Factions - A Survey

Post » Mon Aug 02, 2010 12:15 pm

Here's a quick survey about factions. Here's some information before you vote:

Daggerfall: Lots of factions, but many had the same questlines
Morrowind: Many factions, each one appeals to a character's specific skills, but they have a loose plot, or no plot at all
Oblivion: A hand full factions, but each one had a plot
Fallout 3: No factions

Feel free to discuss.

(keep in mind this is my first poll)
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Glu Glu
 
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Post » Mon Aug 02, 2010 2:19 pm

Maybe smaller factions for different sub-specialties, but I am thinking they should try factions that don't pertain to a certain arch-type, and more like political parties.
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kat no x
 
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Post » Mon Aug 02, 2010 5:47 pm

A good amount of factions that adhere to the player's skills. Some factions should bar you from joining others and factions should have items, skills and perks that can be found nowhere else. There should be re-playable tasks given by factions in order to make money. Factions should affect certain points in the main quest but joining them should not be manditory (for example persuade a fighters guild member to help your cause. If your a member of a higher position than him, then you can convince him easily).
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~Amy~
 
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Post » Mon Aug 02, 2010 8:02 pm

Agreed with you two guys.

I think faction quest lines should be relatively long, independently of the number of factions.Ie. 10 quests for a faction isn't enough, factions need to have a strong place and if you have a certain character where you'd enter only a handful of factions, you should still have enough playtime with these. Someone playing a stealthy character in Oblivion has only the Thief's guild and Dark Brotherhood to join, yet both "political" views differ a lot, and I'd be surprised to see a Gray Fox accepting that you're into an illegal guild killing people. Well, a purely fighter character still has only the fighter's guild. I like how even if the Telvanni House and Mages Guild of Morrowind cater to mage characters, both factions don't really like themselves. You shouldn't be barred from getting into Telvanni if you're in the Mages Guild, but the Telvanni's disposition should be reduced. I know there will be no Telvanni in TES V, but it's as an example for what should happen with different factions. There should be enough factions and quests for each factions so people really trying to build a specific character won't feel like they're missing something (except from cool quests and rewards) if they choose not to enter more than a certain number of factions because they get through the quests in a short time. Well, I can understand if some factions of a much smaller scale gets a couple of quests less, but not a very small number. I felt factions in Oblivion weren't present enough, and that they were made so anyone could easily get through all of them. It shouldn't be this way.

I also think that skill requirements helped making you feel taking more time in the guild. You had time to settle after doing quests and go do some other random quests or continue the mainquest and/or train so you could continue. It gave a feel that there was always something to do with the guild, that it took an important part and helped made your character stronger. In Oblivion, you can start a guild and finish it in a matter of hours, and then your character didn't necessarily get that much better or it feels like the guild was just a passerby. I mean, when I played Morrowind, I got more play time just getting in factions related to my character's skill (including the MQ, miscellaneous quests and artifact hunting) than Oblivion doing EVERYTHING. Morrowind was far more rewarding since you stayed true to the type of character you created while Oblivion feels empty and lifeless if you just do the quests of one faction.
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Eileen Müller
 
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Post » Tue Aug 03, 2010 2:50 am

Fallout 3 - no factions? not true. maybe not as in depth as the elder scrolls series, but it definitely had factions. Not all of them were join-able

Some of the factions you can join are
The Brotherhood of Steel
The Regulators
Slavers of Paradise Falls
The escaped slaves
The "Vampires" of Meresti Station
Reily's Rangers
The Pitt raiders/slavers
The Pitt slaves

Some of the factions you can't quite join are
The Enclave
Talon Company
Brotherhood Outcasts

There are quite a few more, that's just off the top of my head.
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Stefanny Cardona
 
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Post » Mon Aug 02, 2010 6:52 pm

Fallout 3 - no factions? not true. maybe not as in depth as the elder scrolls series, but it definitely had factions. Not all of them were join-able

Some of the factions you can join are
The Brotherhood of Steel
The Regulators
Slavers of Paradise Falls
The escaped slaves
The "Vampires" of Meresti Station
Reily's Rangers
The Pitt raiders/slavers
The Pitt slaves

Some of the factions you can't quite join are
The Enclave
Talon Company
Brotherhood Outcasts

There are quite a few more, that's just off the top of my head.


