Guild lengths, Guild rank progression, and how many Guilds

Post » Tue Dec 29, 2009 11:24 am

This is for all guilds. And if you don't understand, its saying:

Length: Longer and more story lined, or Shorter with more side quests mixed in

Rank: I want to rank up with the storyline, and just let side quests grant rewards and extra gold

Number of Guilds: The original three, or add/take away something
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Luis Longoria
 
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Post » Tue Dec 29, 2009 7:08 am

I hated the amount of guilds in Oblivion. There were so many more guilds in Morrowind and I missed the variety. I especially missed being a guard.
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JeSsy ArEllano
 
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Post » Tue Dec 29, 2009 2:00 pm

Umm, you are missing the Thieves Guild in there.
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jodie
 
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Post » Tue Dec 29, 2009 7:02 pm

I voted for less Main story and more Guilds/factions.
I don't want to be the Hero that saves the world. I have Arena, Redguard, Daggerfall, Morrowind, Oblivion and Fallout 3. The only Main Quest I finished was FO3.
I don't want to be the leader of any Guild just rank and file is fine with me. Maybe support one faction or the other in a struggle for power within a guild/faction. Could you imagine the mayhem in a power struggle in the Dark Brotherhood. The killers killing the killers.
If it is war then let me be a spy for the Blades or fight as a grunt in the Imperial Legion or the Nord forces opposed to the Legion or just an adventurer trying to stay out of the conflict.
So what do we have so far?
Mages guild
Fighters Guild
Dark Brotherhood
The Blades
The Imperial Legion
The Nords
The Thieves Guild
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flora
 
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Post » Tue Dec 29, 2009 5:31 pm

Rank up with the storyline? As in, I can be Rank 1 in the Thieves Guild and if I complete the main quest of the game, I'll be at the highest rank in the guild? That makes zero sense. If anything, I should be kicked out of the guild for not doing any quests, like how Daggerfall had it. They had your reputation drop 2 points every month that you didn't do quests. And yes, keep the original guilds and add new ones.
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Sheila Reyes
 
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Post » Tue Dec 29, 2009 1:06 pm

I missed the amount of guilds thats were in Morrowind, I say bring back smaller guilds while keeping the main, large ones.
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Solène We
 
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Post » Tue Dec 29, 2009 5:47 pm

I thought it was kind of dumb how in Oblivion you could become the leader of every guild/faction at the same time. "Oh hai, I'm the Gray Fox, Arch-Mage, Master of the Fighter's Guild, and Listener of the Dark Brotherhood."

Needs different outcomes.
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Krystal Wilson
 
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Post » Tue Dec 29, 2009 6:30 pm

Keep the original guilds and add new ones. That's one of the greatest things with TES.
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clelia vega
 
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Post » Tue Dec 29, 2009 10:37 am

This is for all guilds. And if you don't understand, its saying:

Length: Longer and more story lined, or Shorter with more side quests mixed in


No offense, maybe I'm just thick- but even the explanations aren't helping me much. :shrug:

I want longer guild quest lines- massive guild quest lines. I want the smallest one to dwarf the main quest by an indisputable margin.

Seriously, how many people have played 10+ characters, and only done the main quest with 1 or 2 of'em?

Rank: I want to rank up with the storyline, and just let side quests grant rewards and extra gold


I want to rank up by working for the guild. Storyline =/= automatic rank increase.

I want randomized Daggerfall-style quests in addition to the guild storyline quests- if you don't have enough "guild brownie points" at some point in the guild storyline, do some random fetch and carry work until you meet the requirements to get the next rank then proceed with the guild quest line.

Number of Guilds: The original three, or add/take away something


Dunno where three comes from, but I want more than Morrowind had- and there we almost had two of everything:

Blades
Fighter's Guild
Mage's Guild
Thieve's Guild
Imperial Legion
Imperial Cult (9 Divines)
Almsivi Cult
House Hlaalu
House Redoran
House Telvanni
Morag Tong
Nerevarine Cult

(The Dunmer Great Houses were effectively "local versions" of the 3 most common guilds: Telvanni/Mages', Redoran/Fighters', Hlaalu/Thieves'.)

