stewhead2ub17_ESO wrote: »stewhead2ub17_ESO 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.
stewhead2ub17_ESO wrote: »stewhead2ub17_ESO wrote: »phaneub17_ESO 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
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.
No, just using the illegal skills is enough.randomkeyhits wrote: »Just curious
This isn't avoidable by options -> gameplay -> prevent attacking innocents toggle?