It felt more like you were associated with the factions, but never actually a member.
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Matt Bee
 
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Post » Mon Aug 02, 2010 6:33 pm

Well, for ES VI (my bet is they are well beyond this in ES V) there should be 2 faction categories: culturual and occupational. I like the idea of merchants, economic, racial, historical factions as they can add so much to the richness of a setting. Then having occupational factions for your standard classes. Each should have a plot; each should have a loose tie-in to the main plot. Of course there should be specific items...it's another perk for joining a faction. Yes, there should be consequences for joining certain factions, especially if they are set up with the cultural background as I said. However, some could be neutral.
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Andrea Pratt
 
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Post » Mon Aug 02, 2010 11:17 pm

Well if anything they should bring back skill and attribute requirements for advancement.

Keep the big four guilds (Fighters, Mages, Thieves, Assassins) but have (like Tausig suggested) a few political party type factions (each with their own questline that pits them against one another so you can only work for one party). Along with all the other mini factions as well.
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Yonah
 
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Post » Mon Aug 02, 2010 10:10 pm

Well if anything they should bring back skill and attribute requirements for advancement.

Keep the big four guilds (Fighters, Mages, Thieves, Assassins) but have (like Tausig suggested) a few political party type factions (each with their own questline that pits them against one another so you can only work for one party). Along with all the other mini factions as well.


It'd be great if those political parties would try to hinder the other's work, all coming up with different means, could be assassinations, threats, spreading false rumours or anything of the likes. Getting help from other factions (again in different ways depending of the faction(s) you're in as well as political parties). And that is just one idea. A complex guild system would makes things much deeper and help a lot with the replay value. Instead of getting through faction quests the same way all the time, your allegiances would change things a lot.
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Amysaurusrex
 
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Post » Mon Aug 02, 2010 12:32 pm

Many factions, that appeal to a character build(requiring skills, so we don't have Warriors become Arch mage without raising a single magic skill.)
Yes, they should be separate from the Main Quest
Factions not affecting the Main Quest line
They should have unique items associated with them, but a way to obtain them without advancing to the top of the guild, but this would be very hard to do.
And all the Extra options.
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Jaki Birch
 
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Post » Mon Aug 02, 2010 4:49 pm

I just hope the thief and assassination missions don't go all "goody goody" on us again. Stealing stuff is generally bad. You're a thief, a lowlife that takes other people stuff for their own profit, not Robin Hood. As for assassinations, as the movie RED pointed out "Wait, you guys don't have people killed. Your the good guys. I'm the bad guy, I have people killed."
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Alyna
 
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Post » Mon Aug 02, 2010 3:42 pm

How about the ability to start a gang or faction of your own?
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lucile davignon
 
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Post » Mon Aug 02, 2010 2:57 pm

I want a lot of competing factions... at least the same amount as Morrowind had, if not more. I also want long multi-path questlines for all of the factions.
Factions should have unique items associated with them, and you should not be able to be in all factions at once.

How about the ability to start a gang or faction of your own?

That would be really cool.
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Monika Fiolek
 
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Post » Mon Aug 02, 2010 11:57 am

Morrowind factions but with a little more guild control when master and main quest interactions if you want
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Adrian Morales
 
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Post » Mon Aug 02, 2010 12:24 pm

Much longer assassin quest lines, they are the best of the best.

Also, the guilds should compete with eachother and you should not be able to be in two guilds of same interest at the same time:
Necromancers guild OR mages guild
Fighters guild OR blackwood company (different ofcourse in TES5)
Assassin OR Bodyguard(?)
Vampire OR Vampire Hunter
Thiefs guild OR the watch
etc etc etc.
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Sophie Payne
 
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Post » Mon Aug 02, 2010 1:46 pm

You need the secondary plots that Oblivion-style factions offered.

