Android_Archer wrote: »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.
Yes please. There is absolutely no legitimate reason why anyone needs their combat pets active in town.
Android_Archer wrote: »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.
Girl_Number8 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.
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.
TequilaFire 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.
Girl_Number8 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.
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.
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.
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.Nomadic_Atmoran wrote: »NotaDaedraWorshipper 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.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.TX12001rwb17_ESO 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.
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.
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.
TequilaFire wrote: »Girl_Number8 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?
Girl_Number8 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.
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.
Girl_Number8 wrote: »No pet blocks the audio from the voice dialogue on quests. The voice acting has always been fantastic in ESO.
TequilaFire 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?
Girl_Number8 wrote: »TequilaFire wrote: »Girl_Number8 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.
TequilaFire wrote: »TequilaFire 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.