That was initially considered as part of a PvP addition to the Justice system, but that idea was scrapped.Furthermore I think it should be allowed to attack players that kill an innocent NPC in front of your eyes.
They should turn red and be attackable by everyone for 15 minutes.
Furthermore I think it should be allowed to attack players that kill an innocent NPC in front of your eyes.
They should turn red and be attackable by everyone for 15 minutes.
ZaroktheImmortal wrote: »Furthermore I think it should be allowed to attack players that kill an innocent NPC in front of your eyes.
They should turn red and be attackable by everyone for 15 minutes.
Yes, because forcing pvp into pve is something we all want. Yeah, no. It'd kill off most wanting to do the dark brotherhood just because they don't want to deal with pvp gankers and trolls going after them when they're trying to complete quests for that group.
Hmm actually I don't agree with OP's points..
- NPC schedules: their schedule is to be around the wardrobes you want to loot so they make it harder to steal... also they do move around rooms so you can kill them or steal when they not looking
- fencing limit is great! Otherwise people would be stealing 24/7. Also, it's not realistic that a fencer will buy everything you sell 24/7... just invest a couple points in the fencing passive, it's more than enough stealing for one day.
Quietmeadow wrote: »"In a proper Elder Scrolls game they usually leave the house" Are you saying Morrowind is not a proper Elder Scrolls game?
redgreensunset wrote: »
MajorDavood wrote: »redgreensunset wrote: »
Out of curiosity...
What if you got paid a portion of their bounty for helping kill them? Would that change your mind? And maybe get an achievement after killing 10 outlaws/bandits?
In proper game such as Morrowind or Daggerfall? Sorry but that was just addition to currently late TES games so only Oblivion and Skyrim Also this is going to need some computations (and also syncing status across all clients) so if this would have any impact on performance then definitely no.AefionBloodclaw wrote: »When are they going to upgrade the broken crime system? Currently it's so immersion breaking and frustrating trying to do a proper Elder Scrolls Thief exploration type playthrough in this game. I remember some dev saying you can play ESO however you want, but you actually can't. Here are some things I believe could be improved:
NPCs don't have schedules - they just stand around in their house and never leave. In a proper Elder Scrolls game they usually leave the house and you can decide the safest time to go in and clean the place out. Sometimes the NPCs shout out inane dialogue lines even though it still says 'Hidden.'
Can live with that really. Does not happen that often tbh.
Other players are often frustrating - just when you're about to pick the lock on a safebox, some other player swoops in and takes it for themselves. Safeboxes should be phased to the player. This should eliminate interference from other players.
Again proper game meaning just Oblivion and Skyrim. There was indeed time when we had some proper TES games with steal thing actually needing some skill from either player or characterStealth is broken - if you shoot 1 enemy, all other enemies instantly detect your exact location. In proper Elder Scrolls games they automatically get alerted that someone is around, but they aren't instantly alerted to your exact location, which makes sense, in ESO all NPCs seem to have infrared targeting satellites, hardly realistic or immersive at all.
Not so long ago got achievement for kills. Not a single bounty obtained while doing that. Perhaps just wrong targets. Also it is true that the easiest way to go is Blade of Woe.Assassinating NPCs is broken - it's extremely hard to not get a bounty whilst assassinating an NPC, and most of the time the NPC respawns before the body disappears, leaving a double still there - why hasn't this been fixed yet? This doesn't happen in any other game.
You are right here, those are random and some of those containers should be changed.Items - the items in containers seem to be completely out of whack - is it random or something? In Vivec City, I looked in someone's backpack and all that was in there was a pumpkin... also, in a cabinet in a corridor I found some corn. I mean seriously, who keeps corn in a cabinet? And it's not even in a kitchen? I'd like to see more appropriate, actually decent items that are worth something in appropriate containers.
I'd agree that i.e. guilds having stores in outlaw refugees could allow some illegal items to be sold there for some fee. As for fencing itself it could be however as long as this limit stays toward exp you get for Legerdemain leveling up.Fencing limit - why is there a limit on items you can fence? Hardly realistic at all, it should be a legitimate way of making money in the game, by stealing stuff. That's what thieves do, and any other Elder Scrolls game allows you to do, it should be allowable here as well.
This part is true actually.Bounties - why is it when you kill an NPC and no one witnessed it the bounty remains? Seriously, when the latest eye witness is slain, the bounty should be removed. Why has this not been fixed?
Please stop ignoring these issues and fix them.
AefionBloodclaw wrote: »When are they going to upgrade the broken crime system? Currently it's so immersion breaking and frustrating trying to do a proper Elder Scrolls Thief exploration type playthrough in this game. I remember some dev saying you can play ESO however you want, but you actually can't. Here are some things I believe could be improved:
NPCs don't have schedules - they just stand around in their house and never leave. In a proper Elder Scrolls game they usually leave the house and you can decide the safest time to go in and clean the place out. Sometimes the NPCs shout out inane dialogue lines even though it still says 'Hidden.'
Other players are often frustrating - just when you're about to pick the lock on a safebox, some other player swoops in and takes it for themselves. Safeboxes should be phased to the player. This should eliminate interference from other players.
Stealth is broken - if you shoot 1 enemy, all other enemies instantly detect your exact location. In proper Elder Scrolls games they automatically get alerted that someone is around, but they aren't instantly alerted to your exact location, which makes sense, in ESO all NPCs seem to have infrared targeting satellites, hardly realistic or immersive at all.
Assassinating NPCs is broken - it's extremely hard to not get a bounty whilst assassinating an NPC, and most of the time the NPC respawns before the body disappears, leaving a double still there - why hasn't this been fixed yet? This doesn't happen in any other game.
Items - the items in containers seem to be completely out of whack - is it random or something? In Vivec City, I looked in someone's backpack and all that was in there was a pumpkin... also, in a cabinet in a corridor I found some corn. I mean seriously, who keeps corn in a cabinet? And it's not even in a kitchen? I'd like to see more appropriate, actually decent items that are worth something in appropriate containers.
Fencing limit - why is there a limit on items you can fence? Hardly realistic at all, it should be a legitimate way of making money in the game, by stealing stuff. That's what thieves do, and any other Elder Scrolls game allows you to do, it should be allowable here as well.
Bounties - why is it when you kill an NPC and no one witnessed it the bounty remains? Seriously, when the latest eye witness is slain, the bounty should be removed. Why has this not been fixed?
Please stop ignoring these issues and fix them.