Maybe you're making a fine distinction between "guilds" and joinable factions, but I don't. And I want at least as many joinables as I've listed, with their own quest lines. And mix'em up- some you can rise to be the supreme leader of, some you can't- but if you can, make it mean something.

And they don't all get along- find ways to block some of'em based on others, and maybe allow (very complex and difficult) workarounds- if a guild is secretive enough, perhaps one could be leader of it while spying on another by joining...but they'd never rise to the top, or would use any rank gained to destroy or cripple it.
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Big Homie
 
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Post » Tue Dec 29, 2009 2:24 pm

No offense, maybe I'm just thick- but even the explanations aren't helping me much. :shrug:

I want longer guild quest lines- massive guild quest lines. I want the smallest one to dwarf the main quest by an indisputable margin.

Seriously, how many people have played 10+ characters, and only done the main quest with 1 or 2 of'em?



I want to rank up by working for the guild. Storyline =/= automatic rank increase.

I want randomized Daggerfall-style quests in addition to the guild storyline quests- if you don't have enough "guild brownie points" at some point in the guild storyline, do some random fetch and carry work until you meet the requirements to get the next rank then proceed with the guild quest line.



Dunno where three comes from, but I want more than Morrowind had- and there we almost had two of everything:

Blades
Fighter's Guild
Mage's Guild
Thieve's Guild
Imperial Legion
Imperial Cult (9 Divines)
Almsivi Cult
House Hlaalu
House Redoran
House Telvanni
Morag Tong
Nerevarine Cult

(The Dunmer Great Houses were effectively "local versions" of the 3 most common guilds: Telvanni/Mages', Redoran/Fighters', Hlaalu/Thieves'.)

Maybe you're making a fine distinction between "guilds" and joinable factions, but I don't. And I want at least as many joinables as I've listed, with their own quest lines. And mix'em up- some you can rise to be the supreme leader of, some you can't- but if you can, make it mean something.

And they don't all get along- find ways to block some of'em based on others, and maybe allow (very complex and difficult) workarounds- if a guild is secretive enough, perhaps one could be leader of it while spying on another by joining...but they'd never rise to the top, or would use any rank gained to destroy or cripple it.


yea i liked having lots of guilds, and ghouses clashing with guilds.

In MW, i was a member of house Hlaalu bc it was the easiest for me to join, but it conflicted with the fighter's guild. So i had quests that conflicted, and eventually had to leave the house bc i was wayy father along with the fighter's guild. It tripped me up to have factions play out like that so late in a game, and in OB (except for the theives guild), it was a cakewalk, and i honestly don't remember any truly conflicting quests. bring back loyalty pls!
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Jeremy Kenney
 
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Post » Tue Dec 29, 2009 8:31 am

If we assume a civil war is going on, then we are probably going to be able to choose a side and join a clan (something similar to the Great Houses of Morrowind), along with the Dark Brotherhood, Fighter's, Mage's, and Thieve's Guilds.

I would like to see other new guilds/factions too:

* Perhaps there could be a struggle between the Morag Tong and the Dark Brotherhood, since they are sworn enemies.
* Bring back some organized crime by being able to join something like the Camonna Tong.
* Maybe be able to join the abolitionist movement with the Twin Lamps, or the opposite, become a slaver.
* How about a little entrepreneurship action with the East Empire Company, or something similar.

The more factions the better! Also, opposing factions should conflict with one another. You shouldn't be able to complete the Fighter's Guild, while simultaneously working for the Thieve's Guild, unless being a snitch or something like that plays into the storyline.
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Michelle Smith
 
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Post » Tue Dec 29, 2009 1:17 pm

Just let me join the Morag Tong again and I will be happy :biggrin:
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Kelly John
 
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Post » Tue Dec 29, 2009 7:21 am

I don't want the player to be the head of anything in the guild. At a higher rank perhaps, but nothing that requires concrete responsibility like a guild head. These have to be reasonable guilds, not cheap operations that put you at the head of nothing like Morrowind and Oblivion did.

