Endless questlines?

Post » Fri Jul 22, 2011 2:58 pm

I always hated the fact that you had nothing to do with a guild once you played it trough.
I hope this will not be in Skyrim, for example:

Fighters/Companions Guild could offer you infinite amount of simple random generated guest like: Defend a merchant on his jurney or
Kill a bandit encampment near a city etc.

Dark Brotherhood could offer you Infinite amount of the same type quests, random generating a NPC and then enlisting you to murder him/her.

Thieves Guild could enlist you infinite times to steal a certain random generated item from a person or a house.

And Mages could enlist you to teach new mages and send you on a quest for wisdom.

Kinda like there were infinite battles in the Arena and in Sheogoraths relam.

Whats your feelings about this feature?
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Brentleah Jeffs
 
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Post » Fri Jul 22, 2011 9:18 pm

Radiant story was Developed to Remedy that, or so we're led to believe. only time will tell.

Otherwise, you read my mind with those suggestions.
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Kate Murrell
 
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Post » Fri Jul 22, 2011 9:52 pm

I agree with EVERYTHING! I pray these are in the game, along with randomly generated mini quests like "find my son"
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Bellismydesi
 
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Post » Fri Jul 22, 2011 3:49 pm

i'm really hoping that Radiant Story is used for mundane grunt work for guild questlines, where you have to complete a certain number of odd jobs before you're eligible for the next storyline mission or whatever. like for the fighter's guild you'd take quests to kill stuff or pull guard duty for somebody's store, for the thieves' guild you'd take quests to steal stuff or plant [censored] evidence somewhere, for the mages' guild you'd take quests to enchant a certain item or gather ingredients or something.

i'm generally against procedurally generated quests just because they almost always feel procedurally generated but for simple tasks i'd have no problem with them at all, since there's only so many ways to work "steal this for me" into a big original quest.

i don't see the point of that stuff at the end of the guild questlines unless you're straight up unable to become guildmaster, which would be a really nice change. it seems odd for the CHIEF THIEF to go around doing work his lessers should be doing.
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Naughty not Nice
 
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Post » Fri Jul 22, 2011 5:23 pm

You're true when you say guilds offer nothing when you mastered them, but random quests would need to be that diverse, you hardly feel they're random.
Otherwise it gets boring very quickly.
STALKER for example did an awful job with random quests in the first one. For the last STALKER they took handmade quests.
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Devin Sluis
 
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Post » Fri Jul 22, 2011 11:08 pm

This is actually a good idea.

I would not like doing meaningless peasant quests after I've completed the "main" questline. An option to refuse the guild master position would be nice for role play purposes, but I'd like to see some more guild master activities, like recruiting members, sending them out on errends or quests, and following them up through their advancements.

As for the random simple stuff, this could give the guilds some replay value, though "radiant story" might do the job.

TL;DR: More stuff to make you feel powerful once you've achieved guild master status. ^^




PS: No fishy sticks for me thanks. Long time lurker. I suspect my old account has been deleted along the way.
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Tiffany Castillo
 
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Post » Fri Jul 22, 2011 10:37 am

I would like to see something like this in the game. Variation would be good though,
I don't recall many games that I actually replayed small quests in.

Dark Brotherhood: Assassinations, with instructions would be cool, so you must kill the target a certain way or no gold.
Mages Guild: You could collect herb bundles for rewards, every so often a necromancer could infiltrate the city or your ranks and you must speak to people and investigate to find out who it is.
Fighters Guild: Stand guard at shops that are being robbed, clear out small dungeons with new fighters, hunt bandits in the wilderness.
Thief's Guild: Steal specified objects, there could be different scenarios - castles - mansions - lairs - perhaps you have to sneak into the city watch and return something confiscated, even break a member out of jail.

As far as being the guild master goes I believe that you should still take part in smaller quests.
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Daniel Holgate
 
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Post » Fri Jul 22, 2011 9:13 am

STALKER for example did an awful job with random quests in the first one. For the last STALKER they took handmade quests.


i thought STALKER did it pretty well, honestly. not the FIND MY FAMILY RIFLE stuff that was dumb but the random quests you'd take from Sidorovich and Barman added a lot to the game. i would've preferred a bit more diversity (Call of Pripyat handled artifact hunts much better) but it did a lot for motivating you to go somewhere you wouldn't've thought of going otherwise, or leading you into situations you might not have stumbled into normally. sometimes the assassination missions would point you to interesting targets, too - one time i wound up with a mission to kill this dude i'd traveled around with forever, entirely by chance.

i mean obviously handmade quests are always going to be better but for just giving you something to do for easy money random quests are perfectly fine.
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Natalie J Webster
 
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Post » Fri Jul 22, 2011 3:46 pm

As far as being the guild master goes I believe that you should still take part in smaller quests.

