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Pickpocketing and killing NPCs in cities has become very difficult due to role players

  • Sylvermynx
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    RD065 wrote: »
    When I first used the Big House in Alinor I always felt really bad about the older lady sweeping in front minding her own business always dead. Why do you do that? I also get emotional when someone kills one of the Giants in Eastmarch. I have a name for each one .. Leave the Giants alone.

    Nope. When an endeavor is "kill a giant" Eastmarch is where I go....
  • drunkendx
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    When I was new to ESO and entered Stonefalls for first time, I killed one of wild guars.

    Few seconds later i got whisper "poor guar, do you step on ants too?"

    At first i was confused, then replied "I also kick puppies."

    No more replies, and I think I got on someones ignore list.
  • spartaxoxo
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    Rogue_Wolf wrote: »
    Kwoung wrote: »
    Rogue_Wolf wrote: »
    Playing as intended...🤣
    ZoS gave us the mudball and functional ability to throw mud in other player's faces. Clearly, players are using this game item as ZoS intended!

    Using and over-using are 2 different things. ZOS has banned folks for excessive mud-balling, because that falls into the griefing category, which is against the TOS.

    Maybe they should implement a cool-down timer on the item to curb abuse, rather than banning players. 15-30 minute cooldown time would do the trick, imo.

    We don't need a cooldown, just don't grief and you won't be banned. No intentionally impeding others gameplay and no spamming an unwilling participant.
  • VaranisArano
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    drunkendx wrote: »
    When I was new to ESO and entered Stonefalls for first time, I killed one of wild guars.

    Few seconds later i got whisper "poor guar, do you step on ants too?"

    At first i was confused, then replied "I also kick puppies."

    No more replies, and I think I got on someones ignore list.

    Better than my SO in the early days pre-One Tamriel. One of the first things he did was kill one of the bantam guars in Davon's Watch, get a bounty, and then proceeded to get brutally murdered by the guards over and over because he had no gold to pay the fine. I had to go bail him out at the Outlaws Refuge.
  • ZOS_GregoryV
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  • Mandragora
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    I think they are role players (but there are a lot of them), all those players who try in every way to stop me from pickpocketing and killing NPCs. I spend a lot of time every day pickpocketing, rotating all my characters, because it amuses me and because for me it is a way of making gold. Every day I have to deal 1 or 2 times with someone who 1) throws me mudballs over and over 2) shoots arrows at the NPCs I'm pickpocketing, preventing me from carrying on my business 3) insults me and yells at me stop because I'm a murderer, chasing me in my every move, mimicking attack gestures towards my character. I wonder why ZOS does nothing to stem this. There are "Thieves Guild" and "Assassins Guild", introduced in ESO years ago: why do players who do business for these guilds have to be persecuted by other players who introduce inappropriate morals into a GAME? Let's try to understand that I am killing pixels with as many pixels, we are not in the real world. But I'm not a psychiatrist, I can't get inside the mind of someone who acts this way. Sanctions would be needed, however. I have launched several harassment tickets on these occasions, but I don't think they have been considered, as harassments has gotten even worse lately. My tips:
    - mass production of harassment tickets by players who are harassed during pickpockets or executions with the Blade of Woe, with transcribed video and chat.
    - consideration of these tickets by ZOS, sanctioning the harassers
    - introduction of specific rules aimed at not disturbing those who are pickpocketing or using the Blade of Woe in the cities of Tamriel.

    Sadly they can be actually against RP - they see thieves and DB as RP activity and can try to spoil it, having fun of using that against them as pseudo rp.
    Also I don't think ZOS will do anything against it - I always remember rapport (of whatever it is called) of our great companions.
    I also find comments here about this post being about demanding OP freedom quite hilarious - welcome to humanity ...
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • TwinLamps
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    So OP kills and loots NPCs because it amuses him/her/them.
    Maybe players who try to prevent OP to do so also find amusement in their own actions, trying to stop the crime they see in progress.
    Awake, but at what cost
  • Kwoung
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    TwinLamps wrote: »
    So OP kills and loots NPCs because it amuses him/her/them.
    Maybe players who try to prevent OP to do so also find amusement in their own actions, trying to stop the crime they see in progress.

    Well, I am pretty sure everyone "amuses" themselves in the game interacting with MOB's in one way or another, I would guess like most, that you/I kill them and take their stuff in order to level and get loot. However, when someone's amusement targets / harasses other players, then it becomes griefing and is against the TOS.
    Edited by Kwoung on November 18, 2021 5:40AM
  • TwinLamps
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    Well if you go and kill NPCs someone was talking with is that harassment as well?
    Awake, but at what cost
  • spartaxoxo
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    TwinLamps wrote: »
    Well if you go and kill NPCs someone was talking with is that harassment as well?

