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Necro Justice System is Getting Old

  • MLGProPlayer
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    How this this different from accidentally stealing items?
  • Ixilith
    Ixilith
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    Don’t play a class which is illegal then lmfao.
  • AlienSlof
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    Rev Rielle wrote: »
    Whilst we're on the topic of criminal acts, some options:
    • 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.
    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.

    No. Absolutely not! Towns would become a mess of PvP as there are ALWAYS so many players about that you would always be seen, no matter how careful you were. It's bad enough now with people duelling in the dumbest places.

    RIP Atherton, my beautiful little gentle friend. I will miss you forever. Without you I am a hollow shell.
  • alanmatillab16_ESO
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    Darlon 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....

    This is a new addition to the justice system. They have already said that they will be spreading it to other class abilities so give them chance to.
  • max_only
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    Darlon 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....

    They already said they are going to include vampire and werewolf.

    And Rich Lambert already said “maybe don’t duel in towns.”

    So they may add it to duels too.

    Jan 15 stream.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • srfrogg23
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    Rev Rielle wrote: »
    Darlon 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:
    • 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.
    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.

    I think it would be better if they kept it restricted to it's original scope, theft and murder. The Justice System could be fun if they let players go full-GTA, but they won't. They even made the guards immortal.

    This half-baked system is just obnoxious. They can't make it consequential enough to matter without hampering the primary gameplay, so it just kills immersion when it happens due to its nonsensical implementation, and they refuse to let us turn it off because "immersion" nuts without a firm grasp on how reality works will lose their minds if that happens...

    Ugh. We just need to have the option to turn it off altogether. Failing that, at least they can keep it contained to what more or less has already worked.
    Edited by srfrogg23 on June 11, 2019 11:13AM
  • Coggage
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    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.
  • Cathexis
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    Psst... Thieves Guild passives reduce bounties quickly.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • srfrogg23
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    Coggage wrote: »
    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.

    There are still some quest areas that have random non-essential NPCs wandering around them in older content.

    It will happen. And, yes. It's incredibly stupid when it happens. You will be doing a quest out in some random area and next thing you know, you will have a bounty for about 180 gold and some wet-noodle of a non-essential NPC will be standing there punching you in the face while they yell "you'll pay for that" as they do no damage but you will have to kill them just to make them stop.

    It's even more obnoxious when you play with the prevent attacking innocents option on. Then you have to go into the options to turn it off just to kill off the dumb NPC that's standing there punching you...
    Edited by srfrogg23 on June 11, 2019 11:30AM
  • JKorr
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    Rev Rielle wrote: »
    Darlon 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:
    • 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.
    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 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
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    JKorr wrote: »
    Rev Rielle wrote: »
    Darlon 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:
    • 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.
    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 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.
    Edited by Rev Rielle on June 11, 2019 12:45PM
    If you can be anything, be kind.
  • JKorr
    JKorr
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    Rev Rielle wrote: »
    JKorr wrote: »
    Rev Rielle wrote: »
    Darlon 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:
    • 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.
    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 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.

    Only for the people who enjoy pvp. I avoid pvp like its weaponized ebola. I prefer enemies who don't get pissed when I kill them, and then send those wonderful whispers about what my Mom was doing last night, references to female dogs, and all that other "fun" trash talk crap. Npcs don't do that, no matter how many times I kill them. I'm not competitive. I don't really care your character can kill mine. Congrats, well done, gold star, hope your happy, whatever. :shrug: Now, if you're done making yourself feel superior for killing me, let me get to the quest stuff I actually care about.

    The ones who don't enjoy or want pvp are not going to find any amount of enjoyment knowing that some other player will be trying to kill them because they were playing pve game content they paid for, in a pve zone. Or find bounty hunters camping quest turn in locations, or the wayshrines nearest the Thieves' refuges, or the wonderful players who figure out that if they and their buddies get bounties then take turns killing each other, they have unlimited gold.......
  • dotme
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    ...Either way, sometimes when you press twice to get it to exit out, it will trigger the ability you have slotted.

    I posted about this in the bug forum. No idea if ZOS even reads that.

    https://forums.elderscrollsonline.com/en/discussion/478297/console-controller-back-out-exit-bug

    The issue is relatively new, and if you have a skill slotted that doesn't require focus (like vigor, for example) it fires when you hit the "Exit" button from a map or menu. Problem started with the April update. To be clear, the instructions at the bottom of the map on PS4 tell you to use circle to exit. When you do, the skill will fire if it's a skill that doesn't rely on something being targeted. Short term fix is to put a different skill on that button that won't fire unless there's a target (a skill like Cleave, for example, in my case)

    PS4NA
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