jediodyn_ESO wrote: »Every criminal system should have a risk/reward mechanic.
jediodyn_ESO wrote: »Don’t forget to have guards attack you if you approach them with your sword drawn... cause that was so much fun two decades ago in Everquest.
Also, players have to avoid guards in opposing faction cities or get sent to jail.
Finally, add non-consensual PvP to everywhere in the game, but give players who attack other non criminals a bounty!
Do these all sound like terrible ideas? Yes, I think so too
Tommy_The_Gun wrote: »Never asked for Necromancer, thus I never asked for "skills" as Criminal Act. Do not force every WW & Vamp to act like criminals, because you play as necro. It is a bad concept to begin with. If something remove criminal act from necro.
jediodyn_ESO wrote: »Don’t forget to have guards attack you if you approach them with your sword drawn... cause that was so much fun two decades ago in Everquest.
Also, players have to avoid guards in opposing faction cities or get sent to jail.
Finally, add non-consensual PvP to everywhere in the game, but give players who attack other non criminals a bounty!
Do these all sound like terrible ideas? Yes, I think so too, and so do the ideas from the OP. Every criminal system should have a risk/reward mechanic.
Dusk_Coven wrote: »Now that the mechanic for Criminal Act skills are in place, I feel the following should be changed to also be Criminal Acts:
Vampire - Drain Essence, Blood Ritual (although theoretically it would be moot as the shrines are at secret locations)
Werewolf - Werewolf Transformation, Devour (when used on men or mer)
@ZOS_RobGarrett
Werewolves have been nerfed into an RP-only choice, and I guess it would add to the RP experience... It probably should have a toggle like "prevent attack innocents," though.Dusk_Coven wrote: »Awesome that Vampires are getting updated and integrated with the Justice System.
Werewolves are part of the 2020 story and hopefully will get a similar treatment, IF certain powers intuitively should.