Rev Rielle wrote: »Whilst we're on the topic of criminal acts, some options:What is in-game currently is a half-finish justice system, that they stopped implementing for whatever reason. But it needs to be completed. Development: If you begin something, you need to finish it. Otherwise we have the unfinished and messy situation that is currently in-game now.
- The criminal act of murder should flag the player-character so they are able to be attacked by any other player that witnessed the event, and once they're fighting any other player-character can join in. Players can also aid guards when they are attacking a player-character.
- The criminal act of pick-pocketing and stealing should place a the appropriate bounty on the character if another player-character is within a certain radius of that, i.e. they have 'witnessed' the event (Just like if the witnessing PC was an NPC). Those player-characters then could have the option to target the criminal player-character and <E> interact with them to alert near by guard/s.
I don’t hate the system itself necessarily, just the half arsed way it is implemented...
For one it just applies to necromancers, while vampires can just mist form through towns, werewolves can transform, sorcerers can call daedra etc....
All in all it looks half arsed and like a rush job....
I don’t hate the system itself necessarily, just the half arsed way it is implemented...
For one it just applies to necromancers, while vampires can just mist form through towns, werewolves can transform, sorcerers can call daedra etc....
All in all it looks half arsed and like a rush job....
Rev Rielle wrote: »I don’t hate the system itself necessarily, just the half arsed way it is implemented...
For one it just applies to necromancers, while vampires can just mist form through towns, werewolves can transform, sorcerers can call daedra etc....
All in all it looks half arsed and like a rush job....
Yes, it has been implemented poorly. Hopefully it will be expanded to included other criminal acts, like becoming a werewolf in town, being a vampire stage X, summoning a daedra etc etc.
Whilst we're on the topic of criminal acts, some options:What is in-game currently is a half-finish justice system, that they stopped implementing for whatever reason. But it needs to be completed. Development: If you begin something, you need to finish it. Otherwise we have the unfinished and messy situation that is currently in-game now.
- The criminal act of murder should flag the player-character so they are able to be attacked by any other player that witnessed the event, and once they're fighting any other player-character can join in. Players can also aid guards when they are attacking a player-character.
- The criminal act of pick-pocketing and stealing should place a the appropriate bounty on the character if another player-character is within a certain radius of that, i.e. they have 'witnessed' the event (Just like if the witnessing PC was an NPC). Those player-characters then could have the option to target the criminal player-character and <E> interact with them to alert near by guard/s.
Never had a bounty placed on me in 35 levels of play as a Necromancer. I have no issue with the system other than it seems stupid.
Rev Rielle wrote: »I don’t hate the system itself necessarily, just the half arsed way it is implemented...
For one it just applies to necromancers, while vampires can just mist form through towns, werewolves can transform, sorcerers can call daedra etc....
All in all it looks half arsed and like a rush job....
Yes, it has been implemented poorly. Hopefully it will be expanded to included other criminal acts, like becoming a werewolf in town, being a vampire stage X, summoning a daedra etc etc.
Whilst we're on the topic of criminal acts, some options:What is in-game currently is a half-finish justice system, that they stopped implementing for whatever reason. But it needs to be completed. Development: If you begin something, you need to finish it. Otherwise we have the unfinished and messy situation that is currently in-game now.
- The criminal act of murder should flag the player-character so they are able to be attacked by any other player that witnessed the event, and once they're fighting any other player-character can join in. Players can also aid guards when they are attacking a player-character.
- The criminal act of pick-pocketing and stealing should place a the appropriate bounty on the character if another player-character is within a certain radius of that, i.e. they have 'witnessed' the event (Just like if the witnessing PC was an NPC). Those player-characters then could have the option to target the criminal player-character and <E> interact with them to alert near by guard/s.
Rev Rielle wrote: »I don’t hate the system itself necessarily, just the half arsed way it is implemented...
For one it just applies to necromancers, while vampires can just mist form through towns, werewolves can transform, sorcerers can call daedra etc....
All in all it looks half arsed and like a rush job....
Yes, it has been implemented poorly. Hopefully it will be expanded to included other criminal acts, like becoming a werewolf in town, being a vampire stage X, summoning a daedra etc etc.
Whilst we're on the topic of criminal acts, some options:What is in-game currently is a half-finish justice system, that they stopped implementing for whatever reason. But it needs to be completed. Development: If you begin something, you need to finish it. Otherwise we have the unfinished and messy situation that is currently in-game now.
