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Make Sorcs w/Pets Out Or Summoned In Town, A Criminal Act

  • Xologamer
    Xologamer
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    It seems FAR to often, you stop in to town to use a banker, merchant or, some other facility, and find yourself unable to target/use the given interface because, some (often several) inconsiderate pet sorc has every friggin' one of their daedric minions out, flitting about, climbing on the furniture and just cluttering up the area with their very presence. So much so that no one else can get a lock/target on or, use any desired interaction interface.

    It's a criminal act for Necromancer's to have out or, summon their minions. Vampires now also have a number of actions considered 'criminal', as well as simply being a Vampire (at a given stage of Vampirism) having a negative impact on ones ability to interact/function with township resources. It's time for sorcs to suffer similar consequences for bringing daedric creatures, generally considered 'evil' in Tamerilic lore, into all the cities, towns and, villages across Tamriel.

    stop the mimimi about pets in citys there WAY more serious problems / bugs the game should fix than a few pets :D (and IF u do it add non combat pets to they are more useless and strain server capacity)
  • Scion_of_Yggdrasil
    Scion_of_Yggdrasil
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    Like its already been pointed out, they arent a lore crime... but they are most certainly a social courtesy crime. It iiiiis possible to conjure a creature from oblivion unbound (free of will). Now THAT would be a crime, and is highly ill advised.

    For starters, I have an issue with pets constantly being present/out, lore-wise, it takes magical strength to keep them bound to this plane and bound to your will. Since maintaining that connection is taxing on the caster, that is why they eventually return to oblivion, so to solve 2 problems.... pets need to automatically expire, needing to be re-summoned after a time. Its only the master spells that can permanently bind something from oblivion until banished (in ESO, I would see that being an ultimate). However, there would be too much of an outcry if that were to happen, so making towns instances where pets auto-disappear/un-summon (non-combat pets as well) would be a reasonable change.

    I'd wager that might even improve load times/performance in these densely populated areas as well.



  • TequilaFire
    TequilaFire
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    ZOS doesn't seem to get it, now I am getting a flying dragon non combat pet blocking my views at crafting station.
    And since it was free everybody is using it.
  • Ri_Khan
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    We should be able to turn these and cosmetic pets off or at least be able to minimize them with a setting like "Show/Hide Additional Ally Effects".
  • Girl_Number8
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    Ri_Khan wrote: »
    Yes please. There is absolutely no legitimate reason why anyone needs their combat pets active in town.

    There is if they are on a quest.

    This to me is an overreaction to something that has never been an issue to myself. In all the years I have been playing I would say less then 10 times in fact. That is on four master crafters.

    Edited by Girl_Number8 on July 20, 2020 7:12PM
  • spartaxoxo
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    You shouldn't be getting a bounty for something that is on passively and constantly. Obvious nonsense and no classes should have to put up with it just because some people don't want to just go around a pet. I have basically never had a pet make it completely impossible to open a box, it's just a minor inconvenience.
    Edited by spartaxoxo on July 20, 2020 8:10PM
  • newtinmpls
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    It seems FAR to often, you stop in to town to use a banker, merchant or, some other facility, and find yourself unable to target/use the given interface because, some (often several) inconsiderate pet sorc has every friggin' one of their daedric minions out.

    Much easier to code banks and crafting areas as "water" and have them all dissapear while in it, and reappear later.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • TequilaFire
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    Ri_Khan wrote: »
    Yes please. There is absolutely no legitimate reason why anyone needs their combat pets active in town.

    There is if they are on a quest.

    This to me is an overreaction to something that has never been an issue to myself. In all the years I have been playing I would say less then 10 times in fact. That is on four master crafters.

    It's not just crafting, a while ago I was doing a quest in Solitude and in the conversation window with Lyris a Dragon pet flew in front of her and while flapping it's wings completely blocked her during the conversation.
    Now it didn't stop me from completing but why should we have to put up with pets in the conversation window?
  • TineaCruris
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    The Warden bear is the pet that interferes most with interacting with benches and npc's. So it's a good idea for all classes, not just sorc.
  • TineaCruris
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    Aendruu wrote: »
    The Pet Dismiss addon has become one of my most used essential addons; I can't comprehend why some folk feel it's necessary to have their pets constantly summoned (my own familiar drives me to distraction at the best of times!)