Running simple errends as a guild master doesn't make sense. A guild master is supposed to administer the guild. I'm not suggesting that once you complete a guild you should sit on your butt all day doing paperwork, but I think it would break the immersion and make the title meaningless to me.

This is assuming I understand you correctly, as "take part in" can mean so many things. This leads me back to my original post on being able to send your mages/fighters/thieves out on jobs.


:)
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Heather Stewart
 
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Post » Fri Jul 22, 2011 9:17 pm

We are taking some inspiration from Daggerfall, eh? I agree.
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Spooky Angel
 
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Post » Fri Jul 22, 2011 5:10 pm

Honestly, that's one of my biggest problems. I love the guilds, and their quests, but my problem was always that they'retoo short/little, and often feel like an overdrawn story quest, and not like I've actually joined a guiild. At first, it feels like it (Fighters guild and Dark Brotherhood contracts, the Vathacen Quest from the Mages guiild, etc.), but the later quests don't feel like I'm doing something for the guild and instead I'm just fulfilling so-and-so's job for them. If Skyrim makes guilds feel like guilds, that would be awesome. Otherwise, I may not join any guilds unless they offer me exclusive stuff (gear, weapons, items, etc.).
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Penny Wills
 
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Post » Fri Jul 22, 2011 10:31 pm

Honestly, that's one of my biggest problems. I love the guilds, and their quests, but my problem was always that they'retoo short/little, and often feel like an overdrawn story quest, and not like I've actually joined a guiild. At first, it feels like it (Fighters guild and Dark Brotherhood contracts, the Vathacen Quest from the Mages guiild, etc.), but the later quests don't feel like I'm doing something for the guild and instead I'm just fulfilling so-and-so's job for them. If Skyrim makes guilds feel like guilds, that would be awesome. Otherwise, I may not join any guilds unless they offer me exclusive stuff (gear, weapons, items, etc.).

This is why Morrowind factions were so much better. Not perfect, but much, much better.
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Wanda Maximoff
 
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Post » Fri Jul 22, 2011 9:10 pm

Running simple errends as a guild master doesn't make sense. A guild master is supposed to administer the guild. I'm not suggesting that once you complete a guild you should sit on your butt all day doing paperwork, but I think it would break the immersion and make the title meaningless to me.

This is assuming I understand you correctly, as "take part in" can mean so many things. This leads me back to my original post on being able to send your mages/fighters/thieves out on jobs.


:)


It breaks the immersion for me not having the choice to take part in smaller matters, in my opinion catching infiltrators, hunting gangs - opposition, assassinating targets is something the guild master might take part in on the occasion.
Say your guild has been infiltrated or recruits are going missing, sometimes its left down to the boss himself to 'go out and get the job done'. However if you want to sit at a desk or stick to the background as the guilds mysterious master, then why not? having choice is where immersion comes in. Being able to go out with some fighters and battle bandits as the guilds master might raise the spirits of your members and then for the next few quests without you they will be more likely to succeed, say you don't show up for some time they might begin to loose moral.
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Stephanie Valentine
 
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Post » Fri Jul 22, 2011 2:27 pm

See, we DO agree. There's no need to get defensive. :)

As long as they make the quests credible. You don't send the boss of all bosses out on an escort mission or flowerpicking.
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Maya Maya
 
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Post » Fri Jul 22, 2011 10:43 pm

I always hated the fact that you had nothing to do with a guild once you played it trough.
I hope this will not be in Skyrim, for example:

Fighters/Companions Guild could offer you infinite amount of simple random generated guest like: Defend a merchant on his jurney or
Kill a bandit encampment near a city etc.

Dark Brotherhood could offer you Infinite amount of the same type quests, random generating a NPC and then enlisting you to murder him/her.

Thieves Guild could enlist you infinite times to steal a certain random generated item from a person or a house.