    No. Because you both are using the npc for legitimate gameplay reasons. The person in OP was throwing a mudball specifically to impede someone else, rather than it being a case of conflicting goals.
  • PileggiPileggi
    I actually don't kill NPC's- I only pickpocket them

    This is why you get grief bro, you leave empty marks everywhere! :smile: This totally prevents other people from pickpocketing btw lol.
    So bare that in mind that if you do report them, because leaving empty marks is way more annoying than simply having your mark killed in front of you(you still get loot if you pickpocketed before, empty mark gives nothing obviously)

    There was someone doing this in Blackwood-Leyawiin every night at around 11pm GMT, to such effect that sometimes every NPC in every house was empty(safeboxes all still there tho /facepalm); and I'd have had to kill them all to reset loot for the next rotation which means; I don't get nearly as many blue treasures as I would before I get capped. It sucked lol was losing thousands per day. I rescheduled my play time to avoid them.


  • schoober
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    I didn’t know that was a thing.
    You should play their game and kill all the npcs around. They will have to face a bunch of dead bodies with the same npcs next to them. It will definitely ruin their day if they are indeed RPrs, BUT, I really believe that’s not the case.
  • BlueRaven
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    schoober wrote: »
    I didn’t know that was a thing.
    You should play their game and kill all the npcs around. They will have to face a bunch of dead bodies with the same npcs next to them. It will definitely ruin their day if they are indeed RPrs, BUT, I really believe that’s not the case.

    I have not seen this in action either personally.

    But…

    I know of vampire and werewolf RP groups. And a recent “welcome to ESO video” that zos produced had a guild party taking place inside the thieves guild in Hews Bane.

    So I am sure there are some RPers who are perfectly fine with a high body count.
    Edited by BlueRaven on November 18, 2021 1:20PM
  • TwinLamps
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    @jaws343
    You talk about quest giving ones.
    But there are plenty of NPCs you can talk to and that can be killed by players.
    Awake, but at what cost
  • Kwoung
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    TwinLamps wrote: »
    @jaws343
    You talk about quest giving ones.
    But there are plenty of NPCs you can talk to and that can be killed by players.

    If a MOB can die in ESO, gives XP, and drops loot (haven't found one that doesn't yet), it was intended to by design, that is it's primary purpose in the game, regardless of where it is located or what skin the pixels are arranged in or whatever flavor text it has when interacted with. Yellow names are static, everything else is fair game. As for your question, if the mob is killable, it has no other intended gameplay associated with it, so no, you are not griefing anyone by killing & looting it. Yes, you can choose to make an imaginary friend or work that MOB into some RP scenario, but you do so knowing full well it can be killed at a moments notice... and would probably be better served using a yellow name NPC for that purpose.

    EDIT: I am using the term MOB above, because that is what we are talking about. NPC's are yellow names... Non-Player "Characters".. meaning they are a character in the game, have a designated purpose like offer a quest, tell a story, merchants, etc... MOB's are mobile objects, which is anything in the game that is killable.
    Edited by Kwoung on November 18, 2021 5:16PM
  • CasgarTheSomnolent
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    I mentioned this in passing in my previous (only-semi-serious) post in here, and I apologize if this has already been covered in posts I haven't yet read, but changing instances seems like the simplest real solution to this problem.

    I'm not sure, though, what is a consistent way of doing it. If you have a friend or guildie, you have a chance that they may be in a different instance. Have them come to where you are, then party up, and if you're in different instances, the game will tell you. Then you warp to them. Roleplay and murderthieving saved for everyone. Everybody wins, nobody loses.

    If that's not an option, though, I don't know if logging out and logging back in has a chance of throwing you into a different instance or not. I would think so, and that's something you can do by yourself, but again, it's not a guarantee. Does anyone know if there are other ways to reliably change instances?

    It would actually be really useful to have, say, a slash command to simply change instances. I'm sure ZOS has their reasons for not allowing that sort of direct control, but I can definitely think of circumstances where it could be useful. I mean, your roleplay could also be affected by a guild doing a big event in the city you want to be in, such as using the stage in Rellenthil Or you could be desperately trying to get an antiquity lead from a delve boss, but there are so many people there that you can't get a hit in. I think it would still be so sparsely used that it would not affect things too much. Just a utility tool for rare circumstances.
  • Kwoung
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    I mentioned this in passing in my previous (only-semi-serious) post in here, and I apologize if this has already been covered in posts I haven't yet read, but changing instances seems like the simplest real solution to this problem.

