Fighter's Guild: Breaking the monotomy

Post » Sat May 28, 2011 1:58 pm

I don't know about you, but I got SOOO bored with the fighter's guild quests in Oblivion. It seemed like every task was "Go to cave (A) and kill target (B)" I would like to see much more variation with the fighter's guild this time around. Such as seiges on forts, hunting dangerous packs of creatures around town, security escort, guard patrol (like in RDR), and just more diversity in general. Thoughts?
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Daramis McGee
 
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Post » Sat May 28, 2011 8:14 am

i think yes
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M!KkI
 
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Post » Sat May 28, 2011 11:19 am

Non-linearity is the answer. Let RadiantStory generate all those boring fetch quests for us, while having a hand-made storyline. In Oblivion we faced a rival Guild, in Morrowind we chose whether or not to continue the Guild's corrupt relationship with the Morag Tong. The two types don't need to rely on each other and come in fixed order from the same few quest givers.
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Kayleigh Williams
 
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Post » Sat May 28, 2011 6:03 am

why can't we keep the hand-made aspect but with more variety in the quests?
I'M TIRED OF KILLING TROLLS MAN
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Austin Suggs
 
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Post » Sat May 28, 2011 5:21 am

Like you said, a Siege would be great. The local Warlord, Bob, is under attack by an army of undead, and possibly one Dragon. He's sent for reinforcements, the Fighter's guild. You are dispatched with a dozen men to aid the already existing army who is besieged. Seeing what the new engine can do, I'm sure that it could generate many people on the screen at once. This would be great, picture it. Another situation could be a rescue mission with a twist... the cave starts to collapse. Yet another one, help the city guard with your guild to help defend the city. These situations would break the norm Oblivion dullness.
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Tyler F
 
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Post » Sat May 28, 2011 9:14 am

Sort of like a battlehorn castle on sterroids. Yes
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Kill Bill
 
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Post » Sat May 28, 2011 3:14 pm

Non-linearity is the answer. Let RadiantStory generate all those boring fetch quests for us, while having a hand-made storyline. In Oblivion we faced a rival Guild, in Morrowind we chose whether or not to continue the Guild's corrupt relationship with the Camonna Tong. The two types don't need to rely on each other and come in fixed order from the same few quest givers.


Fixed!
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Brooke Turner
 
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Post » Sat May 28, 2011 9:49 am

I would prefer the Imperial Legion over the Fighter's Guild personally. I will agree however, that the quest line was overall uninteresting and could have used some help. I think I personally enjoyed the Dark Brotherhood faction quest line the most. Considering there is a civil war going on in Skyrim, hopefully that will have a deep impact on what is going on with the various factions. I'm also hoping that Bethesda continues the faction meters from FO:NV so there could perhaps be conflict between guilds.
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Dalley hussain
 
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Post » Sat May 28, 2011 10:37 am

They should assign you on jobs with fellow aspiring guild members, build on the companionship aspect and develop some interesting characters. It'd be great to go questing with another member, especially longer quests such as an investigation spanning over a large part of the gameworld. It'd be great to have friends you could invite over for dinner who you'd shared a quest with.
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Lizs
 
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Post » Sat May 28, 2011 12:01 pm

Yeah, those Fighter's Guild quests needed something to spruce them up. Here's to hoping they are not so linear in Skyrim!
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asako
 
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Post » Sat May 28, 2011 7:28 am

I might have been more interested in the Fighters Guild if the other members weren't so bone idle

Honestly, it seems like you join up and have to do ALL the work. Whilst the entire rest of the Fighters Guild stand around doing absolutely nothing. They should make quests where you get to team up with other FG people, or maybe get the chance to get rid of their lazy asses in some way.
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Devin Sluis
 
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