Just let me join the Morag Tong again and I will be happy :biggrin:
No. That is lore breaking.
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Strawberry
 
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Post » Tue Dec 29, 2009 11:00 am

I like the idea of: More Everything.

The stories in the quests in the factions in Oblivion were awesome and made them far more memorable than the Morrowind guild quests.
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Melly Angelic
 
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Post » Tue Dec 29, 2009 7:35 pm

While i think becoming the Guild Leader should be next to impossible, i believe that through a high reputation and a "misforunate" event you could become the leader of the guild. Note that by extremely limiting i mean dedicating ones self to the guild and manipulating plenty of political strings. This could also be coupled with the fact you could be assumed or accused of being guilty, at any time, by a diehard follower should you be too obvious in his murder or should you have no alaby for his unfortunate predicament when he was assassinated for whatever reason.

And becoming the leader would provide extrodinary benefits, like monetary gains, fame/infamy, and the manipulation of your followers(to a certain point).
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Alan Cutler
 
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Post » Tue Dec 29, 2009 8:03 pm

No. That is lore breaking.

What is lore breaking about it?
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Add Meeh
 
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Post » Tue Dec 29, 2009 7:44 am

I like the idea of: More Everything.

The stories in the quests in the factions in Oblivion were awesome and made them far more memorable than the Morrowind guild quests.



Damn Straight.
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Cash n Class
 
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Post » Tue Dec 29, 2009 7:36 pm

I don't believe that joining the Morag Tong would be breaking any lore, check it out http://www.uesp.net/wiki/Lore:Morag_Tong. Outside Morrowind the Morag Tong is not recognized by the Empire as a legal organization, but the Morag Tong's targets do not just stick to Morrowind, they travel all over Tamriel. This could open up an interesting situation pitting the Dark Brotherhood against the Morag Tong as both illegal assassin guilds (although the Morag Tong would be getting their targets from HQ in Morrowind, and DB would get theirs from the Night Mother).
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Grace Francis
 
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Post » Tue Dec 29, 2009 5:37 pm

No offense, maybe I'm just thick- but even the explanations aren't helping me much. :shrug:

I want longer guild quest lines- massive guild quest lines. I want the smallest one to dwarf the main quest by an indisputable margin.

Seriously, how many people have played 10+ characters, and only done the main quest with 1 or 2 of'em?



I want to rank up by working for the guild. Storyline =/= automatic rank increase.

I want randomized Daggerfall-style quests in addition to the guild storyline quests- if you don't have enough "guild brownie points" at some point in the guild storyline, do some random fetch and carry work until you meet the requirements to get the next rank then proceed with the guild quest line.


Second this. Especially the randomized quests for guilds. Would also like to, by doing this, make you have to do more quests to earn promotions. I always thought it a bit lame that you would be promoted with almost each quest you do, like when you've just joined the fighters guild and you go kill a rat (or care for them OBL), and that is basically all the 'proving yourself' you have to do - bang - first promotion! :dry:
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ruCkii
 
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Post » Tue Dec 29, 2009 5:28 am

People are probably gonna hate on me for this, but I want a return to the pointless fetch quests of Morrowind, at least early on in a Guild. It feels much more immersive to me when, as a new member, I'm just running around collecting ingredients for Alchemists and stuff like that. Later on, when you have a high rank, I wouldn't mind Guild storylines, but to me it's immersion breaking when you have just joined a Guild and they're immediately like "GO SAEV TEH WURLD!!!!1!111".

EDIT: And yeah randomized quests à la Daggerfall would be good too.

Which reminds me of another annoyance with Oblivion's guilds, the fact that in the Dark Brotherhood the quest almost forces you to kill your targets in a contrived scripted way (dropping the mounted head etc) rather than allowing you to track the target and make up your own strategy.
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Jeff Turner
 
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