- The criminal act of murder should flag the player-character so they are able to be attacked by any other player that witnessed the event, and once they're fighting any other player-character can join in. Players can also aid guards when they are attacking a player-character.
- The criminal act of pick-pocketing and stealing should place a the appropriate bounty on the character if another player-character is within a certain radius of that, i.e. they have 'witnessed' the event (Just like if the witnessing PC was an NPC). Those player-characters then could have the option to target the criminal player-character and <E> interact with them to alert near by guard/s.
The devs looked your options. They didn't implement them because they realized there was no way they could without players abusing and griefing the crap out of it. Back in 2016, actually. There have been dozens of threads about this; it would be too easy to abuse and exploit.
"We will not be adding in the previously discussed PvP component of the Justice System. We caveated this many times - as I said at the ESO QuakeCon presentation in 2014, it was always going to be very difficult making it fun, but not exploitable. When introducing new systems to the game, our number one goal is to make sure that we don't introduce new problems. Having players enforce justice on the criminal activity of other players has the potential to introduce imbalances and other issues that greatly outweigh any potential gameplay benefits. The game's central concept of "PvP in PvP areas and be safe in safe areas" needs to stay the way it is."
http://www.elderscrollsonline.com/en-gb/news/post/2016/01/12/eso--the-year-ahead
Rev Rielle wrote: »Rev Rielle wrote: »I don’t hate the system itself necessarily, just the half arsed way it is implemented...
For one it just applies to necromancers, while vampires can just mist form through towns, werewolves can transform, sorcerers can call daedra etc....
All in all it looks half arsed and like a rush job....
Yes, it has been implemented poorly. Hopefully it will be expanded to included other criminal acts, like becoming a werewolf in town, being a vampire stage X, summoning a daedra etc etc.
Whilst we're on the topic of criminal acts, some options:What is in-game currently is a half-finish justice system, that they stopped implementing for whatever reason. But it needs to be completed. Development: If you begin something, you need to finish it. Otherwise we have the unfinished and messy situation that is currently in-game now.
- The criminal act of murder should flag the player-character so they are able to be attacked by any other player that witnessed the event, and once they're fighting any other player-character can join in. Players can also aid guards when they are attacking a player-character.
- The criminal act of pick-pocketing and stealing should place a the appropriate bounty on the character if another player-character is within a certain radius of that, i.e. they have 'witnessed' the event (Just like if the witnessing PC was an NPC). Those player-characters then could have the option to target the criminal player-character and <E> interact with them to alert near by guard/s.
The devs looked your options. They didn't implement them because they realized there was no way they could without players abusing and griefing the crap out of it. Back in 2016, actually. There have been dozens of threads about this; it would be too easy to abuse and exploit.
"We will not be adding in the previously discussed PvP component of the Justice System. We caveated this many times - as I said at the ESO QuakeCon presentation in 2014, it was always going to be very difficult making it fun, but not exploitable. When introducing new systems to the game, our number one goal is to make sure that we don't introduce new problems. Having players enforce justice on the criminal activity of other players has the potential to introduce imbalances and other issues that greatly outweigh any potential gameplay benefits. The game's central concept of "PvP in PvP areas and be safe in safe areas" needs to stay the way it is."
http://www.elderscrollsonline.com/en-gb/news/post/2016/01/12/eso--the-year-ahead
Yes, I'm aware of that. I remember being bitterly disappointed they took the easy 'safe' way out without really trying. What they were originally working on would not have worked, it's true. But they threw their hands in the air far too quickly and gave up. I don't agree with them on this. And what we've been left with ever since is a broken half-completed system in-game.
There are just so many NPCs in so many locations in so many cities, in areas where player characters hardly ever go E.g. behind the bank in Wayrest is a perfect example; plenty of NPCs there faffing about doing nothing, and hardly any PCs ever go that way. Not to mention the multitude of quieter towns that are practically ghost-towns.
Now yes, if you tried to thieve, rob and murder in the main thoroughfares of the busy cities you would get quickly found out and your character killed. But that is precisely the point, that should happen there as it's a lazy, high-risk, location to do so. It is nonsensical that players can do so now. There is no meaningful risk involved with the current system, therefore there is little reward.
Added a bit more incentive to actually be sneaky about it, and providing a bit of thrill of danger that you may actually get caught only will add to the enjoyment.
Daedric_NB_187 wrote: »...Either way, sometimes when you press twice to get it to exit out, it will trigger the ability you have slotted.