    To the list of inconsiderate people who contribute to performance issues, I'd like to add those who seem compelled to duel in populated areas e.g. at wayshrines and crafting areas.

    I agree. Dueling in town should be a criminal act. It'll also spice things up a bit for those who do it anyway.
  • TequilaFire
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    Let's not forget about the wonderful people who spam AoEs or throw shards on crafting stations and npcs.
    Make it a crime if not in combat.
    Edited by TequilaFire on July 20, 2020 9:13PM
  • Syldras
    Syldras
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    Let's not forget about the wonderful people who spam AoEs or throw shards on crafting stations and npcs. Make it a crime if not in combat.

    Doesn't that normally only happen by mistake?
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Ri_Khan
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    There is if they are on a quest.

    This to me is an overreaction to something that has never been an issue to myself. In all the years I have been playing I would say less then 10 times in fact. That is on four master crafters.

    Well consider yourself lucky then. Making it an illegal act might be a bit of an overreaction but I'm not at all exaggerating when I say that it's a rare day to not see a conveniently afk warden or sorc at a writ board, crafting table or turn-in area with their bear or twilight parked right on top of one of them. You can position the twilight to completely block the writ boards. The blacksmith anvils and some of the turn-in chests fit entirely inside the bear. We're not making this up. :|
  • doomette
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    spartaxoxo wrote: »
    You shouldn't be getting a bounty for something that is on passively and constantly. Obvious nonsense and no classes should have to put up with it just because some people don't want to just go around a pet. I have basically never had a pet make it completely impossible to open a box, it's just a minor inconvenience.

    I’ve had a warden bear completely block a writ turn in box a couple of times. And yes, I tried coming at it from a different position and all that. One left after not too long so no biggie, but the other just wouldn’t budge, AFK maybe? Now two times out of the bagillion times I’ve turned in writs isn’t so bad, but it’s still quite inconvenient especially if you are low on time.
    On the rare occasion I play a pet build (don’t even have one currently because they bug me so), I’d make sure to dismiss if I wasn’t in combat, and the couple of button clicks was worth not inconveniencing others. Unfortunately some people can’t be assed out to be considerate, or brain farted and forgot to dismiss. Just being able to click through them would help immensely in these situations. Making pets illegal is a bit too vindictive for me, but some sort of QoL change that doesn’t overly punish pet builds would be nice.
  • Elsonso
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    doomette wrote: »
    spartaxoxo wrote: »
    You shouldn't be getting a bounty for something that is on passively and constantly. Obvious nonsense and no classes should have to put up with it just because some people don't want to just go around a pet. I have basically never had a pet make it completely impossible to open a box, it's just a minor inconvenience.

    I’ve had a warden bear completely block a writ turn in box a couple of times. And yes, I tried coming at it from a different position and all that. One left after not too long so no biggie, but the other just wouldn’t budge, AFK maybe? Now two times out of the bagillion times I’ve turned in writs isn’t so bad, but it’s still quite inconvenient especially if you are low on time.
    On the rare occasion I play a pet build (don’t even have one currently because they bug me so), I’d make sure to dismiss if I wasn’t in combat, and the couple of button clicks was worth not inconveniencing others. Unfortunately some people can’t be assed out to be considerate, or brain farted and forgot to dismiss. Just being able to click through them would help immensely in these situations. Making pets illegal is a bit too vindictive for me, but some sort of QoL change that doesn’t overly punish pet builds would be nice.

    They have done something about this on PTS, but I have not seen anyone comment on it, and have not investigated for myself.

    Edit: My own pets still block crafting stations. That includes Miss Flappy Wings, where you have to time your press of E to the beat of the wings. Hard to test whether other players pets do.
    Edited by Elsonso on July 20, 2020 11:41PM
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Kalik_Gold
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    Make Sorc pets *poof* back to the daedric plane they are summoned from 2 min of not being used.

