Part of the sticking point for me in letting players choose to be full evil is accurately representing the consequences of it in game, particularly in an MMO. I've never played a vampire, but from what I understand if your character is one, there is a point where merchant npcs won't interact with you--a pretty realistic consequence based on how the populace in general views these matters. I don't know the details of how that works, but it is the kind of game mechanic I'm in favor of, adding to the realism of the world.
Absolutely. Decisions should lead to reactions, including negative ones if you behave in a way that an npc would condemn (if there are surviving witnesses). Actually, an actual disposition system for characters and factions (beyond just the few companion characters) would have been an interesting thing. I know, it might be a bit much, especially over 10 years into the game. But they could at least give us a bit of this during some of the quests. And actually, they did something like this in the base game, rudimentarily, where some npcs would also comment negatively on quest choices you made. But it was just random ambient dialogue, basically.
However, I've seen complaints on the forums often enough about people not wanting these kinds of consequences--using certain necromancer skills in towns being one of them.
I've seen those posts. My stance is that it is an rpg, the depicted societies have a moral system and know the difference between acceptable behavior and crimes, so criminal behavior should have consequences. If we say raising the dead in the middle of town is fine, why do we punish murder or theft? Then we could just abolish the game's justice system altogether.
If people want to play evil, or morally grey, or purely mercenary, there should be consequences. There could even be consequences for playing the fully upstanding moral hero, because it stands to reason there are people in Tamriel who might not want to get involved with such a person, either. But I think all of that is more detail than we'd ever see, for various reasons. Even if you do get fully negative rapport with your companions, they never outright leave you, which I think is a pity, but I understand why it works that way.
Still I think it would be possible to get into more morally grey territory within quests, at least. And that goes for quest npcs alike. Now we mostly have a very black and white view: Either heroes or villains. You never see an "evil" character acting against the clichéd expectations. Which would be much more interesting. I wrote it in another thread: For example some turn of events that forces you to cooperate for once.
Elvenheart wrote: »I’ve always hated the fact that companions can “die” in battle and then come back to life afterwards or be resurrected in battle like a player. I think they should simply fall to their knee, with maybe a synergy similar to resurrection where we can get them back on their feet without using a soul gem, or then they just get up automatically after the fact. Hardly anything would be different in the mechanic, but it would just simply make more sense.