Do you NEED conflict? As an economic decision, that's not terribly interesting to a developer (resources devoted to content that 50% of players won't see on the first playthrough, and most don't do a second). It offers possibilities, of course, but it's something to be careful with. Especially since you wind up with non-canon results when you do that.

What is essential is to have more than one kind of faction: Sure, you have the Dark Brotherhood, but what if there's a merchant's council you can work for, and they have 3-4 quests, although you are never an official member? You'll probably have the pathetic Fighter's Guild again, but what about elevating Daedric Cults to minor factions, and to perform the artifact quest, you need to cultivate a bit of trust?

What if there are factions you can't join or directly work for, but you can gain/lose reputation based on how you resolve quests?

I tend to think that these are the important aspects: only a few factions get the big storyline, not ALL of their quests are part of the narrative (even at advanced levels!), and there are smaller factions with quests, but not a plot, and factions you can't join, but that you CAN affect...
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Lil'.KiiDD
 
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Post » Mon Aug 02, 2010 9:46 pm

This may seem like a Morrowind Versus Oblivion rant and if it does I am sorry. I really enjoyed both games and felt both factions were done nicely, but I feel not enough effort was put into Oblivion's factions. Even though I am praising Morrowinds factions I do believe there is still room for improvement. So without further useless banter my opinion on factions. I really enjoyed Morrowind's faction system because it allowed you to diversify your character by having class and alignment specific factions. You had the factions like the Great House's and the vampire clans Aundea, Quarra, and Berne. Those factions had unique stories and only one character could play through their missions. With Oblivion you could complete every quest with one character (not with Shivering Isles though). Morrowind really had it down with each guild hall having a certain mission chain to advance, but in Oblivion you had to complete every mission to become guild master. I have no problem with having to do the missions, but I just think it should be a choice to have to do every one. The whole doing a certain mission gives you this many faction reputation points and this many is needed to increase your faction rank is great. What really bugged me with Oblivion's factions was not only could you be in the five main factions at once (DB, MG, FG, TG, and Arena) but you didn't need any skill in those areas what so ever. I mean how does a level 1 magic user become the master of the Fighters Guild. Yes TES magic is versatile enough to enter any faction, but you should need certain skills to be in the Fighters Guild. :cry: I miss attribute requirements :cry: .
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stephanie eastwood
 
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Post » Mon Aug 02, 2010 5:05 pm

In terms of the amount of factions and the role they played. I was mostly satisfied with Morrowind, I would say. There were enough factions that the player had a fair degree of choice, and characters of each type would have more than one faction to choose from. For example, both the Mages Guild and House Telvanni were suited for mages, one could also argue that the Temple and Imperial Cult were also good for mages, since some of the skills they required were magic skills, though I'd argue that those two factions were more factions that were geared towards characters of any class, and which, if any, to join should depend on the character's personal beliefs. For fighters, one had the Fighters Guild, of course, and House Redoran, and the Imperial Legion, and for stealth oriented characters, you had the Thieves Guild or House Hlaalu, or if you prefer assassination to stealing you could join the Morag Tong, but your killings didn't necessarily have to be stealthy. I'd say that the Dark Brotherhood in Oblivion is a better example of a stealth oriented assassin's guild as while you could generally complete your contracts by any means as long as the target was dead, to get the best rewards, you generally needed to be subtle. Having TOO many factions to join wouldn't be a good idea as each faction would end up being less developed. At worst, you could get to a point where different factions felt like slightly different variations of the exact same concept. Morrowind seemed to have the right idea in terms of how many factions there should be, though. Even though some of the faction quests could feel a little generic at times, the lore on the different factions helped to ensure that they didn't all feel the same.