    Simple
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Arunei
    Arunei
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    debesyla wrote: »
    It would make sense lore-wise!

    No it wouldn't. Because summoning daedra is not illegal, except for a few areas like Summerset.

    Summoning daedras and atronachs is a common practice among mages in Tamriel.


    If anything, they could just make a de-summon area near crafting stations, like how some places makes you dismount your mount. Which should work on warden bears aswell, because I find the bears much worse than any sorc pet.
    Or just stop them from blocking interaction like non-combat pets does.

    Illegal or not I can guarantee you any normal citizen is going to lose their minds if a clannfear walks into their shop. And no amount of "Its okay hes under my control" is going to make them feel safer. Daedra are literal demons in that universe, messing with them is very frowned upon and even mages warn about the consequences of dabbling in summoning them.


    Arunei wrote: »
    Bringing in dangerous Daedra forced to follow you against their will which would actually be worse then a Skeleton with no will of their own so it should be illegal.

    Half of these Necromancer abilities are illegal but why? your not raising the dead in the local area, Flesh Colossus for example are illegal and ain't they like Flesh Atronachs which are Daedra? so why are Necromancer's penalized for summoning them but not Sorcerers?

    Maybe a reason as to make them illegal would simply be down to their presence disturbing the public.
    Because necromancy is illegal lore-wise, and summoning a Daedra is not. Necromancy in the lore is about more than just "haha raised skeleton go clack-clack", it has a lot to do with soul stuff and other less savory types of "dark" magick. Summoning is just summoning.

    There's also the fact that numerous cultures have very serious ancestor worship, such as Redguards, Altmer, and Dunmer. Necromancy to these peoples is an exceptional offense (though for the Dunmer they tend to care less if it's animals or non-Dunmer races), with the Redguard probably being the most averse to anything to do with the Undead (so much so that if a Redguard tries to kill an Undead Redguard, they'll be exiled most of the time, regardless of who they were protecting or what their reason was).

    Daedra are regarded as evil, yes, but summoning them isn't illegal. Now could there be a brief period in history where summoning Daedra did temporarily become illegal, just because of the Planemeld? Sure, that would probably make sense. But let's also remember that lore-wise, the Planemeld has been over for a while now, so there haven't been Anchors dropping and wild Daedra springing from Coldharbour in a while.

    According to the Loremaster and the Developers the year is still very much 582. So at best the Planemeld just occured 11 months ago. But its very much fresh and on everyones minds in-universe. Considering the manner in which Molag Bal decided to invade Tamriel I'm actually surprised that its gone on this long without ZOS adding summoning to the list of player activities that could land them on the opposite end of the law.
    That goes against what we know for Orsinium, because that's supposed to take place a year after the Planemeld ended. I still don't see how they think it makes sense for all these calamities that the Vestige has such a huge role in to take place in the same year either way, and when you take into account all the different things plaguing different parts of Tamriel within one year, it's very easy for any one specific event to end up overshadowed by another, especially when the previous threat happened months and months ago and the current one is threatening to spill out of whatever region it started in to the rest of Tamriel.

    Thus, people probably stopped caring as much about Daedra being summoned when fricken Dragons started turning up all over Elsweyr, since the threat was real that they could easily spread to the rest of Tamriel. The stuff going on in Summerset could have been disastrous if Nocturnal had gotten her way. I haven't done Greymoor's main story yet but I would think the threat of Vampires is eventually one people become aware of? I could be wrong about that since I know nothing of the plot, I've been waiting to do the story stuff with a few friends.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • doomette
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    Elsonso wrote: »
    doomette wrote: »
    spartaxoxo wrote: »
    You shouldn't be getting a bounty for something that is on passively and constantly. Obvious nonsense and no classes should have to put up with it just because some people don't want to just go around a pet. I have basically never had a pet make it completely impossible to open a box, it's just a minor inconvenience.