    I'm not sure, though, what is a consistent way of doing it. If you have a friend or guildie, you have a chance that they may be in a different instance. Have them come to where you are, then party up, and if you're in different instances, the game will tell you. Then you warp to them. Roleplay and murderthieving saved for everyone. Everybody wins, nobody loses.

    If that's not an option, though, I don't know if logging out and logging back in has a chance of throwing you into a different instance or not. I would think so, and that's something you can do by yourself, but again, it's not a guarantee. Does anyone know if there are other ways to reliably change instances?

    It would actually be really useful to have, say, a slash command to simply change instances. I'm sure ZOS has their reasons for not allowing that sort of direct control, but I can definitely think of circumstances where it could be useful. I mean, your roleplay could also be affected by a guild doing a big event in the city you want to be in, such as using the stage in Rellenthil Or you could be desperately trying to get an antiquity lead from a delve boss, but there are so many people there that you can't get a hit in. I think it would still be so sparsely used that it would not affect things too much. Just a utility tool for rare circumstances.

    While true, the person being harassed can always change instances, why should they have to? If I like the ice cream at one shop in town, but every time I go there some random guy follows me in and talks smack, acts like he is going to knock the cone out of my hand repeatedly and generally makes it a bad experience, why should I be the one who is forced away to the other shop? Shouldn't the shop owner ban that other guy from the shop for his anti-social behavior?

    Edit: And yes, interfering with another player who is simply playing the game in a valid way, especially after they ask you to stop harassing them, is very anti-social behavior... Much akin to bullying actually, and no amount of "but that gameplay disturbs me" or "I am saving the town" excuses are valid.
    Edited by Kwoung on November 18, 2021 7:25PM
  • TwinLamps
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    So preventing an in game genocide of non hostile hub dwelling NPCs is somehow a harrasment now?
    Oh, boy. What a time to be alive.
    Awake, but at what cost
  • jaws343
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    TwinLamps wrote: »
    So preventing an in game genocide of non hostile hub dwelling NPCs is somehow a harrasment now?
    Oh, boy. What a time to be alive.

    When you are harassing other players to do so. Yes, absolutely. Killing NPCs is part of the game, whether you like it or not. Repeatedly harassing other players for doing legitimate in game activities is harassment, will always be harassment. Your opinion on the actions of the players being harassed is irrelevant since they are doing encouraged in game activities. Harassment of other players is not encouraged and not a legitimate in game activity.
  • Kwoung
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    TwinLamps wrote: »
    So preventing an in game genocide of non hostile hub dwelling NPCs is somehow a harrasment now?
    Oh, boy. What a time to be alive.

    A : If they can be killed or pickpocketed, they will be... it is the game design.
    B : Genocide, really? They respawn a minute later, so genocide is literally impossible.
    C : Protecting MOB's from other players? RP all you want, but chances are the NPC is going to die if they are killable.
    D : If your "protection" includes stalking that other player around and interrupting and possibly ruining their gameplay... then yes, that is harassment.

    Edited by Kwoung on November 18, 2021 8:12PM
  • TwinLamps
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    Well genociding entire towns might be harassment to players who react to said behavior as well.
    It ruins their immersion, if nothing else. Or are their dollars/euros somehow less worth than money spent from people who amuse themselves to grief others by killing all killable NPCs in a major hub?

    Awake, but at what cost
  • jaws343
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    TwinLamps wrote: »
    Well genociding entire towns might be harassment to players who react to said behavior as well.
    It ruins their immersion, if nothing else. Or are their dollars/euros somehow less worth than money spent from people who amuse themselves to grief others by killing all killable NPCs in a major hub?

    Immersion is a made up thing that is entirely subjective and entirely irrelevant. Other player's immersion doesn't matter in an mmo.

    But really, all you need to do is compare the two players in a situation like that and see what the game supports:

    Player 1: Pickpocketing and/or blade of woeing NPCs.
    - Thieves Guild DLC encourages this
    - Dark Brotherhood DLC encourages this
    - Item set encourages blade of woe use
    - Blade of woe is a skill that can be used on non hostile NPCs
    - Endeavors encourage pickpocketing and NPC murder. As well as counting dead non-hostile NPCs as containers for stealing items from the world.

