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. and make dueling, casting healing, standing in front of traders while on mounts, throwing mud balls and pies, etc., also a criminal act...
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. and make dueling, casting healing, standing in front of traders while on mounts, throwing mud balls and pies, etc., also a criminal act...
Is breathing still allowed?
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.
and make dueling, casting healing, standing in front of traders while on mounts, throwing mud balls and pies, etc., also a criminal act...
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. and make dueling, casting healing, standing in front of traders while on mounts, throwing mud balls and pies, etc., also a criminal act...
Is breathing still allowed?
Masks are required, in addition to what doomette said.
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".
CombatPrayer wrote: »Then they need to give us an easy access to unsummon them without having to change skills because that's a PITA. Some quick slot thing would work well
While I agree with the annoyance there would first be a quick and easy way to unsummon them. Going through the character window is too cumbersome.
Girl_Number8 wrote: »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?
TequilaFire wrote: »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.
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.
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.
The players in this discussion that don't want to lose their pets are the worst offenders.
Girl_Number8 wrote: »Girl_Number8 wrote: »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?
The voice acting is really something, nice to know someone else appreciates it too @Syldras.
With that current bug it usually affects all the sound than comes back. To know If ZOS completely abolished this nuisance, it would deserve it’s own Thread, imo.TequilaFire wrote: »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.
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.
I am sure you do. Which is why I said go on the PTS for that reason.
The sorc was here long ago and the performance issues were not as they are now. A sorc in the bank, as far as lag is concerned, is infinitesimal compared to the known culprits.
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.
emilyhyoyeon wrote: »I'd be pretty annoyed if they made summoned daedra and animals criminal acts because as others have said it WOULDN'T make sense lorewise.
I think the best solution is changing the way pets can block things. I'm honestly not too fond of automatically unsummoning things around crafting areas, since it can ruin screenshot potential for those of us that do that.
and by screenshot potential I mean the ability to do something like the following but with a sorc or warden pet
TX12001rwb17_ESO wrote: »Realistically something like this would be illegal
Girl_Number8 wrote: »The forums are for discussions of all ESO related things. Please refrain from trying to falsely belittle anyone that has an opinion different than your own. It is not constructive or fair to your fellow players that are just engaging in topic on the forums.
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.
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.
THEY ARE WEAPONS!
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.
THEY ARE WEAPONS!
get zos to make them smaller. or else EVERYONE must be totally disarmed in town, including the abilities that dont need a weapon to be used.