    I’ve had a warden bear completely block a writ turn in box a couple of times. And yes, I tried coming at it from a different position and all that. One left after not too long so no biggie, but the other just wouldn’t budge, AFK maybe? Now two times out of the bagillion times I’ve turned in writs isn’t so bad, but it’s still quite inconvenient especially if you are low on time.
    On the rare occasion I play a pet build (don’t even have one currently because they bug me so), I’d make sure to dismiss if I wasn’t in combat, and the couple of button clicks was worth not inconveniencing others. Unfortunately some people can’t be assed out to be considerate, or brain farted and forgot to dismiss. Just being able to click through them would help immensely in these situations. Making pets illegal is a bit too vindictive for me, but some sort of QoL change that doesn’t overly punish pet builds would be nice.

    They have done something about this on PTS, but I have not seen anyone comment on it, and have not investigated for myself.

    Edit: My own pets still block crafting stations. That includes Miss Flappy Wings, where you have to time your press of E to the beat of the wings. Hard to test whether other players pets do.

    Oooh I hope it does help (not on PC so I can’t test it myself). Even if it doesn’t fix issues with a player’s own pet, at least that can be remedied by the player him/herself.


    And the flappy flappy, nyaaaaah her wings give me an involuntary eye twitch every time I hear them. The number of times I’ve jumped in front of something instead of interacting with it because I was blocked by an errant wing, maddening.
    Edited by doomette on July 20, 2020 11:48PM
  • Girl_Number8
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    Ri_Khan wrote: »
    Yes please. There is absolutely no legitimate reason why anyone needs their combat pets active in town.

    There is if they are on a quest.

    This to me is an overreaction to something that has never been an issue to myself. In all the years I have been playing I would say less then 10 times in fact. That is on four master crafters.

    It's not just crafting, a while ago I was doing a quest in Solitude and in the conversation window with Lyris a Dragon pet flew in front of her and while flapping it's wings completely blocked her during the conversation.
    Now it didn't stop me from completing but why should we have to put up with pets in the conversation window?

    Because you are playing an mmo with a lot of other players and not a single player game. That is going to happen with many activities far past pets.

    You said it did not stop you from completing the quest, so I am not seeing the issue here. Nothing beyond a minor inconvenience. No pet blocks the audio from the voice dialogue on quests.

    The voice acting has always been fantastic in ESO.


  • Girl_Number8
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    Ri_Khan wrote: »
    There is if they are on a quest.

    This to me is an overreaction to something that has never been an issue to myself. In all the years I have been playing I would say less then 10 times in fact. That is on four master crafters.

    Well consider yourself lucky then. Making it an illegal act might be a bit of an overreaction but I'm not at all exaggerating when I say that it's a rare day to not see a conveniently afk warden or sorc at a writ board, crafting table or turn-in area with their bear or twilight parked right on top of one of them. You can position the twilight to completely block the writ boards. The blacksmith anvils and some of the turn-in chests fit entirely inside the bear. We're not making this up. :|

    Then go to different town problem solved or go to a different instance. It is not that chronic of problem to the majority of players.

    I have never ever had this issue accept a few times in all the years I have played doing my writs and surveys on multiple characters.

    I just feel it is an overwhelming reaction from people that don’t like pets and nothing more

    You should go on the PTS perhaps
    Edited by Girl_Number8 on July 21, 2020 2:24AM
  • Sylvermynx
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    Saw something somewhere that Gina said "no more worries with other players' pets" - and can't find it now. Then again, it's VERY hot, I don't have AC, and I'm sitting here in as close to nothing as I can manage, with a glass of wine.

    If I find it tomorrow, I'll post back.
  • Elsonso
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    Sylvermynx wrote: »
    Saw something somewhere that Gina said "no more worries with other players' pets" - and can't find it now. Then again, it's VERY hot, I don't have AC, and I'm sitting here in as close to nothing as I can manage, with a glass of wine.

    If I find it tomorrow, I'll post back.

    It is in the patch notes, and it only applies to non-combat pets.

