Should make a list of questing places you can't use "criminal act" skills

phaneub17_ESO
phaneub17_ESO
✭✭✭✭✭
✭✭✭✭✭
Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.
  • Casterial
    Casterial
    ✭✭✭✭✭
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
    The Order of Magnus
    Filthy Faction Hoppers

    Combat Is Clunky | Cyordiil Fixes

    Member since: August 2013
    Kill Counter Developer
    For the Daggerfall Covenant
    The Last Chillrend Empress
    Animation Cancelling
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
    ✭✭✭✭✭
    ✭✭
    Casterial wrote: »
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold

    Silliness. I like the fact that I have to be a little more judicious in the display of my powers. It is a large part of the lore and feel of TES. May as well remove "stealing" also then. I don't think it's that big of an issue and I'm not for watering the game down.
    As for OP, this is the price we pay for embracing such nefarious pursuits. Your incident will serve as a reminder to me to be ever cautious among the rabble.
  • Casterial
    Casterial
    ✭✭✭✭✭
    Casterial wrote: »
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold

    Silliness. I like the fact that I have to be a little more judicious in the display of my powers. It is a large part of the lore and feel of TES. May as well remove "stealing" also then. I don't think it's that big of an issue and I'm not for watering the game down.
    As for OP, this is the price we pay for embracing such nefarious pursuits. Your incident will serve as a reminder to me to be ever cautious among the rabble.

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    They serve no "protection" services other than to NPC, original guards were gods because of the "PVP" bounty system rumored. This was scrapped, why are they still godsends?

    Like imagine being able to live because you defended yourself :tongue:
    Edited by Casterial on May 25, 2019 11:26AM
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
    The Order of Magnus
    Filthy Faction Hoppers

    Combat Is Clunky | Cyordiil Fixes

    Member since: August 2013
    Kill Counter Developer
    For the Daggerfall Covenant
    The Last Chillrend Empress
    Animation Cancelling
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
    ✭✭✭✭✭
    ✭✭
    Casterial wrote: »
    Casterial wrote: »
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold

    Silliness. I like the fact that I have to be a little more judicious in the display of my powers. It is a large part of the lore and feel of TES. May as well remove "stealing" also then. I don't think it's that big of an issue and I'm not for watering the game down.
    As for OP, this is the price we pay for embracing such nefarious pursuits. Your incident will serve as a reminder to me to be ever cautious among the rabble.

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    They serve no "protection" services other than to NPC, original guards were gods because of the "PVP" bounty system rumored. This was scrapped, why are they still godsends?

    Like imagine being able to live because you defended yourself :tongue:

    Because the sad fact is we can't have nice things. Can you imagine the chaos in towns with armies of marauders just decimating towns to see how many npc/guard corpses they can pile up? While this may sound appealing in theory, the reality of it would be terrible, including being unable to interact with npc's or turn quests in. Any thief or assassin worth his/her salt has learned how to avoid detection or apprehension. A simple "pardon" scroll securely tucked into one's greaves will suffice.
  • Taleof2Cities
    Taleof2Cities
    ✭✭✭✭✭
    ✭✭✭✭✭
    Casterial wrote: »

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    Nope.

    No free passes just because you can’t be bothered with the consequences of thieving or necromancy.
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    Casterial wrote: »

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    Nope.

    No free passes just because you can’t be bothered with the consequences of thieving or necromancy.

    But ZoS gets a free pass on a broken class and useless system. Got it.
  • Taleof2Cities
    Taleof2Cities
    ✭✭✭✭✭
    ✭✭✭✭✭
    Casterial wrote: »

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    Nope.

    No free passes just because you can’t be bothered with the consequences of thieving or necromancy.

    But ZoS gets a free pass on a broken class and useless system. Got it.

    “Useless” carries a way different meaning than “I’m lazy and want rewards without the risk.”
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Casterial wrote: »
    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold
    Bullsh... uhm... not such a good idea.

    I would much rather they -expand- it! Add "criminal act" to all vampire skills and transformed werewolves! Possibly even take a look at some of the other class skills, I could see several that might be considered "criminal"... after all, its up to YOU if you want to use them in town (or wherever else someone lawful is watching!)
    Casterial wrote: »
    Then. Make. Guards. Killable
    Would have been better, yeah, agreed.
    Killable... BUT armed with an "arrest evil-doer" spell they fire off at half HP that wraps you in unbreakable chains to be dragged off to the town jail with no chance of escape.
    Same effect, more immersive then immortal guards...

