redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 wrote: »The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.
But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?
Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.
Summoning pets is easy but unsummoning them is cumbersome and inconvenient. If there was a key combination for unsummoning, like holding ctrl while pressing the skill button, then I would agree with making them criminal acts. But with the current implementation, I object.
open window with skills, take pet skill and put back on bar - pet unsummoned
you can do this without problem while moving
I know that. That's not cumbersome and inconvenient to you?
"You can do this while moving", yeah but you can't see where you're going because the skills window blocks your field view. And you have to use your mouse to move the skill off your bar and back on.
Compare that to having the pet let's say on number 5 and simply pressing ctrl+5 to unsummon and just 5 to resummon. Not blocking your view, no mouse use, nothing. You can even macro it to a single programmable button on your keyboard/mouse.
In my opinion all pets summoned by skills should be easily unsummoned through key combos anyway, but especially if they're gonna trigger bounty. If I'm approaching a town on my necro and I've had my Mender active, I have to wait for the timer to go away because I can't unsummon them. That's crappy design 101. Improve it and then we can talk.
Veinblood1965 wrote: »Yes please let's have everything cookie cutter no class distinction at all, I tip my hat to the devs for making this class a little different.
Most undead aren't evil either, they are just doing what they are told or what their instincts tell them to do like an animal. No one would argue that is a reason necromancy is okay. Also the idea daedra aren't "technically" evil is misleading, as they are only following whatever their sphere of Oblivion emcompasses, however when most of the spheres are things like brutality destruction or murder, they they are pretty damn evil. Even daedric princes who don't have spheres associated with evil things do things that are quite evil to further their goal. Merida who is usually thought of as very good has done evil things, she hid Umaril the Unfeathered in her realm and sent her minions to assist his mission. That didn't even have anything to do with killing the undead.Deadra are technically neither good or bad according to lore so it's not wrong to summon them.
I like it. I just hang out in coldharbor when something missed up.
I had a summon up and walked near a roaming merchant and got a bounty
I am trying to figure out which part of why should this class be singled out in a way that doesn't add anything to the game is hard for you to grasp. If you are going to be snarky without offering anything to the topic please stop.i am trying to figure out which of these worthless criminal act spells you people are actually using to get a bounty. you only need 2-4 spells to kill stuff and NONE are a criminal act.
It is NOT just in cities, what is so hard to grasp about this?Lord_Dexter wrote: »I never duel in town on my necro so do not care about this!
I've played with my necromancer every day since the launch, and besides one incidence on the PTS (when I first checked out the class and cast a skill out of excitement in the starting area), I never once had a problem with bounties due to using skills (accidentally stealing stuff is another story...). I don't see why you would use the criminal act skills in a city anyway, and I think it's nice the game is trying to make something different for this class, especially for those who are levelling a new character for the 15+ time. Even if, as you say, it's legal to practice it in some parts, it would be hard for the devs to implement justice system restrictions in just some areas, and if that feels weird to you, frankly it would be weirder not to have that system in place at all, and have necromancers raising corpses without any NPCs raising an eyebrow. If anything it's great the game didn't take a lazy way out, and tailored reactions to a class to be in line with the lore--I personally appreciate that detail from the developing team.
I like it. It makes people actually have to plan and think about their actions instead of just getting into a routine and playing with the controller instead of awareness. I wish there was more like it for other classes. I would totally support having to check to see if the coast was clear before I summoned my daedric pets. I would be all for making werewolf shifting illegal--vampire feeding already is. I like the idea of having to keep track of where you are and what's around you so that the game can't be sleepwalked through with a bunch of button-mashing. That, and the entire point to necromancers is that they are the edgelord class and the only reason to be one is sheer naughtiness. If they took away the penalty, it would just be a bunch of stinky people running around dropping maggots everywhere pretending they were bad when no one cared. Talk about being forced to role-play! This takes the role-playing out of it, it's done for you and the NPCs make sure that being bad is actually bad.
DocFrost72 wrote: »Curious, why are you summoning in town?
NordSwordnBoard wrote: »DocFrost72 wrote: »Curious, why are you summoning in town?
Not on purpose - I hit back button in a menu; nothing happens. I hit it again; leave the menu and summon a dead thing to the horror of NPCs. The cause is lag and impatience - One of my bars has no crimes, so I try to stick with that one. Definitely used up my free pardons already being forgetful.
I just jump in the water when I get bounty, the fish that got away because guards don't swim.
Traveling merchants are snitches, I was dueling a friend outside of town and still got a bounty. Wasn't there at the start of the duel... keep an eye roadward, Necroborn.
Jcarson0408 wrote: »I like it. It makes people actually have to plan and think about their actions instead of just getting into a routine and playing with the controller instead of awareness. I wish there was more like it for other classes. I would totally support having to check to see if the coast was clear before I summoned my daedric pets. I would be all for making werewolf shifting illegal--vampire feeding already is. I like the idea of having to keep track of where you are and what's around you so that the game can't be sleepwalked through with a bunch of button-mashing. That, and the entire point to necromancers is that they are the edgelord class and the only reason to be one is sheer naughtiness. If they took away the penalty, it would just be a bunch of stinky people running around dropping maggots everywhere pretending they were bad when no one cared. Talk about being forced to role-play! This takes the role-playing out of it, it's done for you and the NPCs make sure that being bad is actually bad.
Thank you for giving a clear reason you like it that doesn't conflict with reality. But I still have to ask why people should be forced to RP? RP can be fun but I don't want to be RPing all the time.
I don't want to come off as being combative with you, everything you have presented as fact has been correct, and your opinions clear. But the question is one I needed to ask.
robertbmilesb14_ESO wrote: »Deadra are not "bad" to summon... They are not "demons" like we say in OUR world.
Drop it already.
Deadra are not summoned by utilizing the soul force/body of another being, especially that of another race of Tamriel.
How many times does this need to be said?
deepseamk20b14_ESO wrote: »I know right? I want to play a thief but every darn time I steal something I get attacked by guards! It’s ridiculous. People who don’t steal don’t get attacked! Why should I have to be responsible for choices I’ve made?