And Mages could enlist you to teach new mages and send you on a quest for wisdom.

Kinda like there were infinite battles in the Arena and in Sheogoraths relam.

Whats your feelings about this feature?



Good ideas!
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Wayland Neace
 
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Post » Fri Jul 22, 2011 3:09 pm

I agree with EVERYTHING!

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Dagan Wilkin
 
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Post » Fri Jul 22, 2011 1:19 pm

I think that I have suggested something like that in http://www.gamesas.com/index.php?/topic/1168935-guild-ranks.
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Yvonne
 
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Post » Fri Jul 22, 2011 7:36 pm

We are taking some inspiration from Daggerfall, eh? I agree.


Thats what I was just thinking reading through these posts.... This was already in Daggerfall and was cut. I wouldn't mind seeing it return. I loved slowly building guild standing through their random quests, instead of just doing 3 quests and already being nominated for guild leader.
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Melly Angelic
 
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Post » Fri Jul 22, 2011 10:51 pm

Thats what I was just thinking reading through these posts.... This was already in Daggerfall and was cut. I wouldn't mind seeing it return. I loved slowly building guild standing through their random quests, instead of just doing 3 quests and already being nominated for guild leader.


This please
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Maeva
 
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Post » Fri Jul 22, 2011 4:15 pm

Agreed!
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Cash n Class
 
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Post » Fri Jul 22, 2011 12:02 pm

I'm not sure about infinite quests. Yes, a lot of quests would be nice...but not an INFINITE number of quests from guilds. It's got to stop somewhere.
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Auguste Bartholdi
 
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Post » Fri Jul 22, 2011 11:16 pm

I like the ideas i think thy will add a lot of depth into the game, i think that the PC should be able to refuse advancing to the rank of guild master and let the second in command advance to this rank. in oblivion i felt that Oreyn should have been nominated as the next GL.
Another thing that i think should be done are quest that will involve more then one guild, the fighters guild might need the help of mages in certain aspects. a dark brotherhood assassin might be hired to kill a high ranking threat and so on.
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Jonathan Montero
 
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Post » Fri Jul 22, 2011 5:31 pm

Running simple errends as a guild master doesn't make sense. A guild master is supposed to administer the guild. I'm not suggesting that once you complete a guild you should sit on your butt all day doing paperwork, but I think it would break the immersion and make the title meaningless to me.

This is assuming I understand you correctly, as "take part in" can mean so many things. This leads me back to my original post on being able to send your mages/fighters/thieves out on jobs.


:)


This would be cool. As guild master people in the guild could help on your own quests you feel like doing. If you hear of a good bit of loot take some members along for the quest as companions. Or send someone out to confirm a rumour about a bandit cave near the town and report back. Then take some guild members and wipe them out for loot :)

Or people in the town will come and say "Rats have infested my house" and you dispatch someone to complete the job then pay them a proportion of the money paid by the town person.

Or if someone wants to join the guild approve or reject them and send them to a minor leader for their first quests.

Ah, now I'm dreaming though....
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Averielle Garcia
 
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Post » Fri Jul 22, 2011 3:13 pm

Now, don't hate me for bringing up another Assassins Creed comparison, but honestly, I did enjoy Brotherhoods guild leader implementation. I loved being able to assign recruits to tasks and watch them build experience. I found myself sometimes even waiting around for my recruits to return from their assigned missions so I could watch them progress. I could see some kind of similar system for guild leaders in TES games. At least, it would be a nice starting point.
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Irmacuba
 
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Post » Fri Jul 22, 2011 1:16 pm

See, we DO agree. There's no need to get defensive. :)

As long as they make the quests credible. You don't send the boss of all bosses out on an escort mission or flowerpicking.


I'm not being defensive in any way, just trying to explain from my point of view.
Perhaps there are rare herbs in the world that once collected give access to powerful potions from the mages guild.
There's different types of leaders among man, those who sit back and those who like to be in the hell of it, herb picking.. (joke).

I thought of something however, what if your guild members went out on their own tasks and you had the option to follow them.
Fighters guild for instance, a recruit is acting as a bouncer in a rowdy tavern, some veterans are out hunting for a murderer and his gang.
You could have the option to follow them and see to it they have no bother and your guild gets income. Without you it could be generated, 70% chance they succeed.
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Inol Wakhid
 
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