    I mean, I get why they cannot just make it so people could simply fight off the law. because then people totaly would wipe out whole towns "just fer da lulz" while playing "evil basterds" - to the deteriment of all other players.
    If they had allowed that, bounty would never degrade, and those "evil" players would have to suffer dire consequences, as in... no more quests, no more trading, no, not even in the outlaw refugees, even the worst criminals would consider dealing with that sort of "monsters" not worth the heat... which would have been no fun for the majority, so they didn't.

    The immersive way to deal with that would have been to spaqwn two new guards for each that falls, and just bury them with numbers, but... then we would have whole guilds staging large assaults in an "let's eee if we can crash the server through guard stack overflow" way... so they didn't do that either.

    For crime to have meaning, there MUST be consequences when getting caught. Personally I believe the consequences in ESO are laughable anyhow... loose some gold? Really? That's all when Akar my murderer alt choose to hack down some people in town square, in plain sight of all the guards? I think we should have better justice, more justice, Great Justice! But then, i would: https://forums.elderscrollsonline.com/en/discussion/384538/for-great-justice/p1 ;)
  • randomkeyhits
    randomkeyhits
    ✭✭✭✭✭
    Just curious

    This isn't avoidable by options -> gameplay -> prevent attacking innocents toggle?
    EU PS4
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    Casterial wrote: »

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    Nope.

    No free passes just because you can’t be bothered with the consequences of thieving or necromancy.

    But ZoS gets a free pass on a broken class and useless system. Got it.

    “Useless” carries a way different meaning than “I’m lazy and want rewards without the risk.”

    Great whiteknighting attempt but ultimately its a fail, why? Because the system of criminal acts for Necromancers is ultimately useless so long as werewolves and vampires can run around towns willy nilly meanwhile Necromancers cant do some dungeons and delves without incurring a bounty.
    Edited by Imperial_Voice on May 25, 2019 1:51PM
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    Just curious

    This isn't avoidable by options -> gameplay -> prevent attacking innocents toggle?

    No it is not. Because you dont have to attack anyone you just have to accidentally click the wrong button
  • 7788b14_ESO
    7788b14_ESO
    ✭✭✭
    So far while online everyday in the game I've seen two people attacked by guards for using their skills in public. One for using necro skills and another for stealing. That's not really a lot. So far while doing quests all over the game in different zones as a necro, I've had no problems. Once you get the hang of it, it's pretty easy to steal, assassinate, and use forbidden skills in this game, imo.


    I assume dark brotherhood and thief cooldowns and hiding mechanics work with necro crime stats.
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    So far while online everyday in the game I've seen two people attacked by guards for using their skills in public. One for using necro skills and another for stealing. That's not really a lot. So far while doing quests all over the game in different zones as a necro, I've had no problems. Once you get the hang of it, it's pretty easy to steal, assassinate, and use forbidden skills in this game, imo.


    I assume dark brotherhood and thief cooldowns and hiding mechanics work with necro crime stats.

    Until you get random bounties in a dungeon for using skills that you basically have to use...because its a dungeon
  • O_LYKOS
    O_LYKOS
    ✭✭✭✭✭
    If there's guards, consider it a criminal act.
    PC NA - GreggsSausageRoll
  • ArchMikem
    ArchMikem
    ✭✭✭✭✭
    ✭✭✭✭✭
    Casterial wrote: »
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold

    Be more careful. Turn attack innocents off.

    It shouldnt be hard.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • DBZVelena
    DBZVelena
    ✭✭✭✭✭
    so here's my idea on how to solve it.
    one attack bar with skills that don't cause guards to go "hey wait a moment, thats illegal"

    And the other skill bar with all the op criminal acts.
    Then you just have to remember not to swap bars when near guards.

    also imo dueling in town should be criminal too. You're basically having a public brawl. In history when dueling was a thing, they sure didn't do it in town because you'd get in trouble there. because even back then it wasn't a legal thing. Even back then it was done far away from the city guards.
    What are Natch Potes? Can you eat those?
    I believe in Genie-Gina.
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    ArchMikem wrote: »
    Casterial wrote: »
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold

    Be more careful. Turn attack innocents off.

    It shouldnt be hard.