    "Other players’ non-combat pets will no longer block your view in certain interactions, such as while using Outfit Stations."



    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Syldras
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    No pet blocks the audio from the voice dialogue on quests. The voice acting has always been fantastic in ESO.

    While I agree on that, since the release of Greymoor there is a bug making dialogue audios disappear, mostly in older DLC areas (Vvardenfell main quest...). Or has that issue been solved?
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • SydneyGrey
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    You can't.
    There are certain quests that take place in towns, such as the Daggerfall quests where you have to fight bad guys right there in the city of Daggerfall. (I think it's Daggerfall ... maybe I'm thinking of Wayrest instead.)
    I agree that those pets are annoying, though. The giant flappy bird-things should be made smaller, and the bears should be turned into smaller wolves.
  • Gythral
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    other 'simple' solution for ZOS
    give us full banker, merchant, writ notice boards, and handin point for our homes

    win win - ZOS get revenue, the anti-social get to stay away
    the rest of us get to carry on playing!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • TequilaFire
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    Syldras wrote: »
    Let's not forget about the wonderful people who spam AoEs or throw shards on crafting stations and npcs. Make it a crime if not in combat.

    Doesn't that normally only happen by mistake?

    No they spam skills on purpose to annoy people.
    You have to aim shards.
  • TequilaFire
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    Ri_Khan wrote: »
    Yes please. There is absolutely no legitimate reason why anyone needs their combat pets active in town.

    There is if they are on a quest.

    This to me is an overreaction to something that has never been an issue to myself. In all the years I have been playing I would say less then 10 times in fact. That is on four master crafters.

    It's not just crafting, a while ago I was doing a quest in Solitude and in the conversation window with Lyris a Dragon pet flew in front of her and while flapping it's wings completely blocked her during the conversation.
    Now it didn't stop me from completing but why should we have to put up with pets in the conversation window?

    Because you are playing an mmo with a lot of other players and not a single player game. That is going to happen with many activities far past pets.

    You said it did not stop you from completing the quest, so I am not seeing the issue here. Nothing beyond a minor inconvenience. No pet blocks the audio from the voice dialogue on quests.

    The voice acting has always been fantastic in ESO.


    Nope I want to see who I am talking to not a stupid pet.
    I usually don't complain about "my immersion" but the newer flying pets, the Matriarch, the Bear, giant ponies and Marmaduke are out of control. Nothing like a sorc with the Matriarch, Clannfear and a pony out at the bank all the while AoE light show and synergy pings going off.
    The game has become way too populated for this and all this contributes to lag.
    Edited by TequilaFire on July 21, 2020 1:43PM
  • Elsonso
    Elsonso
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    Syldras wrote: »
    Let's not forget about the wonderful people who spam AoEs or throw shards on crafting stations and npcs. Make it a crime if not in combat.

    Doesn't that normally only happen by mistake?

    No they spam skills on purpose to annoy people.
    You have to aim shards.

    Some people spam skills on purpose to annoy people. Not everyone. Don't assume.

    I can't tell you the number of times that I used to drop ultimates by accident, until I moved that off of "R". Now, that happens a lot less.

    On PC, the "1" is a substitute for "E" when talking to NPCs. If you are not actually talking to an NPC, and press "1", you will attempt to fire off whatever skill that is set to.

    Spear shards is ground target, so it can go off where ever your cursor is pointed.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • TequilaFire
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    OK game is perfect nobody trolls everything is fine, nothing to see here.
    Edited by TequilaFire on July 21, 2020 2:05PM
  • crowfl56
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    ZOS, IMO has a luv affair with pets, especially the Sorc winged overlarge semi-dragon.

    One of the worst, is a player logging in or gating in and going AFK for 9 mins or using an exploit to stay in game and

    avoid the 10 min auto log.

    Then afk at crafting stations, then afk at turn-in, on and on.

    But no ZOS just luv's the sorc and warden pets, the rude players are just normal.

    The players in this discussion that don't want to lose their pets are the worst offenders.

    Point point so there zos, fix it.

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