the more specific scenarios such as questing interaction with forced NPC companions. As a console player I don't have access to the PTS so I have some questions for those of you that have tinkered around with this new mechanic:

1. Are criminal penalties confined to ONLY major cities or are smaller towns with lots of side quests also affected?
2. Do quest NPCs essentially bar you from using your criminal abilities because they'll always witness your crimes?
3. What about quests that take place in cities under siege with stranded/rescue target NPCs - do they tell on you, too?
4. Can criminal abilities be cast without penalty in places like the "Smuggler Sewer" areas or Coldharbour?


I feel these questions are important because the criminal penalty, while fine as a new mechanic, could greatly hinder or outright make questing downright miserable for newer players if these scenarios aren't currently being addressed. Thanks in advance for your answers!
Edited by Vercingetorix on April 29, 2019 2:26PM
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • dazee
    dazee
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    In their article it said they had to go over a lot of old quests so necromancers would not get bounty just by questing so I think it will be ok.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Vercingetorix
    Vercingetorix
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    dazee wrote: »
    In their article it said they had to go over a lot of old quests so necromancers would not get bounty just by questing so I think it will be ok.

    Their article was incredibly vague about what was gone over and I've seen folks posting comments about running into issues with being stuck with NPCs that essentially bar you from criminal abilities unless you want a ton of fines. If someone who's tested this mechanic extensively could answer these questions, it would greatly help as this is one of my deciding factors before I invest in the Necro and I imagine other players feel the same way, too.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • wheem_ESO
    wheem_ESO
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    I'm not someone that has tested this mechanic specifically, but the times that I did encounter it (having a roaming Merchant NPC out in Glenumbra spot me with my Skeletal Arcanist up, and dueling outside Wayrest), I found it to be nothing but added tedium, and hated it.

    And as has been pointed out in other threads, it's not consistent. You can summon a bone totem, launch flaming skulls, transform into a Werewolf, summon Daedra, walk around as a Stage 4 Vampire with no helm/hood/mask/etc...on, and everything's fine and dandy. Accidentally bump the key for one of your temporary Necromancer pets, though? Have fun with your bounty.

    As far as I can tell, quest-giver NPCs are supposed to be excluded from causing a bounty, as are friendly NPCs inside of group dungeons (the ones in Spindleclutch didn't cause me any problems). While that's all totally reasonable from a gameplay perspective, it does beg the question - why use the mechanic at all? These types of exceptions, combined with the aforementioned lack of similar mechanic surrounding other things that would fit with being crimes in the lore, make it all feel really half-hearted and pointless. It's just tedium that only affects one class, and needs to be either done away with entirely, or made optional.
  • soynegroyque
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    You will have to use non class skills to quest to be safe >.<
  • Vercingetorix
    Vercingetorix
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    You will have to use non class skills to quest to be safe >.<

    I sincerely hope that's not the case and these issues get addressed. Otherwise, why bother being a necromancer that doesn't practice necromancy? i don't mind having to keep my necromancy outside of the major cities, but anywhere else is just going to make the class not worth using IMO.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • wheem_ESO
    wheem_ESO
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    You will have to use non class skills to quest to be safe >.<

    I sincerely hope that's not the case and these issues get addressed. Otherwise, why bother being a necromancer that doesn't practice necromancy? i don't mind having to keep my necromancy outside of the major cities, but anywhere else is just going to make the class not worth using IMO.
    As I said above, I think quest givers will ignore your Necromancy...because reasons, but other NPCs out in the wild (like merchants) will indeed cause you to get a bounty.
  • Jayne_Doe
    Jayne_Doe
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    wheem_ESO wrote: »
    I'm not someone that has tested this mechanic specifically, but the times that I did encounter it (having a roaming Merchant NPC out in Glenumbra spot me with my Skeletal Arcanist up, and dueling outside Wayrest), I found it to be nothing but added tedium, and hated it.

    And as has been pointed out in other threads, it's not consistent. You can summon a bone totem, launch flaming skulls, transform into a Werewolf, summon Daedra, walk around as a Stage 4 Vampire with no helm/hood/mask/etc...on, and everything's fine and dandy. Accidentally bump the key for one of your temporary Necromancer pets, though? Have fun with your bounty.

    As far as I can tell, quest-giver NPCs are supposed to be excluded from causing a bounty, as are friendly NPCs inside of group dungeons (the ones in Spindleclutch didn't cause me any problems). While that's all totally reasonable from a gameplay perspective, it does beg the question - why use the mechanic at all? These types of exceptions, combined with the aforementioned lack of similar mechanic surrounding other things that would fit with being crimes in the lore, make it all feel really half-hearted and pointless. It's just tedium that only affects one class, and needs to be either done away with entirely, or made optional.

    Yeah, the inconsistency is what bothers me. I don't mind that necromancers can get a bounty for certain "obvious" necromancer acts, but why can a stage 4 vampire - an undead creature - be able to casually stroll through town without anything to disguise their evil undead state? At the very least, they should get a bounty for using obvious vampire skills while in town. Or, why can a werewolf transform in town without incurring a bounty? And, what about sorcerers dragging dangerous Daedra around town?

    It just seems arbitrary and done solely to appease those who felt that players shouldn't be allowed to play a necromancer, even though previous ES games allowed us to. We can be assassins/vampires/werewolves and heroes at the same time, but somehow being a necromancer meant we couldn't save Tamriel? And so they tied some of the necro skills into the justice system, but left vampires/werewolves alone. If necromancy had been in the game at launch, we wouldn't have their skills later tied to the justice system, just like vampire/werewolf skills were never later tied to it.
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