    Neither of these work. You dont have to attack anything to get a bounty and you can pick up a bounty for using skills in dungeons and delves. It needs fixed (not removed) because its very half assed right now.
  • ApostateHobo
    ApostateHobo
    ✭✭✭✭✭
    Wonder if it'd be possible for them to make it where you only get a bounty from guards witnessing you use necro skills. Getting a bounty every time some stray npc witnesses you using skills, including when in dungeons apparently, sounds very annoying. Dealing with that constantly will get old real fast.
  • barney2525
    barney2525
    ✭✭✭✭✭
    ✭✭✭✭
    Something doesn't make sense. I watched a PC (followed him around actually) in Skywatch, not only attacking guards but killing them very easily. He would run to a spot and start pulling in 5 or 6 at a time, and then just wipe them out.

    As soon as they were dead, he didn't even slow down. Ran over to some other guards, started pulling them, wiped out all of them. The whole place was littered with piles of bodies of dead guards.

    So how are they unkillable?

  • Osteos
    Osteos
    ✭✭✭✭✭
    Casterial wrote: »

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    Nope.

    No free passes just because you can’t be bothered with the consequences of thieving or necromancy.

    But ZoS gets a free pass on a broken class and useless system. Got it.

    “Useless” carries a way different meaning than “I’m lazy and want rewards without the risk.”

    Great whiteknighting attempt but ultimately its a fail, why? Because the system of criminal acts for Necromancers is ultimately useless so long as werewolves and vampires can run around towns willy nilly meanwhile Necromancers cant do some dungeons and delves without incurring a bounty.

    Necromancer can walk around town willy nilly too. What they can't do is use the few abilities that are considered criminal acts. I mean honestly is only a few abilities you have to avoid.

    Which dungeons are these and what delves specifically?
    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
    Onistka Valerius <> Artemis Renault <> Gonk gra-Ugrash <> Karietta <> Zercon at-Rusa <> Genevieve Renault <> Ktaka <> Brenlyn Renault
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    barney2525 wrote: »
    So how are they unkillable?
    You -do- realize that there is a difference between the NPC "royal guards" who are killable because they are part of the story and the -justice guards- which wipe the floor with whole guilds is they go down to fight them?
  • essi2
    essi2
    ✭✭✭✭✭
    ✭✭
    The Criminal Act tag should be extended to include Vampires, Werewolves and maybe Daedric summoning
    "The Heritance are racists yes? Idiots. But dangerous, destabilizing racist idiots." - Razum-dar

    "Wood Elves aren't made of wood, Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar

    ** Leyawiin Layabouts (PC-EU) - Leyawiin Layabouts (PC-NA) **

    *** https://www.youtube.com/@essi2 - https://www.twitch.tv/essi2 ***
  • Riejael
    Riejael
    ✭✭✭✭✭
    Because the sad fact is we can't have nice things. Can you imagine the chaos in towns with armies of marauders just decimating towns to see how many npc/guard corpses they can pile up? While this may sound appealing in theory, the reality of it would be terrible, including being unable to interact with npc's or turn quests in. Any thief or assassin worth his/her salt has learned how to avoid detection or apprehension. A simple "pardon" scroll securely tucked into one's greaves will suffice.

    Yes I can imagine. I used to see it in Everquest. It caused an interesting thing to happen. Emergent gameplay.

    Instead of turning in your 4 fire beetle eyes, you started interacting with the invaders and series of duels would take place in order to see who would be 'victorious'. On the PVP servers you simply drove them off.

    In fact many quest givers for a particular faction WERE the targets of a quest for an opposing faction. Such a Paladin in Felwithe holding a Ghoulbane sword for Shadowknights to kill in order to corrupt it. For some reason we don't have opposing factions. Even the 3 Alliances share criminal databases because 'reasons'. EQ never did that, criminal acts were always per faction. And there were alot of factions, even opposing factions within the same city.

    You guys what your loreplay, but you seem to want to pick and choose the bits and pieces you want. Either go all in or all out.
    Edited by Riejael on May 25, 2019 4:12PM
  • D0PAMINE
    D0PAMINE
    ✭✭✭✭✭
    ✭✭
    This is why I keep Mist Form on my bar. I refuse to pay gold for a bounty. Not happening lol.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    ✭✭
    I like the Criminal Act aspect of the Necromancer. It's different. Makes my character feel more... nefarious.