Also, I like that Morrowind, aside from the basic Fighters, Thieves, Mages and assassins guilds, also let you join some religious and political factions as well as the Imperial Legion. I wish Oblivion had had this too. I seem to recall that before release, I would have at least liked to be able to join the Nine Divines faction and do quests for them, though what I'd really like to see in that area in a future game is the oportunity to join a Daedric cult, now, it might be a little unreasonable for a joinable cult to exist for every Daedric Prince, so I'd say that Bethesda should choose one or a few Daedric Princes who play a reletively important role in the lore of wherever the game takes place, and let the player join a cult dedicated to them. I've always enjoyed doing the Daedric quests, they can be fun quests in themselves, and they always offer a reward worthy of whatever task they involve, but it doesn't need to be limited to just doing one quest, and getting a unique item in return. As far as political factions, to use Oblivion as an example, I would have liked to be able to work for one of the counts and countesses, or maybe work for the Elder Council and try to help them keep the peace in Cyrodiil in wake of the recent problems, of course, depending on where the game takes place, what kind of factions would be appropriate may differ.

As far as how factions tie into the main quest. I'd say that the main quest shouldn't require you to join most factions, perhaps there could be one or two factions that you join during the main quest, sort of like the Blades. But these should be exceptions, for the most part, the major factions should be independant from the main quest. You shouldn't have to join them to complete the main quest, and if you choose to join them, you should be able to complete their quests without the need to join the main quest. This isn't to say that factions can't ever interact with main the main quest, after all, the factions are part of the game world too, so it isn't unreasonable if players must occassionally make contact with them for parts of the main quest, kind of like how in Morrowind, you needed to convince the various great houses to choose you as their Hortator at one point, and in such cases, being a member of that factions could allow for solutions to the quests that wouldn't otherwise be possible, but by no means should being part of those factions be necessary to complete the storyline.

I'd say that factions should conflict where it makes sense, but if two factions have no logical reason to object to you being a member of the other one, the game shouldn't count you out from joining one faction if you have joined another. To once again bring up Morrowind, that game had clear examples of conflicting factions, most notable were the three great houses. If you chose to join one great house, you could not join any other, something which you would be warned about before joining. This made sense according to the lore of the game because the three houses were conflicting political organizations each pursuing its own interests, which have often been known to get involved in conflicts between houses. Also, a less obvious example occurs with the Thieves Guild and Fighters Guild, while neither faction would deny you entrance if you were a member of the other, some quests for the Fighters Guild would go against the interests of the Thieves Guild, once again, this made sense, as the leader of the Fighters Guild later revealed that he had made a deal with the Commona Tong. On the other hand, the Fighters Guild would not object to you also being a member of the Mages Guild, and there's no reason they should.

And speaking of factions, they should require you to be good in their appropriate skills to reach the highest rank, someone who doesn't know a thing about magic shouldn't become Archmage. In Morrowind, this was accomplished the easy way, by not allowing the player to advance to the next rank without having a high enough level in at least some of that factions required skills, but I also wouldn't object if this was actually accomplished by practical tests of the skills. Something which, one might argue, Oblivion accomplished at least in the Thieves Guild, because to even receive Thieves Guild quests, you needed to sell some stolen goods to a fence, and if you succeeded in stealing enough items to accomplish this, then this might be taken as an indication that you're a thief worthy of the guild, also, the quests themselves were obviously designed under the expectation that you'd complete them using stealth, and killing people during your quests would be punished. Even the Dark Brotherhood might be said to accomplish this to a lesser extent, since to get the bonuses, you generally needed to use stealth, and the presence of at least one Dark Brotherhood NPC who is more of a warrior type and who is specially said to hate using stealth clearly shows that if you can kill people, they'll still let you join, although you won't get the best rewards for their contracts unless you use stealth. But in the case of the Fighters Guild, as long as you could kill enemies, you could advance, you could get away with just taking advantage of sneak attacks to kill them stealthily, or even using magic, but the problem is biggest in the case of the Mages Guild, because it seems to me that they're quests really don't require any skill in magic at all. While they give you tasks that can be accomplished using magic, generally, mundane alternatives work just fine, in the few cases where you actually needed magic, there didn't seem to be anything stopping you from just using a scroll instead. Thus, someone who has never cast anything better than novice level spells can potentially become the next Archmage, and this needs to be adressed in the next game. If you're going to define you're factions based on the character specialization they're aimed at, you need to make sure that the player actually needs to have those skills to reach the highest rank.