    Player 2 on the other hand:
    - Berating player 1 in chat: Reportable offense
    - Repeatedly throwing mudballs: Reportable offense
    - Following player 1 around wherever they go: AKA stalking in zone, reportable offense

    Not a single thing Player 2 is doing is a redeemable action. In fact, everything they are doing is against the TOS for interactions with other players. Player 1 is literally doing nothing wrong and doing actions entirely encouraged by the game.
  • Kwoung
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    TwinLamps wrote: »
    Well genociding entire towns might be harassment to players who react to said behavior as well.
    It ruins their immersion, if nothing else. Or are their dollars/euros somehow less worth than money spent from people who amuse themselves to grief others by killing all killable NPCs in a major hub?

    No, that's not harassment, that is a personal issue to feel that way. I could say as someone above did... that I like giants and it harasses me to see people killing them, but that actually it isn't harassment, it is simply how I feel. MOB's were placed in town to be murdered and pickpocketed, the game has a huge amount of quests making you do exactly that. The game design also puts many highly valued items on those town MOB's So if someone has an issue with it, they are probably in the wrong game, or should at the very least re-evaluate their attachment to things that are designed to be killed repeatedly.
  • TwinLamps
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    So TOS is wrong on this.
    ESO prides itself on new content, new zones where people can immerse themselves in new stories.
    It is bad publicity imho to let all these new players enter new zones just to see everything slaughtered.

    And immersion is important to more than a few players.

    Awake, but at what cost
  • Kwoung
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    TwinLamps wrote: »
    So TOS is wrong on this.
    ESO prides itself on new content, new zones where people can immerse themselves in new stories.
    It is bad publicity imho to let all these new players enter new zones just to see everything slaughtered.

    And immersion is important to more than a few players.

    Are you referring to the Deadlands? Because yes, I literally rode across that entire zone without seeing more than 1-2 random MOB's. The place was a wasteland, not a very great first impression, and I am pretty sure it wasn't Thieves Guild or Dark Brotherhood players who were responsible for that.

    And just a point of fact, the "immerse themselves in new stories" in your quote... those are all still there... Quest giving mobs can't be killed. So basically, the immersion remains.
    Edited by Kwoung on November 18, 2021 8:32PM
  • Jaimeh
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    Who is to say that YOU aren't the one who is griefing THEM?

    A lot players enjoy certain NPCs and it is jarring to see them brutally murdered in broad daylight by roleplaying "assassins" day after day after day after day. It certainly breaks immersion to see NPCs standing over their own bodies and to have entire cities depopulated due to the depredations of certain selfish players.

    The only difference is this is intended by the game, especially in the case of DB storyline. If a person finds it distressing, they should take it up with ZOS, not the players.

    Back on topic, I used to loot NPCs in Vvardenfell, because the motif pages for the Telvanni etc. styles dropped from pickpocketing, and when I used the blade of woe, there were sometimes comments in chat by other people, but it was mostly in mock horror and nothing too serious. If it's more than that then just put them on ignore, or worst case report them.
  • VaranisArano
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    TwinLamps wrote: »
    Well genociding entire towns might be harassment to players who react to said behavior as well.
    It ruins their immersion, if nothing else. Or are their dollars/euros somehow less worth than money spent from people who amuse themselves to grief others by killing all killable NPCs in a major hub?

    Your immersion does not trump the ability of players who bought the Dark Brotherhood DLC to play ESO as intended using that content.

    They paid for Dark Brotherhood content. They get to play as intended. They get to play without being harassed.
  • Belegnole
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    My current main has been known to liberate goods from those who don't want to share. He has also been known to leave them sleeping on the ground.

    Now while I do not approve of griefing, I can see why another player may be inclined to stop a thief or a murderer. For instance I've always thought that the murderer should be flagged for pvp for a short time after committing the crime. I understand that others may not feel that this would be a good idea, though I think it would be fun.
  • ealdwin
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    Belegnole wrote: »
    ...For instance I've always thought that the murderer should be flagged for pvp for a short time after committing the crime. I understand that others may not feel that this would be a good idea, though I think it would be fun.

    It would be fine if it were optional, and one would have to opt-in through their settings. But if it were an always-on situation it would likely end up being abused to grief players.
    Edited by ealdwin on November 18, 2021 9:55PM
  • Belegnole
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    ealdwin wrote: »
    Belegnole wrote: »
    ...For instance I've always thought that the murderer should be flagged for pvp for a short time after committing the crime. I understand that others may not feel that this would be a good idea, though I think it would be fun.

    It would be fine if it were optional, and one would have to opt-in through their settings. But if it were an always-on situation it would likely end up being abused to grief players.

    I agree. Unfortunate about people liking to grief others.
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