    It also makes the necromancer act differently in PvE as a class than just another stat-stick pack-mule skill re-skin of which I have 8 others.
  • Girl_Number8
    Girl_Number8
    ✭✭✭✭✭
    ✭✭✭
    essi2 wrote: »
    The Criminal Act tag should be extended to include Vampires, Werewolves and maybe Daedric summoning

    Nah, Zos should just get rid of this with the necro. The bugs on the unpolished class are enough punishment.
  • phaneub17_ESO
    phaneub17_ESO
    ✭✭✭✭✭
    ✭✭✭✭✭
    ArchMikem wrote: »
    Casterial wrote: »
    Aside from cities of course, I've run into a few questing areas that I completely forgot about it like in Auridon First Hold quests I aggroed a guard by accident when battling with Daedra and they promptly attacked me while trying to do their job! The thanks I get for helping them.

    imo they should just remove this "criminal act" like I get its lore, but for sense of gameplay its not great I know many who have lost a lot of gold

    Be more careful. Turn attack innocents off.

    It shouldnt be hard.

    These aren't town guards that are attacking me, regular yellow/neutral NPCs come after you. As I mentioned its the questing area First Hold, before you capture it, was fighting Daedra mobs, used my Blastbones, and before I know it I have First Auridon Marines and Eagle Talon Guards (normal NPCs) coming after me. It's a pain the butt when there are areas with both the Green NPCs who don't bother reporting and the Yellow/Neutral NPCs that do report you also who may attack you as well. The Yellow/Neutral NPC doesn't have to be a guard type either, a regular citizen counts as well and is part of the questing area. I should also clarify, I'm not doing anything to attack them or target them in any manner, its just using the skill alone for them to witness it that causes instant aggro and bounty.
    Edited by phaneub17_ESO on May 25, 2019 7:31PM
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
    ✭✭✭✭✭
    ✭✭
    Riejael wrote: »
    Because the sad fact is we can't have nice things. Can you imagine the chaos in towns with armies of marauders just decimating towns to see how many npc/guard corpses they can pile up? While this may sound appealing in theory, the reality of it would be terrible, including being unable to interact with npc's or turn quests in. Any thief or assassin worth his/her salt has learned how to avoid detection or apprehension. A simple "pardon" scroll securely tucked into one's greaves will suffice.

    Yes I can imagine. I used to see it in Everquest. It caused an interesting thing to happen. Emergent gameplay.

    Instead of turning in your 4 fire beetle eyes, you started interacting with the invaders and series of duels would take place in order to see who would be 'victorious'. On the PVP servers you simply drove them off.

    In fact many quest givers for a particular faction WERE the targets of a quest for an opposing faction. Such a Paladin in Felwithe holding a Ghoulbane sword for Shadowknights to kill in order to corrupt it. For some reason we don't have opposing factions. Even the 3 Alliances share criminal databases because 'reasons'. EQ never did that, criminal acts were always per faction. And there were alot of factions, even opposing factions within the same city.

    You guys what your loreplay, but you seem to want to pick and choose the bits and pieces you want. Either go all in or all out.

    @Riejael I was there in the beginning of EQ also. I remember such things. However, it's twenty years later and what was new then isn't so new anymore. Furthermore, many of us, I suspect, have less play time as we did then, so getting sucked into defending the town or quest givers isn't as appealing as it once was. I am also one of those that would like to see the "criminal acts" enhanced to WW, Vamp, and daedric pets running around the towns.
  • Bouldercleave
    Bouldercleave
    ✭✭✭✭✭
    ✭✭✭
    Casterial wrote: »

    Then. Make. Guards. Killable

    Because this is the first big issue with any "criminal" act in the game. Guards should be hard to fight, but killable. Its ridiculous they aren't.

    Nope.

    No free passes just because you can’t be bothered with the consequences of thieving or necromancy.

    But ZoS gets a free pass on a broken class and useless system. Got it.

    No consequences if you own the company. Everyone knows that.
  • ecru
    ecru
    ✭✭✭✭✭
    essi2 wrote: »
    The Criminal Act tag should be extended to include Vampires, Werewolves and maybe Daedric summoning

    why would you want to make other people's experience in game this miserable?
    Gryphon Heart
    Godslayer
    Dawnbringer
Sign In or Register to comment.