I would say that factions should sometimes give you access to unique items, mostly in the form of rewards for their quests, or perks for advancing in rank, because a reward feels much less impressive when you can find the same thing anywhere, though not every reward can be something really amazing. The early quest rewards should be fairly basic, but you should definately start getting some unique items for some later rewards. I don't mind if I miss out on a few unique things if I choose not to join a specific faction, it just gives me more reason to join that faction later on.

But although I've said some good things about Morrowind's factions, one aspect about the handling of factions which I liked in Oblivion better than Morrowind is the fact that in Oblivion, aside from the Arena, the factions you could join tended to have cohesive storylines, whereas in Morrowind, for the most part, there "questlines" were just a series of disjointed, often rather basic tasks that really did not have that much to do with each other. While the quality of the storylines themselves varied somewhat between the factions. The concept, I felt, made the faction questlines feel a little more rewarding. For one thing, a single, continual storyline gives the game more time to develop things, thus allowing for better writing. It also makes me feel more inclined to do the next quest, with a well written, continual storyline, I want to do the next quest because I want to see what happens next, with guild quests like Morrowind, I only want to do the next one to get the reward for it and advance in rank. Obviously, not every qust in a guild can be part of a larger storyline, not that it was like this in Oblivion, I seem to recall that the Thieves Guild storyline for example didn't really start until you started working for the Gray Fox, and the recommendation quests for the Mages Guild were pretty much independant tasks that just had you solving whatever, often fairly minor, problems the local guild halls have. I'd say having the early quests seem like independant tasks and then having the player take part in the main storyline of that faction's questline later on is the best approach as I tend to think of the early quests as just proving you're worth and introducing you to what sort of thing you can expect from that faction while with the later quests, you start to really get involved in the guild's affairs.

I just hope the thief and assassination missions don't go all "goody goody" on us again. Stealing stuff is generally bad. You're a thief, a lowlife that takes other people stuff for their own profit, not Robin Hood. As for assassinations, as the movie RED pointed out "Wait, you guys don't have people killed. Your the good guys. I'm the bad guy, I have people killed."


They seemed to make it pretty obvious that the Dark Brotherhood was meant to be the evil faction in Oblivion to me, although you do have a point about the Thieves Guild. In Morrowind, on the other hand, in the Thieves Guild, you stole stuff, the game never went out of its way to tell you that you were a horrible person for doing so, but it didn't exactly try to make the Thieves Guild look like upstanding citizens or anything.
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Jack Moves
 
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Post » Mon Aug 02, 2010 10:08 pm

You need the secondary plots that Oblivion-style factions offered.

Do you NEED conflict? As an economic decision, that's not terribly interesting to a developer (resources devoted to content that 50% of players won't see on the first playthrough, and most don't do a second). It offers possibilities, of course, but it's something to be careful with. Especially since you wind up with non-canon results when you do that.


I'd be highly surprised 50% (or 75%) of the Oblivion players went through every guild. When developing an RPG, you must accept that players won't experience everything in a first playthrough. You're speaking of guild quests, but anyone making a warrior class character you won't be doing stealth pickpocketing or break-ins, or won't do any alchemy or anything do to with spells, thus there's a big part of the game you don't experience. Whichever character you make, there is certainly no "cannon" in the TES series. You can get into every guild in Oblivion, but you have a choice not to. I think such elements only adds to the depth of the game and may entice many players (new or not) into making several characters. The better an RPG is, the most choices and different roads you can take.
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Arrogant SId
 
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Post » Mon Aug 02, 2010 5:39 pm

"Should factions have items that can only be obtained by joining them?"

Voted no. If the item exists in the game world, I want to be able to steal it. If this is a single, rare, super item... then I can understand it being locked down. But unique weapons/armour tailored to a certain guild, should be stealable and lootable.
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FLYBOYLEAK
 
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Post » Tue Aug 03, 2010 2:02 am

On your first question "How many factions should be in TESV, and how long should they be?" I would like to see the first two options together and don't see why it couldn't be done. I want "many" factions (maybe 8 at most but still more then a handful) with long quest lines.

I expect something really good out of TESV. I expect your choices as a PC to make an impact on the way people treat you and what ways you are able to progress. I hope its the best most comprehensive Bethesda game to date....when it comes out.
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Rachel Cafferty
 
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Post » Tue Aug 03, 2010 4:00 am

Actually I want many factions, 30-40 or so. Some of them should have quest lines, but ALL of them should also have an infinite amount of jobs/quests, as in TES2.
There could be 8-9 different Temples, and maybe a dozen or so Knightly orders, including Order of the Lamp, and others already specified in lore (and TES2). Similiar factions of course offer similiar quests and benefits. But with some differences: Order of Arkay, for example, would send you to childbirths and funerals alike. You know, jobs for priests that don't involve killing...

Factions plot lines could complement the MQ, but it's not necessary imo. One thing I've been thinking is MQ being triggered only when you're highly ranked in any faction. You'd be approached because of your status, not because you just happen to be there or you're a chosen one or some BS. That's not original, dammit!

But, there are people who want to make characters who are never part of any faction, and they should be able to do that! Then the MQ could be triggered by a high-enough reputation with any social group. Example: you're a lone ranger, but you become known amongst the peasants for your good deeds. They approach you seeking aid in... whatever it is that MQ is about :)

And, some factions would be rivals. If it makes sense. Even if you join factions that are NOT rivals, each of them expects a certain amount of dedication from you. In TES2 I joined the FG only to get free accommodation, and went questing for the MG. Soon enough they harshly told me in the FG that I need to start working for them or they kick me out. Now that's the kind of realism I want in MY TES game. Knowing that I can also fail quests, lose ranks, or be kicked from a faction.
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Makenna Nomad
 
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Post » Mon Aug 02, 2010 12:36 pm

"Should factions have items that can only be obtained by joining them?"

Voted no. If the item exists in the game world, I want to be able to steal it. If this is a single, rare, super item... then I can understand it being locked down. But unique weapons/armour tailored to a certain guild, should be stealable and lootable.

It would be good if this reward could be stolen. But at your own risk.
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Darlene Delk
 
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Post » Tue Aug 03, 2010 3:16 am

I pretty much want them to be done the same way Morrowind was done, but I feel that way about pretty much everything.
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Miss K
 
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Post » Tue Aug 03, 2010 3:42 am

I would like to see a moderate amount of factions with their quests varying in length. I'd like to see a lengthy quest line for the 4 major factions: Fighter, Mage's, Thieves, and Dark Brotherhood. And a few more factions, such as Imperial Legion, or a few guilds based on the region of the game(probably Skyrim?)

Like in New Vegas, I'd like the factions to have a decent impact on the ending of the game. Different guilds should interact and doing a quest for one guild may possibly affect your standing in another guild, but not necessarily make it impossible to complete that guilds quests, just make that guild more difficult.(Maybe you get kicked out of that guild and have to do a short quest to rejoin) I'd rather the factions, be more separate from the MQ, but maybe some join on faction over another could change the final outcome.

I would like to see that guilds are more exclusive. A white knight shouldn't be able to do the Thieves guild quest with ease(Morrowind thieves guild is damn hard for even a a beginning stealth character: stealing Nerano Manor key for example, the only easy way was beat him up and take his stuff) However a Thieves guild member might be able to handle the Fighter's guild quests, but maybe by having to use his stealth abilities instead of hack-and-slash. However he might not be able to do the Mage's guild quests until he levels up his Magic abilities. Reason I say this is because I didn't seem to notice a difficulty in doing any of the factions in Oblivion. Correct me if I'm wrong, which I probably am, but was there a skill/attribute requirement to advance in a specific guild? Like in morrowind you have to have a certain Intelligence and have a few skills high enough for advancement. It wasn't based 100% if I completed the previous quest of not.

And I'd also like to see exclusive items/skills/perks for each guild. Though they usually have a form of this, so I'm not worried about them not including that.
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Sanctum
 
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